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-rw-r--r--src/overworld.c14
1 files changed, 7 insertions, 7 deletions
diff --git a/src/overworld.c b/src/overworld.c
index 154ece042..8347c67a6 100644
--- a/src/overworld.c
+++ b/src/overworld.c
@@ -823,7 +823,7 @@ void LoadMapFromCameraTransition(u8 mapGroup, u8 mapNum)
ResetFieldTasksArgs();
RunOnResumeMapScript();
- if (gMapHeader.regionMapSectionId != MAPSEC_BATTLE_FRONTIER
+ if (gMapHeader.regionMapSectionId != MAPSEC_BATTLE_FRONTIER
|| gMapHeader.regionMapSectionId != sLastMapSectionId)
ShowMapNamePopup();
}
@@ -1082,7 +1082,7 @@ static bool16 IsInflitratedSpaceCenter(struct WarpData *warp)
u16 GetLocationMusic(struct WarpData *warp)
{
if (NoMusicInSotopolisWithLegendaries(warp) == TRUE)
- return 0xFFFF;
+ return MUS_NONE;
else if (ShouldLegendaryMusicPlayAtLocation(warp) == TRUE)
return MUS_ABNORMAL_WEATHER;
else if (IsInflitratedSpaceCenter(warp) == TRUE)
@@ -2235,10 +2235,10 @@ static void CB1_UpdateLinkState(void)
// Note: Because guestId is between 0 and 4, while the smallest key code is
// LINK_KEY_CODE_EMPTY, this is functionally equivalent to `sPlayerKeyInterceptCallback(0)`.
- // It is expecting the callback to be KeyInterCB_SelfIdle, and that will
+ // It is expecting the callback to be KeyInterCB_SelfIdle, and that will
// completely ignore any input parameters.
//
- // UpdateHeldKeyCode performs a sanity check on its input; if
+ // UpdateHeldKeyCode performs a sanity check on its input; if
// sPlayerKeyInterceptCallback echoes back the argument, which is selfId, then
// it'll use LINK_KEY_CODE_EMPTY instead.
//
@@ -3051,7 +3051,7 @@ static void SetPlayerFacingDirection(u8 linkPlayerId, u8 facing)
#define TEMP gLinkPlayerMovementModes[linkPlayerObjEvent->movementMode](linkPlayerObjEvent, objEvent, facing)
gMovementStatusHandler[TEMP](linkPlayerObjEvent, objEvent);
-
+
// Clean up the hack.
#undef TEMP
}
@@ -3199,8 +3199,8 @@ static void SpriteCB_LinkPlayer(struct Sprite *sprite)
{
struct LinkPlayerObjectEvent *linkPlayerObjEvent = &gLinkPlayerObjectEvents[sprite->data[0]];
struct ObjectEvent *objEvent = &gObjectEvents[linkPlayerObjEvent->objEventId];
- sprite->pos1.x = objEvent->initialCoords.x;
- sprite->pos1.y = objEvent->initialCoords.y;
+ sprite->x = objEvent->initialCoords.x;
+ sprite->y = objEvent->initialCoords.y;
SetObjectSubpriorityByZCoord(objEvent->previousElevation, sprite, 1);
sprite->oam.priority = ZCoordToPriority(objEvent->previousElevation);