GetBattlerSpriteCoord and GetBattlerSpriteCoord2 using BATTLER_COORD_* constants
This commit is contained in:
@@ -3801,8 +3801,8 @@ void AnimAirCutterSlice(struct Sprite* sprite)
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b = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_Y);
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if (IsBattlerSpriteVisible(BATTLE_PARTNER(gBattleAnimTarget)))
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{
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a = (GetBattlerSpriteCoord(BATTLE_PARTNER(gBattleAnimTarget), 0) + a) / 2;
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b = (GetBattlerSpriteCoord(BATTLE_PARTNER(gBattleAnimTarget), 1) + b) / 2;
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a = (GetBattlerSpriteCoord(BATTLE_PARTNER(gBattleAnimTarget), BATTLER_COORD_X) + a) / 2;
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b = (GetBattlerSpriteCoord(BATTLE_PARTNER(gBattleAnimTarget), BATTLER_COORD_Y) + b) / 2;
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}
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break;
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case 0:
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@@ -772,14 +772,14 @@ static void LinkOpponentHandleSetMonData(void)
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u8 monToCheck;
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u8 i;
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if (!gBattleBufferA[gActiveBattler][2])
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if (gBattleBufferA[gActiveBattler][2] == 0)
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{
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SetLinkOpponentMonData(gBattlerPartyIndexes[gActiveBattler]);
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}
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else
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{
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monToCheck = gBattleBufferA[gActiveBattler][2];
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for (i = 0; i < PARTY_SIZE; ++i)
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for (i = 0; i < PARTY_SIZE; i++)
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{
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if (monToCheck & 1)
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SetLinkOpponentMonData(i);
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@@ -1010,8 +1010,9 @@ static void LinkOpponentHandleSetRawMonData(void)
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u8 *dst = (u8 *)&gEnemyParty[gBattlerPartyIndexes[gActiveBattler]] + gBattleBufferA[gActiveBattler][1];
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u8 i;
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for (i = 0; i < gBattleBufferA[gActiveBattler][2]; ++i)
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for (i = 0; i < gBattleBufferA[gActiveBattler][2]; i++)
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dst[i] = gBattleBufferA[gActiveBattler][3 + i];
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LinkOpponentBufferExecCompleted();
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}
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@@ -1022,10 +1023,10 @@ static void LinkOpponentHandleLoadMonSprite(void)
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BattleLoadOpponentMonSpriteGfx(&gEnemyParty[gBattlerPartyIndexes[gActiveBattler]], gActiveBattler);
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SetMultiuseSpriteTemplateToPokemon(species, GetBattlerPosition(gActiveBattler));
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gBattlerSpriteIds[gActiveBattler] = CreateSprite(&gMultiuseSpriteTemplate,
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GetBattlerSpriteCoord(gActiveBattler, 2),
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GetBattlerSpriteCoord(gActiveBattler, BATTLER_COORD_X_2),
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GetBattlerSpriteDefault_Y(gActiveBattler),
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GetBattlerSpriteSubpriority(gActiveBattler));
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gSprites[gBattlerSpriteIds[gActiveBattler]].x2 = -240;
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gSprites[gBattlerSpriteIds[gActiveBattler]].x2 = -DISPLAY_WIDTH;
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gSprites[gBattlerSpriteIds[gActiveBattler]].data[0] = gActiveBattler;
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gSprites[gBattlerSpriteIds[gActiveBattler]].oam.paletteNum = gActiveBattler;
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StartSpriteAnim(&gSprites[gBattlerSpriteIds[gActiveBattler]], gBattleMonForms[gActiveBattler]);
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@@ -1051,7 +1052,7 @@ static void StartSendOutAnim(u8 battlerId, bool8 dontClearSubstituteBit)
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BattleLoadOpponentMonSpriteGfx(&gEnemyParty[gBattlerPartyIndexes[battlerId]], battlerId);
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SetMultiuseSpriteTemplateToPokemon(species, GetBattlerPosition(battlerId));
