diff options
author | Marcus Huderle <huderlem@gmail.com> | 2021-02-28 09:47:03 -0600 |
---|---|---|
committer | huderlem <huderlem@gmail.com> | 2021-02-28 09:54:55 -0600 |
commit | c900de35e753a8657cd3c337ca602871cb64c887 (patch) | |
tree | cafb9eb9a2d6a72b6f9a7ac783990be6db5ac4e7 /src | |
parent | a85fada3146e5efa68e2ce259d81ad785765bedd (diff) |
Fix build and cleanup mistakes
Diffstat (limited to 'src')
-rw-r--r-- | src/battle_anim_psychic.c | 4 | ||||
-rw-r--r-- | src/battle_anim_utility_funcs.c | 4 |
2 files changed, 4 insertions, 4 deletions
diff --git a/src/battle_anim_psychic.c b/src/battle_anim_psychic.c index a982e9213..2e7844f76 100644 --- a/src/battle_anim_psychic.c +++ b/src/battle_anim_psychic.c @@ -836,7 +836,7 @@ static void AnimTask_ImprisonOrbs_Step(u8 taskId) } } -static void AnimRedx_Step(struct Sprite *sprite) +static void AnimRedX_Step(struct Sprite *sprite) { if (sprite->data[1] > sprite->data[0] - 10) sprite->invisible = sprite->data[1] & 1; @@ -856,7 +856,7 @@ static void AnimRedX(struct Sprite *sprite) } sprite->data[0] = gBattleAnimArgs[1]; - sprite->callback = AnimRedx_Step; + sprite->callback = AnimRedX_Step; } void AnimTask_SkillSwap(u8 taskId) diff --git a/src/battle_anim_utility_funcs.c b/src/battle_anim_utility_funcs.c index 737b35d5c..9b2b2e03c 100644 --- a/src/battle_anim_utility_funcs.c +++ b/src/battle_anim_utility_funcs.c @@ -38,7 +38,7 @@ static void AnimTask_UpdateSlidingBg(u8); static void UpdateMonScrollingBgMask(u8); static void AnimTask_WaitAndRestoreVisibility(u8); -static const u16 wCurseLinesPalette[] = { RGB_WHITE }; +static const u16 sCurseLinesPalette[] = { RGB_WHITE }; // These belong in battle_intro.c, but putting them there causes 2 bytes of alignment padding // between the two .rodata segments. Perhaps battle_intro.c actually belongs in this file, too. @@ -333,7 +333,7 @@ void AnimTask_DrawFallingWhiteLinesOnAttacker(u8 taskId) GetBattleAnimBg1Data(&animBgData); AnimLoadCompressedBgTilemapHandleContest(&animBgData, gBattleAnimMaskTilemap_Curse, 0); AnimLoadCompressedBgGfx(animBgData.bgId, gBattleAnimMaskImage_Curse, animBgData.tilesOffset); - LoadPalette(wCurseLinesPalette, animBgData.paletteId * 16 + 1, 2); + LoadPalette(sCurseLinesPalette, animBgData.paletteId * 16 + 1, 2); gBattle_BG1_X = -gSprites[spriteId].pos1.x + 32; gBattle_BG1_Y = -gSprites[spriteId].pos1.y + 32; |