fix some format notes
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@@ -5519,7 +5519,7 @@ struct G_Unknown_GC_Ep3_6xB4x4A {
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// opponents' levels is used.) The game scans the appropriate list for the entry
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// whose threshold is less than or equal to than the level difference, and
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// returns the corresponding value. For example, if the first two entries in the
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// win list are [20, 40] and [10, 30], and the player defeats an opponent who is
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// win list are {20, 40} and {10, 30}, and the player defeats an opponent who is
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// 15 levels above the player's level, the player will get 30 EX when they win
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// the battle. If all thresholds are greater than the level difference, the last
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// entry's value is used. Finally, if the opponent team has no humans on it, the
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@@ -5582,7 +5582,7 @@ struct G_ClearSetCardConditions_GC_Ep3_6xB4x4F {
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uint8_t unused = 0;
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// For each 1 bit in this mask, the conditions of the corresponding card
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// should be deleted. The low bit corresponds to the SC card; the next bit
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// corresponds to set slot 1, the next bit to set slot 2, etc. (The upper 7
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// corresponds to set slot 0, the next bit to set slot 1, etc. (The upper 7
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// bits of this field are unused.)
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le_uint16_t clear_mask = 0;
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} __packed__;
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@@ -5592,7 +5592,7 @@ struct G_ClearSetCardConditions_GC_Ep3_6xB4x4F {
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struct G_SetTrapTileLocations_GC_Ep3_6xB4x50 {
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G_CardBattleCommandHeader header = {0xB4, sizeof(G_SetTrapTileLocations_GC_Ep3_6xB4x50) / 4, 0, 0x50, 0, 0, 0};
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// Each entry in this array corresponds to one of the 5 trap types, in order.
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// Each entry is a, [x, y] pair; if that trap type is not present, its
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// Each entry is an [x, y] pair; if that trap type is not present, its
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// location entry is FF FF.
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parray<parray<uint8_t, 2>, 5> locations;
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parray<uint8_t, 2> unused;
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