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gBattlerSpriteIds[battlerId] = CreateSprite(&gMultiuseSpriteTemplate,
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GetBattlerSpriteCoord(battlerId, 2),
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GetBattlerSpriteCoord(battlerId, BATTLER_COORD_X_2),
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GetBattlerSpriteDefault_Y(battlerId),
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GetBattlerSpriteSubpriority(battlerId));
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gSprites[gBattleControllerData[battlerId]].data[1] = gBattlerSpriteIds[battlerId];
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@@ -1066,7 +1067,7 @@ static void StartSendOutAnim(u8 battlerId, bool8 dontClearSubstituteBit)
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static void LinkOpponentHandleReturnMonToBall(void)
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{
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if (!gBattleBufferA[gActiveBattler][1])
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if (gBattleBufferA[gActiveBattler][1] == 0)
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{
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gBattleSpritesDataPtr->healthBoxesData[gActiveBattler].animationState = 0;
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gBattlerControllerFuncs[gActiveBattler] = DoSwitchOutAnimation;
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@@ -979,7 +979,7 @@ static void LinkPartnerHandleLoadMonSprite(void)
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species = GetMonData(&gPlayerParty[gBattlerPartyIndexes[gActiveBattler]], MON_DATA_SPECIES);
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SetMultiuseSpriteTemplateToPokemon(species, GetBattlerPosition(gActiveBattler));
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gBattlerSpriteIds[gActiveBattler] = CreateSprite(&gMultiuseSpriteTemplate,
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GetBattlerSpriteCoord(gActiveBattler, 2),
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GetBattlerSpriteCoord(gActiveBattler, BATTLER_COORD_X_2),
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GetBattlerSpriteDefault_Y(gActiveBattler),
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GetBattlerSpriteSubpriority(gActiveBattler));
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gSprites[gBattlerSpriteIds[gActiveBattler]].x2 = -240;
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@@ -1008,7 +1008,7 @@ static void StartSendOutAnim(u8 battlerId, bool8 dontClearSubstituteBit)
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gBattleControllerData[battlerId] = CreateInvisibleSpriteWithCallback(SpriteCB_WaitForBattlerBallReleaseAnim);
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SetMultiuseSpriteTemplateToPokemon(species, GetBattlerPosition(battlerId));
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gBattlerSpriteIds[battlerId] = CreateSprite(&gMultiuseSpriteTemplate,
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GetBattlerSpriteCoord(battlerId, 2),
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GetBattlerSpriteCoord(battlerId, BATTLER_COORD_X_2),
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GetBattlerSpriteDefault_Y(battlerId),
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GetBattlerSpriteSubpriority(battlerId));
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gSprites[gBattleControllerData[battlerId]].data[1] = gBattlerSpriteIds[battlerId];
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@@ -2114,7 +2114,7 @@ static void StartSendOutAnim(u8 battlerId)
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gBattleControllerData[battlerId] = CreateInvisibleSpriteWithCallback(SpriteCB_WaitForBattlerBallReleaseAnim);
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SetMultiuseSpriteTemplateToPokemon(species, GetBattlerPosition(battlerId));
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gBattlerSpriteIds[battlerId] = CreateSprite(&gMultiuseSpriteTemplate,
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GetBattlerSpriteCoord(battlerId, 2),
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GetBattlerSpriteCoord(battlerId, BATTLER_COORD_X_2),
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GetBattlerSpriteDefault_Y(battlerId),
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GetBattlerSpriteSubpriority(battlerId));
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gSprites[gBattleControllerData[battlerId]].data[1] = gBattlerSpriteIds[battlerId];
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@@ -1036,7 +1036,7 @@ static void OpponentHandleLoadMonSprite(void)
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}
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SetMultiuseSpriteTemplateToPokemon(species, GetBattlerPosition(gActiveBattler));
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gBattlerSpriteIds[gActiveBattler] = CreateSprite(&gMultiuseSpriteTemplate,
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GetBattlerSpriteCoord(gActiveBattler, 2),
