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-rw-r--r--src/event_object_movement.c26
1 files changed, 13 insertions, 13 deletions
diff --git a/src/event_object_movement.c b/src/event_object_movement.c
index 75979b7ad..81e352e70 100644
--- a/src/event_object_movement.c
+++ b/src/event_object_movement.c
@@ -103,8 +103,8 @@ void (*const gCameraObjectFuncs[])(struct Sprite *) = {
CameraObject_2,
};
-#include "data/object_event/event_object_graphics.h"
-#include "data/object_event/field_effect_object_graphics.h"
+#include "data/object_events/object_event_graphics.h"
+#include "data/field_effects/field_effect_object_graphics.h"
// movement type callbacks
static void (*const sMovementTypeCallbacks[])(struct Sprite *) =
@@ -378,13 +378,13 @@ const u8 gInitialMovementTypeFacingDirections[] = {
#define OBJ_EVENT_PAL_TAG_NONE 0x11FF
-#include "data/object_event/event_object_graphics_info_pointers.h"
-#include "data/object_event/field_effect_object_template_pointers.h"
-#include "data/object_event/event_object_pic_tables.h"
-#include "data/object_event/event_object_anims.h"
-#include "data/object_event/base_oam.h"
-#include "data/object_event/event_object_subsprites.h"
-#include "data/object_event/event_object_graphics_info.h"
+#include "data/object_events/object_event_graphics_info_pointers.h"
+#include "data/field_effects/field_effect_object_template_pointers.h"
+#include "data/object_events/object_event_pic_tables.h"
+#include "data/object_events/object_event_anims.h"
+#include "data/object_events/base_oam.h"
+#include "data/object_events/object_event_subsprites.h"
+#include "data/object_events/object_event_graphics_info.h"
const struct SpritePalette sObjectEventSpritePalettes[] = {
{gObjectEventPalette0, OBJ_EVENT_PAL_TAG_0},
@@ -591,14 +591,14 @@ const u16 *const gObjectPaletteTagSets[] = {
gObjectPaletteTags3,
};
-#include "data/object_event/berry_tree_graphics_tables.h"
-#include "data/object_event/field_effect_objects.h"
+#include "data/object_events/berry_tree_graphics_tables.h"
+#include "data/field_effects/field_effect_objects.h"
const s16 gMovementDelaysMedium[] = {32, 64, 96, 128};
const s16 gMovementDelaysLong[] = {32, 64, 128, 192};
const s16 gMovementDelaysShort[] = {32, 48, 64, 80};
-#include "data/object_event/movement_type_func_tables.h"
+#include "data/object_events/movement_type_func_tables.h"
const u8 gFaceDirectionAnimNums[] = {
0, // DIR_NONE
@@ -1019,7 +1019,7 @@ const u8 gUnknown_08375767[][4] = {
{3, 4, 2, 1}
};
-#include "data/object_event/movement_action_func_tables.h"
+#include "data/object_events/movement_action_func_tables.h"
// There is code supporing multiple sets of player reflection palettes, but
// the data for each is identical. Perhaps non-water/ice reflections were planned.