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authorGriffinR <griffin.g.richards@gmail.com>2020-01-23 10:24:11 -0500
committerGitHub <noreply@github.com>2020-01-23 10:24:11 -0500
commita01d83a4341cd0cdad01fe2d0b96920301257f2a (patch)
treeac4f4ce6086d4664ea49d515759a8044ecd1d973 /include/global.fieldmap.h
parente7cd8c59f4ca0f6c56a3b3782c21e896c203694e (diff)
parent91099dbd0c451188742bf045a26a036e0e8d9f89 (diff)
Merge branch 'master' into sync-ai
Diffstat (limited to 'include/global.fieldmap.h')
-rw-r--r--include/global.fieldmap.h6
1 files changed, 3 insertions, 3 deletions
diff --git a/include/global.fieldmap.h b/include/global.fieldmap.h
index 4402d5042..01cd992ec 100644
--- a/include/global.fieldmap.h
+++ b/include/global.fieldmap.h
@@ -275,9 +275,9 @@ enum
struct PlayerAvatar /* 0x202E858 */
{
/*0x00*/ u8 flags;
- /*0x01*/ u8 bike;
- /*0x02*/ u8 running2;
- /*0x03*/ u8 running1;
+ /*0x01*/ u8 unk1; // used to be bike, but it's not that in Emerald and probably isn't here either. maybe transition flags?
+ /*0x02*/ u8 runningState; // this is a static running state. 00 is not moving, 01 is turn direction, 02 is moving.
+ /*0x03*/ u8 tileTransitionState; // this is a transition running state: 00 is not moving, 01 is transition between tiles, 02 means you are on the frame in which you have centered on a tile but are about to keep moving, even if changing directions. 2 is also used for a ledge hop, since you are transitioning.
/*0x04*/ u8 spriteId;
/*0x05*/ u8 objectEventId;
/*0x06*/ u8 unk6;