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GetBattlerSpriteCoord(gActiveBattler, BATTLER_COORD_X_2),
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y,
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GetBattlerSpriteSubpriority(gActiveBattler));
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gSprites[gBattlerSpriteIds[gActiveBattler]].x2 = -240;
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@@ -1068,7 +1068,7 @@ static void StartSendOutAnim(u8 battlerId, bool8 dontClearSubstituteBit)
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BattleLoadOpponentMonSpriteGfx(&gEnemyParty[gBattlerPartyIndexes[battlerId]], battlerId);
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SetMultiuseSpriteTemplateToPokemon(species, GetBattlerPosition(battlerId));
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gBattlerSpriteIds[battlerId] = CreateSprite(&gMultiuseSpriteTemplate,
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GetBattlerSpriteCoord(battlerId, 2),
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GetBattlerSpriteCoord(battlerId, BATTLER_COORD_X_2),
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GetBattlerSpriteDefault_Y(battlerId),
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GetBattlerSpriteSubpriority(battlerId));
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gSprites[gBattlerSpriteIds[battlerId]].data[0] = battlerId;
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@@ -2105,7 +2105,7 @@ static void StartSendOutAnim(u8 battlerId, bool8 dontClearSubstituteBit)
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gBattleControllerData[battlerId] = CreateInvisibleSpriteWithCallback(SpriteCB_WaitForBattlerBallReleaseAnim);
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SetMultiuseSpriteTemplateToPokemon(species, GetBattlerPosition(battlerId));
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gBattlerSpriteIds[battlerId] = CreateSprite(&gMultiuseSpriteTemplate,
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GetBattlerSpriteCoord(battlerId, 2),
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GetBattlerSpriteCoord(battlerId, BATTLER_COORD_X_2),
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GetBattlerSpriteDefault_Y(battlerId),
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GetBattlerSpriteSubpriority(battlerId));
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gSprites[gBattleControllerData[battlerId]].data[1] = gBattlerSpriteIds[battlerId];
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@@ -1307,7 +1307,7 @@ static void PokedudeHandleLoadMonSprite(void)
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y = GetBattlerSpriteDefault_Y(gActiveBattler);
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SetMultiuseSpriteTemplateToPokemon(species, GetBattlerPosition(gActiveBattler));
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gBattlerSpriteIds[gActiveBattler] = CreateSprite(&gMultiuseSpriteTemplate,
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GetBattlerSpriteCoord(gActiveBattler, 2),
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GetBattlerSpriteCoord(gActiveBattler, BATTLER_COORD_X_2),
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y,
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GetBattlerSpriteSubpriority(gActiveBattler));
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gSprites[gBattlerSpriteIds[gActiveBattler]].x2 = -240;
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@@ -1879,7 +1879,7 @@ static void StartSendOutAnim(u8 battlerId)
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gBattleControllerData[battlerId] = CreateInvisibleSpriteWithCallback(SpriteCB_WaitForBattlerBallReleaseAnim);
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SetMultiuseSpriteTemplateToPokemon(species, GetBattlerPosition(battlerId));
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gBattlerSpriteIds[battlerId] = CreateSprite(&gMultiuseSpriteTemplate,
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GetBattlerSpriteCoord(battlerId, 2),
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GetBattlerSpriteCoord(battlerId, BATTLER_COORD_X_2),
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GetBattlerSpriteDefault_Y(battlerId),
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GetBattlerSpriteSubpriority(battlerId));
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gSprites[gBattleControllerData[battlerId]].data[1] = gBattlerSpriteIds[battlerId];
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@@ -894,12 +894,12 @@ void LoadAndCreateEnemyShadowSprites(void)
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LoadCompressedSpriteSheetUsingHeap(&gSpriteSheet_EnemyShadow);
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battlerId = GetBattlerAtPosition(B_POSITION_OPPONENT_LEFT);
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gBattleSpritesDataPtr->healthBoxesData[battlerId].shadowSpriteId = CreateSprite(&gSpriteTemplate_EnemyShadow, GetBattlerSpriteCoord(battlerId, 0), GetBattlerSpriteCoord(battlerId, 1) + 29, 0xC8);
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gBattleSpritesDataPtr->healthBoxesData[battlerId].shadowSpriteId = CreateSprite(&gSpriteTemplate_EnemyShadow, GetBattlerSpriteCoord(battlerId, BATTLER_COORD_X), GetBattlerSpriteCoord(battlerId, BATTLER_COORD_Y) + 29, 0xC8);
