Document more symbols in battle

This commit is contained in:
PikalaxALT
2021-03-14 20:10:19 -04:00
parent 99ec579deb
commit 31f4edbe50
24 changed files with 208 additions and 205 deletions
+15 -15
View File
@@ -413,14 +413,14 @@ static void sub_80E7B4C(void)
UpdateHealthboxAttribute(gHealthboxSpriteIds[gActiveBattler ^ BIT_FLANK],
&gPlayerParty[gBattlerPartyIndexes[gActiveBattler ^ BIT_FLANK]],
HEALTHBOX_ALL);
sub_804BD94(gActiveBattler ^ BIT_FLANK);
StartHealthboxSlideIn(gActiveBattler ^ BIT_FLANK);
SetHealthboxSpriteVisible(gHealthboxSpriteIds[gActiveBattler ^ BIT_FLANK]);
}
DestroySprite(&gSprites[gUnknown_3004FFC[gActiveBattler]]);
UpdateHealthboxAttribute(gHealthboxSpriteIds[gActiveBattler],
&gPlayerParty[gBattlerPartyIndexes[gActiveBattler]],
HEALTHBOX_ALL);
sub_804BD94(gActiveBattler);
StartHealthboxSlideIn(gActiveBattler);
SetHealthboxSpriteVisible(gHealthboxSpriteIds[gActiveBattler]);
gBattleSpritesDataPtr->animationData->field_9_x1 = 0;
gBattlerControllerFuncs[gActiveBattler] = sub_80E7CD8;
@@ -1569,20 +1569,20 @@ static void OakOldManHandleDrawTrainerPic(void)
{
if (gBattleTypeFlags & BATTLE_TYPE_FIRST_BATTLE)
{
DecompressTrainerBackPalette(gSaveBlock2Ptr->playerGender, gActiveBattler);
SetMultiuseSpriteTemplateToTrainerBack(gSaveBlock2Ptr->playerGender, GetBattlerPosition(gActiveBattler));
DecompressTrainerBackPalette(BACK_PIC_RED + gSaveBlock2Ptr->playerGender, gActiveBattler);
SetMultiuseSpriteTemplateToTrainerBack(BACK_PIC_RED + gSaveBlock2Ptr->playerGender, GetBattlerPosition(gActiveBattler));
gBattlerSpriteIds[gActiveBattler] = CreateSprite(&gMultiuseSpriteTemplate,
80,
(8 - gTrainerBackPicCoords[gSaveBlock2Ptr->playerGender].size) * 4 + 80,
(8 - gTrainerBackPicCoords[BACK_PIC_RED + gSaveBlock2Ptr->playerGender].size) * 4 + 80,
30);
}
else
{
DecompressTrainerBackPalette(5, gActiveBattler);
SetMultiuseSpriteTemplateToTrainerBack(5, GetBattlerPosition(gActiveBattler));
DecompressTrainerBackPalette(BACK_PIC_OLDMAN, gActiveBattler);
SetMultiuseSpriteTemplateToTrainerBack(BACK_PIC_OLDMAN, GetBattlerPosition(gActiveBattler));
gBattlerSpriteIds[gActiveBattler] = CreateSprite(&gMultiuseSpriteTemplate,
80,
(8 - gTrainerBackPicCoords[5].size) * 4 + 80,
(8 - gTrainerBackPicCoords[BACK_PIC_OLDMAN].size) * 4 + 80,
30);
}
gSprites[gBattlerSpriteIds[gActiveBattler]].oam.paletteNum = gActiveBattler;
@@ -1596,20 +1596,20 @@ static void OakOldManHandleTrainerSlide(void)
{
if (gBattleTypeFlags & BATTLE_TYPE_FIRST_BATTLE)
{
DecompressTrainerBackPalette(gSaveBlock2Ptr->playerGender, gActiveBattler);
SetMultiuseSpriteTemplateToTrainerBack(gSaveBlock2Ptr->playerGender, GetBattlerPosition(gActiveBattler));
DecompressTrainerBackPalette(BACK_PIC_RED + gSaveBlock2Ptr->playerGender, gActiveBattler);
SetMultiuseSpriteTemplateToTrainerBack(BACK_PIC_RED + gSaveBlock2Ptr->playerGender, GetBattlerPosition(gActiveBattler));
gBattlerSpriteIds[gActiveBattler] = CreateSprite(&gMultiuseSpriteTemplate,
80,
(8 - gTrainerBackPicCoords[gSaveBlock2Ptr->playerGender].size) * 4 + 80,
(8 - gTrainerBackPicCoords[BACK_PIC_RED + gSaveBlock2Ptr->playerGender].size) * 4 + 80,
30);
}
else
{
DecompressTrainerBackPalette(5, gActiveBattler);
SetMultiuseSpriteTemplateToTrainerBack(5, GetBattlerPosition(gActiveBattler));
DecompressTrainerBackPalette(BACK_PIC_OLDMAN, gActiveBattler);
SetMultiuseSpriteTemplateToTrainerBack(BACK_PIC_OLDMAN, GetBattlerPosition(gActiveBattler));
gBattlerSpriteIds[gActiveBattler] = CreateSprite(&gMultiuseSpriteTemplate,
80,
(8 - gTrainerBackPicCoords[5].size) * 4 + 80,
(8 - gTrainerBackPicCoords[BACK_PIC_OLDMAN].size) * 4 + 80,
30);
}
gSprites[gBattlerSpriteIds[gActiveBattler]].oam.paletteNum = gActiveBattler;
@@ -2081,7 +2081,7 @@ static void OakOldManHandleIntroTrainerBallThrow(void)
StoreSpriteCallbackInData6(&gSprites[gBattlerSpriteIds[gActiveBattler]], sub_80335F8);
StartSpriteAnim(&gSprites[gBattlerSpriteIds[gActiveBattler]], 1);
paletteNum = AllocSpritePalette(0xD6F8);
LoadCompressedPalette(gTrainerBackPicPaletteTable[gSaveBlock2Ptr->playerGender].data, 0x100 + paletteNum * 16, 32);
LoadCompressedPalette(gTrainerBackPicPaletteTable[BACK_PIC_RED + gSaveBlock2Ptr->playerGender].data, 0x100 + paletteNum * 16, 32);
gSprites[gBattlerSpriteIds[gActiveBattler]].oam.paletteNum = paletteNum;
taskId = CreateTask(sub_80EB0A8, 5);
gTasks[taskId].data[0] = gActiveBattler;