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authornotyourav <65437533+notyourav@users.noreply.github.com>2022-01-31 00:21:12 -0800
committerGitHub <noreply@github.com>2022-01-31 00:21:12 -0800
commit2b8d880ffc0a4548d25dc613d53a908d36362d84 (patch)
tree9afeb374fa12045bcd9f24181bafa8c415ccc13c /src/object
parent8dfc9f47f282fc874fd1501951e91b05fcdbf546 (diff)
parent326143afcc27491f6fca042826de18957eeb351e (diff)
Merge pull request #332 from hatal175/spawnstate
Use PlayerSpawnType enum in a few places
Diffstat (limited to 'src/object')
-rw-r--r--src/object/warpPoint.c2
1 files changed, 1 insertions, 1 deletions
diff --git a/src/object/warpPoint.c b/src/object/warpPoint.c
index 09c78307..1098d131 100644
--- a/src/object/warpPoint.c
+++ b/src/object/warpPoint.c
@@ -152,7 +152,7 @@ void sub_0808B684(Entity* this) {
gRoomTransition.player_status.start_pos_y = ((this->cutsceneBeh.HWORD & 0xfc0) >> 2) + 8;
gRoomTransition.player_status.layer = 0;
gRoomTransition.player_status.start_anim = 4;
- gRoomTransition.player_status.spawn_type = 0;
+ gRoomTransition.player_status.spawn_type = PL_SPAWN_DEFAULT;
if (this->type == 2) {
gRoomTransition.type = TRANSITION_FADE_WHITE_SLOW;
}