From 3016f72851213659656c6ce2cd2dcee6625b06bb Mon Sep 17 00:00:00 2001 From: IIMarckus Date: Wed, 25 Sep 2013 23:28:16 -0600 Subject: Fix CheckIfInOutsideMap comments. Pointed out by 80C. --- main.asm | 9 ++++----- 1 file changed, 4 insertions(+), 5 deletions(-) diff --git a/main.asm b/main.asm index b6aa60b8..254806ff 100644 --- a/main.asm +++ b/main.asm @@ -928,7 +928,7 @@ WarpFound2: ; 073c (0:073c) ld [$d73b],a ; save ID of used warp ld a,[W_CURMAP] ld [$d73c],a - call CheckIfInOutsideMap ; check if the tileset number is 0 or the map is Route 12 + call CheckIfInOutsideMap jr nz,.indoorMaps ; this is for handling "outside" maps that can't have the 0xFF destination map ld a,[W_CURMAP] @@ -1144,13 +1144,12 @@ PlayMapChangeSound: ; 08c9 (0:08c9) ret nz jp GBFadeIn1 -; function to set the Z flag if the tileset number is 0 or the map is Route 12 -; strangely, Route 12 has tileset 0, so the check is redundant CheckIfInOutsideMap: ; 08e1 (0:08e1) +; If the player is in an outside map (a town or route), set the z flag ld a,[W_CURMAPTILESET] - and a + and a ; most towns/routes have tileset 0 ret z - cp a,ROUTE_12 + cp a,$17 ; Route 23 / Indigo Plateau ret ; this function is an extra check that sometimes has to pass in order to warp, beyond just standing on a warp -- cgit v1.2.3