diff --git a/src/battle_transition.c b/src/battle_transition.c index 3e11ccb43e..b2b295e16e 100644 --- a/src/battle_transition.c +++ b/src/battle_transition.c @@ -212,7 +212,6 @@ static bool8 AngledWipes_TryEnd(struct Task *); static bool8 AngledWipes_StartNext(struct Task *); static bool8 ShredSplit_Init(struct Task *); static bool8 ShredSplit_Main(struct Task *); -static bool8 ShredSplit_BrokenCheck(struct Task *); static bool8 ShredSplit_End(struct Task *); static bool8 Blackhole_Init(struct Task *); static bool8 Blackhole_Vibrate(struct Task *); @@ -561,7 +560,6 @@ static const TransitionStateFunc sShredSplit_Funcs[] = { ShredSplit_Init, ShredSplit_Main, - ShredSplit_BrokenCheck, ShredSplit_End }; @@ -2928,29 +2926,6 @@ static bool8 ShredSplit_Main(struct Task *task) return FALSE; } -// This function never increments the state counter, because the loop condition -// is always false, resulting in the game being stuck in an infinite loop. -// It's possible this transition is only partially -// done and the second part was left out. -// In any case removing or bypassing this state allows the transition to finish. -static bool8 ShredSplit_BrokenCheck(struct Task *task) -{ - u16 i; - bool32 done = TRUE; - u16 checkVar2 = 0xFF10; - - for (i = 0; i < DISPLAY_HEIGHT; i++) - { - if (gScanlineEffectRegBuffers[1][i] != DISPLAY_WIDTH && gScanlineEffectRegBuffers[1][i] != checkVar2) - done = FALSE; - } - - if (done == TRUE) - task->tState++; - - return FALSE; -} - static bool8 ShredSplit_End(struct Task *task) { DmaStop(0);