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authorRangi <remy.oukaour+rangi42@gmail.com>2020-07-07 11:57:03 -0400
committerRangi <remy.oukaour+rangi42@gmail.com>2020-07-07 14:15:39 -0400
commit1e593d8f8cd07e1072992dc1fc962b6de7508aad (patch)
treebded15a11f943c7bc63cd0e47faf1ee2c39ed0b0 /engine/menus/display_text_id_init.asm
parent13129459f11e73df8c556f0c02cd4fca7266a346 (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.asm3
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