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author | Rangi <remy.oukaour+rangi42@gmail.com> | 2020-07-07 11:57:03 -0400 |
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committer | Rangi <remy.oukaour+rangi42@gmail.com> | 2020-07-07 14:15:39 -0400 |
commit | 1e593d8f8cd07e1072992dc1fc962b6de7508aad (patch) | |
tree | bded15a11f943c7bc63cd0e47faf1ee2c39ed0b0 /engine/menus/display_text_id_init.asm | |
parent | 13129459f11e73df8c556f0c02cd4fca7266a346 (diff) |
Remove c1x*/c2x* comments, use struct offset constants
Diffstat (limited to 'engine/menus/display_text_id_init.asm')
-rw-r--r-- | engine/menus/display_text_id_init.asm | 3 |
1 files changed, 2 insertions, 1 deletions
diff --git a/engine/menus/display_text_id_init.asm b/engine/menus/display_text_id_init.asm index c030e7c9..c147eaf6 100644 --- a/engine/menus/display_text_id_init.asm +++ b/engine/menus/display_text_id_init.asm @@ -38,7 +38,8 @@ DisplayTextIDInit:: jr nz, .skipMovingSprites call UpdateSprites .skipMovingSprites -; loop to copy C1X9 (direction the sprite is facing) to C2X9 for each sprite +; loop to copy [x#SPRITESTATEDATA1_FACINGDIRECTION] to [x#SPRITESTATEDATA2_09] +; for each sprite from x=01 to x=15 ; this is done because when you talk to an NPC, they turn to look your way ; the original direction they were facing must be restored after the dialogue is over ld hl, wSprite01StateData1FacingDirection |