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Great Marsh lookout documentation #345
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Documents: - great_marsh_lookout, which handles the scene launched by interacting with the binoculars in the Great Marsh lookout - great_marsh_binoculars, which handles the map/mon sprite view part of that scene - some incidental stuff I found while working on those, including the func that loads dual slot encounters and some stuff with the SpecialEncounter struct
Documents: - great_marsh_lookout, which handles the scene launched by interacting with the binoculars in the Great Marsh lookout - great_marsh_binoculars, which handles the map/mon sprite view part of that scene - some incidental stuff I found while working on those, including the func that loads dual slot encounters and some stuff with the SpecialEncounter struct
Can you run the formatter on your local branch and push the results? |
Viperio19
reviewed
Jan 21, 2025
Viperio19
reviewed
Jan 21, 2025
Viperio19
reviewed
Jan 21, 2025
Viperio19
reviewed
Jan 21, 2025
Viperio19
reviewed
Jan 21, 2025
Viperio19
reviewed
Jan 21, 2025
Viperio19
reviewed
Jan 21, 2025
Viperio19
reviewed
Jan 21, 2025
Viperio19
reviewed
Jan 21, 2025
Viperio19
reviewed
Jan 21, 2025
One thing that wasn't addressed is the magic number in great_marsh_binoculars.c. Didn't know what to replace it with.
Update CI workflow to clang-format v19 and fix some regressions from v18
lhearachel
reviewed
Jan 22, 2025
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This looks great! I just have the two nitpick-y comments. Thanks for your contribution. 🙏
lhearachel
approved these changes
Jan 22, 2025
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