gBattleTerrainTable -> sBattleTerrainTable

This commit is contained in:
LOuroboros 2021-11-28 01:22:27 -03:00
parent e677a00676
commit b042eb6436

View file

@ -598,7 +598,7 @@ const struct WindowTemplate * const gBattleWindowTemplates[] =
[B_WIN_TYPE_ARENA] = gBattleArenaWindowTemplates, [B_WIN_TYPE_ARENA] = gBattleArenaWindowTemplates,
}; };
static const struct BattleBackground gBattleTerrainTable[] = static const struct BattleBackground sBattleTerrainTable[] =
{ {
[BATTLE_TERRAIN_GRASS] = [BATTLE_TERRAIN_GRASS] =
{ {
@ -807,9 +807,9 @@ void DrawMainBattleBackground(void)
{ {
default: default:
case MAP_BATTLE_SCENE_NORMAL: case MAP_BATTLE_SCENE_NORMAL:
LZDecompressVram(gBattleTerrainTable[gBattleTerrain].tileset, (void*)(BG_CHAR_ADDR(2))); LZDecompressVram(sBattleTerrainTable[gBattleTerrain].tileset, (void*)(BG_CHAR_ADDR(2)));
LZDecompressVram(gBattleTerrainTable[gBattleTerrain].tilemap, (void*)(BG_SCREEN_ADDR(26))); LZDecompressVram(sBattleTerrainTable[gBattleTerrain].tilemap, (void*)(BG_SCREEN_ADDR(26)));
LoadCompressedPalette(gBattleTerrainTable[gBattleTerrain].palette, 0x20, 0x60); LoadCompressedPalette(sBattleTerrainTable[gBattleTerrain].palette, 0x20, 0x60);
break; break;
case MAP_BATTLE_SCENE_GYM: case MAP_BATTLE_SCENE_GYM:
LZDecompressVram(gBattleTerrainTiles_Building, (void*)(BG_CHAR_ADDR(2))); LZDecompressVram(gBattleTerrainTiles_Building, (void*)(BG_CHAR_ADDR(2)));
@ -1194,8 +1194,8 @@ void DrawBattleEntryBackground(void)
if (GetCurrentMapBattleScene() == MAP_BATTLE_SCENE_NORMAL) if (GetCurrentMapBattleScene() == MAP_BATTLE_SCENE_NORMAL)
{ {
LZDecompressVram(gBattleTerrainTable[gBattleTerrain].entryTileset, (void*)(BG_CHAR_ADDR(1))); LZDecompressVram(sBattleTerrainTable[gBattleTerrain].entryTileset, (void*)(BG_CHAR_ADDR(1)));
LZDecompressVram(gBattleTerrainTable[gBattleTerrain].entryTilemap, (void*)(BG_SCREEN_ADDR(28))); LZDecompressVram(sBattleTerrainTable[gBattleTerrain].entryTilemap, (void*)(BG_SCREEN_ADDR(28)));
} }
else else
{ {
@ -1251,7 +1251,7 @@ bool8 LoadChosenBattleElement(u8 caseId)
{ {
default: default:
case MAP_BATTLE_SCENE_NORMAL: case MAP_BATTLE_SCENE_NORMAL:
LZDecompressVram(gBattleTerrainTable[gBattleTerrain].tileset, (void*)(BG_CHAR_ADDR(2))); LZDecompressVram(sBattleTerrainTable[gBattleTerrain].tileset, (void*)(BG_CHAR_ADDR(2)));
break; break;
case MAP_BATTLE_SCENE_GYM: case MAP_BATTLE_SCENE_GYM:
LZDecompressVram(gBattleTerrainTiles_Building, (void*)(BG_CHAR_ADDR(2))); LZDecompressVram(gBattleTerrainTiles_Building, (void*)(BG_CHAR_ADDR(2)));
@ -1313,7 +1313,7 @@ bool8 LoadChosenBattleElement(u8 caseId)
{ {
default: default:
case MAP_BATTLE_SCENE_NORMAL: case MAP_BATTLE_SCENE_NORMAL:
LZDecompressVram(gBattleTerrainTable[gBattleTerrain].tilemap, (void*)(BG_SCREEN_ADDR(26))); LZDecompressVram(sBattleTerrainTable[gBattleTerrain].tilemap, (void*)(BG_SCREEN_ADDR(26)));
break; break;
case MAP_BATTLE_SCENE_GYM: case MAP_BATTLE_SCENE_GYM:
LZDecompressVram(gBattleTerrainTilemap_Building, (void*)(BG_SCREEN_ADDR(26))); LZDecompressVram(gBattleTerrainTilemap_Building, (void*)(BG_SCREEN_ADDR(26)));
@ -1375,7 +1375,7 @@ bool8 LoadChosenBattleElement(u8 caseId)
{ {
default: default:
case MAP_BATTLE_SCENE_NORMAL: case MAP_BATTLE_SCENE_NORMAL:
LoadCompressedPalette(gBattleTerrainTable[gBattleTerrain].palette, 0x20, 0x60); LoadCompressedPalette(sBattleTerrainTable[gBattleTerrain].palette, 0x20, 0x60);
break; break;
case MAP_BATTLE_SCENE_GYM: case MAP_BATTLE_SCENE_GYM:
LoadCompressedPalette(gBattleTerrainPalette_BuildingGym, 0x20, 0x60); LoadCompressedPalette(gBattleTerrainPalette_BuildingGym, 0x20, 0x60);