diff --git a/src/overlays/actors/ovl_Bg_Danpei_Movebg/z_bg_danpei_movebg.c b/src/overlays/actors/ovl_Bg_Danpei_Movebg/z_bg_danpei_movebg.c index 69220bf40..f54bdb88e 100644 --- a/src/overlays/actors/ovl_Bg_Danpei_Movebg/z_bg_danpei_movebg.c +++ b/src/overlays/actors/ovl_Bg_Danpei_Movebg/z_bg_danpei_movebg.c @@ -67,7 +67,7 @@ s32 func_80AF6DE0(PlayState* this, ActorPathing* actorPathing) { void BgDanpeiMovebg_Init(Actor* thisx, PlayState* play) { BgDanpeiMovebg* this = THIS; DynaPolyActor_Init(&this->dyna, 1); - this->bankIdx = SubS_GetObjectIndex(D_80AF7530[BGDANPEIMOVEBG_GET_TYPE(thisx)], play); + this->bankIdx = SubS_GetObjectSlot(D_80AF7530[BGDANPEIMOVEBG_GET_TYPE(thisx)], play); if (this->bankIdx < 0) { Actor_Kill(&this->dyna.actor); } @@ -77,8 +77,8 @@ void BgDanpeiMovebg_Init(Actor* thisx, PlayState* play) { void func_80AF6EA8(BgDanpeiMovebg* this, PlayState* play) { Actor* thisx = (Actor*)this; if (SubS_IsObjectLoaded(this->bankIdx, play)) { - gSegments[6] = VIRTUAL_TO_PHYSICAL(play->objectCtx.status[this->bankIdx].segment); - this->dyna.actor.objBankIndex = this->bankIdx; + gSegments[6] = OS_K0_TO_PHYSICAL(play->objectCtx.slots[this->bankIdx].segment); + this->dyna.actor.objectSlot = this->bankIdx; this->dyna.actor.draw = func_80AF74CC; Actor_ProcessInitChain(thisx, sInitChain); DynaPolyActor_LoadMesh(play, &this->dyna, D_80AF7538[BGDANPEIMOVEBG_GET_TYPE(thisx)]);