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gSprites[gBattleSpritesDataPtr->healthBoxesData[battlerId].shadowSpriteId].data[0] = battlerId;
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if (IsDoubleBattle())
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{
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battlerId = GetBattlerAtPosition(B_POSITION_OPPONENT_RIGHT);
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gBattleSpritesDataPtr->healthBoxesData[battlerId].shadowSpriteId = CreateSprite(&gSpriteTemplate_EnemyShadow, GetBattlerSpriteCoord(battlerId, 0), GetBattlerSpriteCoord(battlerId, 1) + 29, 0xC8);
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gBattleSpritesDataPtr->healthBoxesData[battlerId].shadowSpriteId = CreateSprite(&gSpriteTemplate_EnemyShadow, GetBattlerSpriteCoord(battlerId, BATTLER_COORD_X), GetBattlerSpriteCoord(battlerId, BATTLER_COORD_Y) + 29, 0xC8);
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gSprites[gBattleSpritesDataPtr->healthBoxesData[battlerId].shadowSpriteId].data[0] = battlerId;
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}
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}
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@@ -210,11 +210,11 @@ static void AnimMegahornHorn(struct Sprite *sprite)
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gBattleAnimArgs[3] = -gBattleAnimArgs[3];
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gBattleAnimArgs[0] = -gBattleAnimArgs[0];
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}
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sprite->x = GetBattlerSpriteCoord2(gBattleAnimTarget, 2) + gBattleAnimArgs[0];
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sprite->y = GetBattlerSpriteCoord2(gBattleAnimTarget, 3) + gBattleAnimArgs[1];
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sprite->x = GetBattlerSpriteCoord2(gBattleAnimTarget, BATTLER_COORD_X_2) + gBattleAnimArgs[0];
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sprite->y = GetBattlerSpriteCoord2(gBattleAnimTarget, BATTLER_COORD_Y_PIC_OFFSET) + gBattleAnimArgs[1];
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sprite->data[0] = gBattleAnimArgs[4];
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sprite->data[2] = GetBattlerSpriteCoord(gBattleAnimTarget, 2) + gBattleAnimArgs[2];
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sprite->data[4] = GetBattlerSpriteCoord(gBattleAnimTarget, 3) + gBattleAnimArgs[3];
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sprite->data[2] = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_X_2) + gBattleAnimArgs[2];
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sprite->data[4] = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_Y_PIC_OFFSET) + gBattleAnimArgs[3];
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sprite->callback = StartAnimLinearTranslation;
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StoreSpriteCallbackInData6(sprite, DestroyAnimSprite);
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}
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@@ -231,11 +231,11 @@ static void AnimLeechLifeNeedle(struct Sprite *sprite)
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gBattleAnimArgs[1] = -gBattleAnimArgs[1];
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gBattleAnimArgs[0] = -gBattleAnimArgs[0];
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}
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sprite->x = GetBattlerSpriteCoord2(gBattleAnimTarget, 2) + gBattleAnimArgs[0];
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sprite->y = GetBattlerSpriteCoord2(gBattleAnimTarget, 3) + gBattleAnimArgs[1];
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sprite->x = GetBattlerSpriteCoord2(gBattleAnimTarget, BATTLER_COORD_X_2) + gBattleAnimArgs[0];
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sprite->y = GetBattlerSpriteCoord2(gBattleAnimTarget, BATTLER_COORD_Y_PIC_OFFSET) + gBattleAnimArgs[1];
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sprite->data[0] = gBattleAnimArgs[2];
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sprite->data[2] = GetBattlerSpriteCoord(gBattleAnimTarget, 2);
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sprite->data[4] = GetBattlerSpriteCoord(gBattleAnimTarget, 3);
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sprite->data[2] = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_X_2);
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sprite->data[4] = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_Y_PIC_OFFSET);
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sprite->callback = StartAnimLinearTranslation;
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StoreSpriteCallbackInData6(sprite, DestroyAnimSprite);
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}
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@@ -257,8 +257,8 @@ static void AnimTranslateWebThread(struct Sprite *sprite)
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sprite->data[3] = sprite->y;
