Fix Spelling Typos in engine/battle_anims/functions.asm

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Idain 2022-10-17 00:16:12 -04:00 committed by GitHub
parent 90bec40276
commit a95336d9e7
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@ -1831,7 +1831,7 @@ BattleAnimFunction_Absorb:
ret
BattleAnimFunction_Wrap:
; Plays out object Frameset. Use anim_incobj to move to next frameset
; Plays out object frameset. Use anim_incobj to move to next frameset
call BattleAnim_AnonJumptable
.anon_dw
dw .zero
@ -3614,7 +3614,7 @@ BattleAnimFunction_MetronomeHand:
BattleAnimFunction_MetronomeSparkleSketch:
; Sideways wave motion while also moving downward until it disappears at y coord $20
; Obj Param: Is used internally only
; Obj Param: Only used internally
ld hl, BATTLEANIMSTRUCT_YOFFSET
add hl, bc
ld a, [hl]
@ -3805,7 +3805,7 @@ BattleAnimFunction_HealBellNotes:
ret
BattleAnimFunction_BatonPass:
; Object falls vertially and bounces on the ground
; Object falls vertically and bounces on the ground
; Obj Param: Defines speed and duration
ld hl, BATTLEANIMSTRUCT_PARAM
add hl, bc
@ -3838,7 +3838,7 @@ BattleAnimFunction_BatonPass:
BattleAnimFunction_EncoreBellyDrum:
; Object moves at an arc for 8 frames and disappears
; Obj Param: Defines startging position in the arc
; Obj Param: Defines starting position in the arc
ld hl, BATTLEANIMSTRUCT_VAR1
add hl, bc
ld a, [hl]
@ -3900,7 +3900,7 @@ BattleAnimFunction_SwaggerMorningSun:
ret
BattleAnimFunction_HiddenPower:
; Moves object in a ring around position. Uses anim_incobj to move to second phase, where it expands the radius 8 pixels at a time for 13 frames and then disappears
; Moves object in a ring around position. Uses anim_incobj to move to second phase, where it expands the radius 8 pixels at a time for 13 frames and then disappears
; Obj Param: Defines starting position in circle
call BattleAnim_AnonJumptable
.anon_dw
@ -4202,7 +4202,7 @@ BattleAnimFunction_Cotton:
ret
BattleAnimFunction_AncientPower:
; Object moves up and down in an arc for $20 frames and then disappear
; Object moves up and down in an arc for $20 frames and then disappears
; Obj Param: Defines range of arc motion
ld hl, BATTLEANIMSTRUCT_VAR1
add hl, bc