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-rw-r--r--src/overlays/effects/ovl_Effect_Ss_D_Fire/z_eff_ss_d_fire.c5
1 files changed, 5 insertions, 0 deletions
diff --git a/src/overlays/effects/ovl_Effect_Ss_D_Fire/z_eff_ss_d_fire.c b/src/overlays/effects/ovl_Effect_Ss_D_Fire/z_eff_ss_d_fire.c
index 8d949c9e5..5ca2c08af 100644
--- a/src/overlays/effects/ovl_Effect_Ss_D_Fire/z_eff_ss_d_fire.c
+++ b/src/overlays/effects/ovl_Effect_Ss_D_Fire/z_eff_ss_d_fire.c
@@ -35,7 +35,12 @@ u32 EffectSsDFire_Init(PlayState* play, u32 index, EffectSs* this, void* initPar
this->pos = initParams->pos;
this->velocity = initParams->velocity;
this->accel = initParams->accel;
+
+ //! @bug Segment 6 is not set to the required object before setting this display list.
+ //! It works out in practice because this effect is spawned from an actor who uses the same object
+ //! and previously already set it to segment 6.
this->gfx = SEGMENTED_TO_VIRTUAL(gDodongoFireDL);
+
this->life = initParams->life;
this->rScale = initParams->scale;
this->rScaleStep = initParams->scaleStep;