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https://github.com/ACreTeam/ac-decomp
synced 2026-05-23 06:34:18 -04:00
Use correct define for item name length
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@@ -508,18 +508,18 @@ static void aNSC_set_pw_name_str(NPC_SHOP_COMMON_ACTOR* shop_common) {
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static void aNSC_set_value_str(int p1, int p2) {
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u8 value_str[16];
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mFont_UnintToString(value_str, sizeof(value_str), p1, 0x10, TRUE, FALSE, TRUE);
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mMsg_Set_free_str(mMsg_Get_base_window_p(), p2, value_str, 0x10);
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mFont_UnintToString(value_str, sizeof(value_str), p1, sizeof(value_str), TRUE, FALSE, TRUE);
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mMsg_Set_free_str(mMsg_Get_base_window_p(), p2, value_str, sizeof(value_str));
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}
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static void aNSC_set_item_name_str(mActor_name_t itm, u32 p2) {
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u8 buff[16];
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u8 buff[mIN_ITEM_NAME_LEN];
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u32 art;
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mMsg_Window_c* msg_win;
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mIN_copy_name_str(buff, itm);
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art = mIN_get_item_article(itm);
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mMsg_Set_item_str_art(mMsg_Get_base_window_p(), p2, buff, 0x10, art);
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mMsg_Set_item_str_art(mMsg_Get_base_window_p(), p2, buff, mIN_ITEM_NAME_LEN, art);
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}
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static void aNSC_set_item_str(ACTOR* actorx) {
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@@ -181,7 +181,7 @@ void aECPD_msg_win_open_wait_init(EV_CARPETPEDDLER_ACTOR* peddler, GAME_PLAY* pl
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void aECPD_1st_check_init(EV_CARPETPEDDLER_ACTOR* peddler, GAME_PLAY* play) {
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mActor_name_t item;
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u8 item_str[8];
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u8 item_str[mIN_ITEM_NAME_LEN];
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u8 price_str[6];
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mMsg_Window_c* msg_p = mMsg_Get_base_window_p();
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int price = eECPD_PRICE_START;
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@@ -161,7 +161,7 @@ static void Player_actor_Get_scoop_demo_ct(ACTOR* actor) {
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mMsg_Window_c* win = mMsg_Get_base_window_p();
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PLAYER_ACTOR* player = (PLAYER_ACTOR*)actor;
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mPlayer_main_get_scoop_c* main_scoop = &player->main_data.get_scoop;
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u8 str[16];
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u8 str[mIN_ITEM_NAME_LEN];
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mActor_name_t item = main_scoop->item;
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mIN_copy_name_str(str, item);
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@@ -161,7 +161,7 @@ static void Player_actor_Notice_rod_demo_ct(ACTOR* actor) {
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if (type < aGYO_TYPE_NUM + 1) {
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if (player->now_main_index == mPlayer_INDEX_NOTICE_ROD) {
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mPlayer_main_notice_rod_c* main_notice = &player->main_data.notice_rod;
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u8 str[16];
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u8 str[mIN_ITEM_NAME_LEN];
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if (main_notice->already_collected) {
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mIN_copy_name_str(str, uki->get_fish_type_proc(&uki->actor_class));
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@@ -126,7 +126,7 @@ static void Player_actor_Pull_net_demo_ct(ACTOR* actor) {
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msg_no = Common_Get(now_private)->inventory.pockets[item_idx] + 0x1DC;
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}
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} else if (main_index == mPlayer_INDEX_PULL_NET) {
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u8 str[16];
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u8 str[mIN_ITEM_NAME_LEN];
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mActor_name_t item;
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mPlayer_main_pull_net_c* main_pull = &player->main_data.pull_net;
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