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Diffstat (limited to 'src/code_8006E9C0.c')
-rw-r--r--src/code_8006E9C0.c14
1 files changed, 7 insertions, 7 deletions
diff --git a/src/code_8006E9C0.c b/src/code_8006E9C0.c
index 3eb226d95..5a2263a00 100644
--- a/src/code_8006E9C0.c
+++ b/src/code_8006E9C0.c
@@ -1,4 +1,4 @@
-#include <ultra64.h>
+#include <libultraship.h>
#include <macros.h>
#include <memory.h>
#include <defines.h>
@@ -67,7 +67,7 @@ void reset_object_variable(void) {
void func_8006EB10(void) {
s32 i;
-
+
for (i = 0; i < gObjectParticle1_SIZE; i++) {
gObjectParticle1[i] = NULL_OBJECT_ID;
}
@@ -638,10 +638,10 @@ void init_clouds(CloudData *cloudList) {
/**
* This function is part of the spawning for the "stars" in some stages
- *
+ *
* arg2 is a pointer to some type of spawn data for the stars, although it not super clear
* what types each element is. It seems like its a bunch of u16's, so maybe a Vec4su?
- *
+ *
* The stars in Wario's Stadium, Toad's Turnpike, and Rainbow Road are not part of the skybox.
* They are instead objects that seemingly hover in the air around the player
* They have no true x/y/z position, instead they seem to be kept in a position relative to the
@@ -694,7 +694,7 @@ void func_8007055C(void) {
if (gPlayerCount == 1) {
var_s4 = 0x32;
} else {
- var_s4 = 0x19;
+ var_s4 = 0x19;
}
for (var_s0 = 0; var_s0 < var_s4; var_s0++) {
find_unused_obj_index(&D_8018CC80[D_8018D1F8 + var_s0]);
@@ -1278,7 +1278,7 @@ void init_hud_three_four_player(void) {
playerHUD[PLAYER_TWO].lapY = 0x60;
playerHUD[PLAYER_TWO].unk_6C = 0xC8;
playerHUD[PLAYER_TWO].unk_6E = 0xC8;
-
+
playerHUD[PLAYER_THREE].itemBoxX = -0x36;
playerHUD[PLAYER_THREE].itemBoxY = 0x2D;
playerHUD[PLAYER_THREE].slideItemBoxX = 0;
@@ -1293,7 +1293,7 @@ void init_hud_three_four_player(void) {
playerHUD[PLAYER_THREE].lapY = 0xD4;
playerHUD[PLAYER_THREE].unk_6C = 0xDE;
playerHUD[PLAYER_THREE].unk_6E = 0xC0;
-
+
playerHUD[PLAYER_FOUR].itemBoxX = 0x175;
playerHUD[PLAYER_FOUR].itemBoxY = 0x2D;
playerHUD[PLAYER_FOUR].slideItemBoxX = 0;