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rename some texture #698

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@coco875 coco875 commented Jan 8, 2025

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asm/non_matchings/code_80057C60/render_drift_particle.s Outdated Show resolved Hide resolved
src/code_80057C60.c Outdated Show resolved Hide resolved
@@ -2784,31 +2784,31 @@ void func_8005D290(void) {
D_8018D4C8 = dma_textures(gTextureLightningBolt1, 0x800, 0x800);
}

void func_8005D6C0(Player* player) {
void reset_player_particle_pool(Player* player) {
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What does pool mean?

reset_player_particle_emitter ?

This looks more like init_particle_emitter

@@ -6653,7 +6693,7 @@ void func_8006D474(Player* player, s8 playerId, s8 screenId) {
}
}
if ((gModeSelection == BATTLE) && (player->unk_002 & (2 << (screenId * 4)))) {
func_8006BA94(player, playerId, screenId);
render_player_balloons(player, playerId, screenId);
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Battle balloons?
Don't we already have a render_battle_balloons?

maybe this should be like attach_battle_balloons_to_player or something like that?

}

if (gModeSelection == BATTLE) {
func_8006B9CC(player, arg1);
update_player_balloons_position(player, playerId);
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This could probably be attach.

player_attach_balloon_component ?

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2 participants