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Diffstat (limited to 'mm/2s2h/DeveloperTools/SaveEditor.cpp')
-rw-r--r--mm/2s2h/DeveloperTools/SaveEditor.cpp16
1 files changed, 8 insertions, 8 deletions
diff --git a/mm/2s2h/DeveloperTools/SaveEditor.cpp b/mm/2s2h/DeveloperTools/SaveEditor.cpp
index 0ae23f337..fd67c7d2b 100644
--- a/mm/2s2h/DeveloperTools/SaveEditor.cpp
+++ b/mm/2s2h/DeveloperTools/SaveEditor.cpp
@@ -39,8 +39,8 @@ void TransitionFade_SetColor(void* thisx, u32 color);
void ObjTokeiStep_SetupOpen(ObjTokeiStep* objTokeiStep);
void ObjTokeiStep_DrawOpen(Actor* actor, PlayState* play);
void ObjTokeiStep_DoNothing(ObjTokeiStep* objTokeiStep, PlayState* play);
-void func_80A42198(EnTest4* thisx);
-void func_80A425E4(EnTest4* thisx, PlayState* play);
+void EnTest4_GetBellTimeOnDay3(EnTest4* thisx);
+void EnTest4_GetBellTimeAndShrinkScreenBeforeDay3(EnTest4* thisx, PlayState* play);
}
bool safeMode = true;
@@ -211,15 +211,15 @@ void UpdateGameTime(u16 gameTime) {
// Update EnTest4 actor to be in sync with the new time
// This ensures that day transitions are not triggered with the change
if (enTest4 != NULL) {
- enTest4->unk_146 = gameTime;
- enTest4->lastBellTime = gameTime;
- enTest4->csIdIndex = newTimeIsNight ? 0 : 1;
+ enTest4->prevTime = gameTime;
+ enTest4->prevBellTime = gameTime;
+ enTest4->daytimeIndex = newTimeIsNight ? 0 : 1;
// Sets the nextBellTime based on the new current time
if (CURRENT_DAY == 3) {
- func_80A42198(enTest4);
+ EnTest4_GetBellTimeOnDay3(enTest4);
} else {
- func_80A425E4(enTest4, gPlayState);
+ EnTest4_GetBellTimeAndShrinkScreenBeforeDay3(enTest4, gPlayState);
}
// Unset any screen scaling from the above funcs
@@ -470,7 +470,7 @@ void DrawGeneralTab() {
// Inverting setup actors forces half-day actors to kill/respawn for new day
gPlayState->numSetupActors = -gPlayState->numSetupActors;
// Load environment values for new day
- func_800FEAF4(&gPlayState->envCtx);
+ Environment_NewDay(&gPlayState->envCtx);
// Clear weather from day 2
gWeatherMode = WEATHER_MODE_CLEAR;
gPlayState->envCtx.lightningState = LIGHTNING_OFF;