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if (!gBattleAnimArgs[4])
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{
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sprite->data[2] = GetBattlerSpriteCoord(gBattleAnimTarget, 2);
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sprite->data[4] = GetBattlerSpriteCoord(gBattleAnimTarget, 3);
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sprite->data[2] = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_X_2);
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sprite->data[4] = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_Y_PIC_OFFSET);
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}
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else
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{
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@@ -377,8 +377,8 @@ static void AnimTranslateStinger(struct Sprite *sprite)
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}
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}
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InitSpritePosToAnimAttacker(sprite, 1);
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lVarX = GetBattlerSpriteCoord(gBattleAnimTarget, 2) + gBattleAnimArgs[2];
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lVarY = GetBattlerSpriteCoord(gBattleAnimTarget, 3) + gBattleAnimArgs[3];
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lVarX = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_X_2) + gBattleAnimArgs[2];
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lVarY = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_Y_PIC_OFFSET) + gBattleAnimArgs[3];
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rot = ArcTan2Neg(lVarX - sprite->x, lVarY - sprite->y);
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rot += 0xC000;
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TrySetSpriteRotScale(sprite, FALSE, 0x100, 0x100, rot);
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@@ -402,8 +402,8 @@ static void AnimMissileArc(struct Sprite *sprite)
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if (GetBattlerSide(gBattleAnimAttacker) != B_SIDE_PLAYER)
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gBattleAnimArgs[2] = -gBattleAnimArgs[2];
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sprite->data[0] = gBattleAnimArgs[4];
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sprite->data[2] = GetBattlerSpriteCoord(gBattleAnimTarget, 2) + gBattleAnimArgs[2];
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sprite->data[4] = GetBattlerSpriteCoord(gBattleAnimTarget, 3) + gBattleAnimArgs[3];
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sprite->data[2] = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_X_2) + gBattleAnimArgs[2];
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sprite->data[4] = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_Y_PIC_OFFSET) + gBattleAnimArgs[3];
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sprite->data[5] = gBattleAnimArgs[5];
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InitAnimArcTranslation(sprite);
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sprite->callback = AnimMissileArcStep;
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@@ -449,13 +449,13 @@ static void AnimTailGlowOrb(struct Sprite *sprite)
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{
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if (gBattleAnimArgs[0] == 0)
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{
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sprite->x = GetBattlerSpriteCoord(gBattleAnimAttacker, 2);
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sprite->y = GetBattlerSpriteCoord(gBattleAnimAttacker, 3) + 18;
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sprite->x = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_X_2);
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sprite->y = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_Y_PIC_OFFSET) + 18;
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}
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else
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{
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sprite->x = GetBattlerSpriteCoord(gBattleAnimTarget, 2);
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sprite->y = GetBattlerSpriteCoord(gBattleAnimTarget, 3) + 18;
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sprite->x = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_X_2);
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sprite->y = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_Y_PIC_OFFSET) + 18;
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}
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StoreSpriteCallbackInData6(sprite, DestroySpriteAndMatrix);
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sprite->callback = RunStoredCallbackWhenAffineAnimEnds;
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+12
-12
@@ -188,8 +188,8 @@ const struct SpriteTemplate gOverheatFlameSpriteTemplate =
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static void sub_80B725C(struct Sprite *sprite)
