Commit Graph

9 Commits

Author SHA1 Message Date
mid-kid 4e3ed078f9 Cosmetic fixes 2018-11-20 21:53:45 +01:00
mid-kid 595127ba65 anim_ret_command is an index in a table after all
For some reason I thought BattleAnim_Ret was never used, due to how the
battle anim loop would be exited early from. It seems I was wrong.
Removing commands before anim_ret without it being part of the `enum`
seems to break things.
2018-07-28 12:14:04 +02:00
mid-kid 04d0490c4c Fix anim_ret_command 2018-07-18 10:55:30 +02:00
Rangi f964d04a87 * loadmenuheader -> loadmenu (ead103d)
* objectface -> turnobject (c834bda)
2018-02-25 20:05:37 -05:00
yenatch 4ce75e8dfc Document some more battle animation commands 2018-01-01 04:40:15 -05:00
yenatch cc5aeb8b87 Fix anim_obj x/y values
- negative values have no meaning
- left in optional tile x/y for backwards compatibility
2017-12-29 13:43:17 -05:00
xCrystal 50fc9c3389 endm -> ENDM 2017-12-28 22:31:16 +01:00
xCrystal 7beb497d3a Uppercase MACRO and EQU(S) according to the style guide 2017-12-28 13:23:44 +01:00
Remy Oukaour 35a3a19fda Use "battle_anims" and "sprite_anims" for clarity, not just "anims" 2017-12-26 18:45:04 -05:00