[Critical] fix memory corruption when handling trigger sprites (#3238)

Co-authored-by: sbird <sbird@no.tld>
This commit is contained in:
Philipp AUER 2023-08-17 02:21:16 +02:00 committed by GitHub
parent dba28cf93f
commit cd90fdec5d
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2 changed files with 9 additions and 7 deletions

View File

@ -1409,11 +1409,10 @@ bool32 IsMegaTriggerSpriteActive(void)
void HideMegaTriggerSprite(void)
{
if (gBattleStruct->mega.triggerSpriteId != 0xFF)
{
ChangeMegaTriggerSprite(gBattleStruct->mega.triggerSpriteId, 0);
gSprites[gBattleStruct->mega.triggerSpriteId].tHide = TRUE;
}
if (gBattleStruct->mega.triggerSpriteId >= MAX_SPRITES)
return;
ChangeMegaTriggerSprite(gBattleStruct->mega.triggerSpriteId, 0);
gSprites[gBattleStruct->mega.triggerSpriteId].tHide = TRUE;
}
void HideTriggerSprites(void)

View File

@ -345,9 +345,12 @@ bool32 IsZMoveTriggerSpriteActive(void)
void HideZMoveTriggerSprite(void)
{
struct Sprite *sprite = &gSprites[gBattleStruct->zmove.triggerSpriteId];
sprite->tHide = TRUE;
struct Sprite *sprite;
gBattleStruct->zmove.viable = FALSE;
if (gBattleStruct->zmove.triggerSpriteId >= MAX_SPRITES)
return;
sprite = &gSprites[gBattleStruct->zmove.triggerSpriteId];
sprite->tHide = TRUE;
}
static void ShowZMoveTriggerSprite(u8 battlerId)