diff --git a/src/event_object_movement.c b/src/event_object_movement.c index 5281a692c..a90a13858 100644 --- a/src/event_object_movement.c +++ b/src/event_object_movement.c @@ -2246,7 +2246,7 @@ u8 SpawnSpecialObjectEvent(struct ObjectEventTemplate *objectEventTemplate) return TrySpawnObjectEventTemplate(objectEventTemplate, gSaveBlock1Ptr->location.mapNum, gSaveBlock1Ptr->location.mapGroup, cameraX, cameraY); } -u8 SpawnSpecialObjectEventParameterized(u16 graphicsId, u8 movementBehavior, u8 localId, s16 x, s16 y, u8 z) +u8 SpawnSpecialObjectEventParameterized(u16 graphicsId, u8 movementBehavior, u8 localId, s16 x, s16 y, u8 elevation) { struct ObjectEventTemplate objectEventTemplate; @@ -2257,7 +2257,7 @@ u8 SpawnSpecialObjectEventParameterized(u16 graphicsId, u8 movementBehavior, u8 objectEventTemplate.inConnection = 0; objectEventTemplate.x = x; objectEventTemplate.y = y; - objectEventTemplate.elevation = z; + objectEventTemplate.elevation = elevation; objectEventTemplate.movementType = movementBehavior; objectEventTemplate.movementRangeX = 0; objectEventTemplate.movementRangeY = 0; @@ -2336,7 +2336,7 @@ u8 CreateObjectGraphicsSprite(u16 graphicsId, void (*callback)(struct Sprite *), // A unique id is given as an argument and stored in the sprite data to allow referring back to the same virtual object. // They can be turned (and, in the case of the Union Room, animated teleporting in and out) but do not have movement types // or any of the other data normally associated with object events. -u8 CreateVirtualObject(u16 graphicsId, u8 virtualObjId, s16 x, s16 y, u8 z, u8 direction) +u8 CreateVirtualObject(u16 graphicsId, u8 virtualObjId, s16 x, s16 y, u8 elevation, u8 direction) { u8 spriteId; struct Sprite *sprite; @@ -2363,7 +2363,7 @@ u8 CreateVirtualObject(u16 graphicsId, u8 virtualObjId, s16 x, s16 y, u8 z, u8 d sprite->coordOffsetEnabled = TRUE; sprite->sVirtualObjId = virtualObjId; - sprite->sVirtualObjElev = z; + sprite->sVirtualObjElev = elevation; if (graphicsInfo->paletteSlot == 10) LoadSpecialObjectReflectionPalette(graphicsInfo->paletteTag, graphicsInfo->paletteSlot); else if (graphicsInfo->paletteSlot >= 16) @@ -2374,8 +2374,8 @@ u8 CreateVirtualObject(u16 graphicsId, u8 virtualObjId, s16 x, s16 y, u8 z, u8 d SetSubspriteTables(sprite, subspriteTables); sprite->subspriteMode = SUBSPRITES_IGNORE_PRIORITY; } - InitObjectPriorityByElevation(sprite, z); - SetObjectSubpriorityByElevation(z, sprite, 1); + InitObjectPriorityByElevation(sprite, elevation); + SetObjectSubpriorityByElevation(elevation, sprite, 1); StartSpriteAnim(sprite, GetFaceDirectionAnimNum(direction)); } return spriteId;