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{
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sprite->x = GetBattlerSpriteCoord(gBattleAnimAttacker, 2);
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sprite->y = GetBattlerSpriteCoord(gBattleAnimAttacker, 3);
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sprite->x = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_X_2);
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sprite->y = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_Y_PIC_OFFSET);
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if (GetBattlerSide(gBattleAnimAttacker) != B_SIDE_PLAYER)
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{
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sprite->x -= gBattleAnimArgs[0];
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@@ -213,8 +213,8 @@ static void sub_80B725C(struct Sprite *sprite)
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static void sub_80B72F8(struct Sprite *sprite)
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{
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SetSpriteCoordsToAnimAttackerCoords(sprite);
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sprite->data[2] = GetBattlerSpriteCoord(gBattleAnimTarget, 2);
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sprite->data[4] = GetBattlerSpriteCoord(gBattleAnimTarget, 3);
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sprite->data[2] = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_X_2);
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sprite->data[4] = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_Y_PIC_OFFSET);
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if (GetBattlerSide(gBattleAnimAttacker) != B_SIDE_PLAYER)
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{
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sprite->x -= gBattleAnimArgs[1];
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@@ -239,13 +239,13 @@ static void AnimDragonRageFirePlume(struct Sprite *sprite)
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{
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if (gBattleAnimArgs[0] == 0)
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{
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sprite->x = GetBattlerSpriteCoord(gBattleAnimAttacker, 0);
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sprite->y = GetBattlerSpriteCoord(gBattleAnimAttacker, 1);
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sprite->x = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_X);
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sprite->y = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_Y);
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}
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else
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{
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sprite->x = GetBattlerSpriteCoord(gBattleAnimTarget, 0);
|
||||
sprite->y = GetBattlerSpriteCoord(gBattleAnimTarget, 1);
|
||||
sprite->x = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_X);
|
||||
sprite->y = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_Y);
|
||||
}
|
||||
SetAnimSpriteInitialXOffset(sprite, gBattleAnimArgs[1]);
|
||||
sprite->y += gBattleAnimArgs[2];
|
||||
@@ -265,8 +265,8 @@ static void AnimDragonDanceOrb(struct Sprite *sprite)
|
||||
u16 r5;
|
||||
u16 r0;
|
||||
|
||||
sprite->x = GetBattlerSpriteCoord(gBattleAnimAttacker, 2);
|
||||
sprite->y = GetBattlerSpriteCoord(gBattleAnimAttacker, 3);
|
||||
sprite->x = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_X_2);
|
||||
sprite->y = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_Y_PIC_OFFSET);
|
||||
sprite->data[4] = 0;
|
||||
sprite->data[5] = 1;
|
||||
sprite->data[6] = gBattleAnimArgs[0];
|
||||
@@ -408,8 +408,8 @@ static void AnimOverheatFlame(struct Sprite *sprite)
|
||||
{
|
||||
s32 i, r6 = (gBattleAnimArgs[2] * 3) / 5;
|
||||
|
||||
sprite->x = GetBattlerSpriteCoord(gBattleAnimAttacker, 2);
|
||||
sprite->y = GetBattlerSpriteCoord(gBattleAnimAttacker, 3) + gBattleAnimArgs[4];
|
||||
sprite->x = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_X_2);
|
||||
sprite->y = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_Y_PIC_OFFSET) + gBattleAnimArgs[4];
|
||||
sprite->data[1] = Cos(gBattleAnimArgs[1], gBattleAnimArgs[2]);
|
||||
sprite->data[2] = Sin(gBattleAnimArgs[1], r6);
|
||||
sprite->x += sprite->data[1] * gBattleAnimArgs[0];
|
||||
|
||||
+2
-2
@@ -659,8 +659,8 @@ static void AnimElectricity(struct Sprite *sprite)
|
||||
|
||||
void AnimTask_ElectricBolt(u8 taskId)
|
||||
{
|
||||
gTasks[taskId].data[0] = GetBattlerSpriteCoord(gBattleAnimTarget, 0) + gBattleAnimArgs[0];
|
||||
gTasks[taskId].data[1] = GetBattlerSpriteCoord(gBattleAnimTarget, 1) + gBattleAnimArgs[1];
|
||||
gTasks[taskId].data[0] = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_X) + gBattleAnimArgs[0];
|
||||
gTasks[taskId].data[1] = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_Y) + gBattleAnimArgs[1];
|
||||
gTasks[taskId].data[2] = gBattleAnimArgs[2];
|
||||
gTasks[taskId].func = sub_80AE278;
|
||||
}
|
||||
|
||||
+26
-26
@@ -475,8 +475,8 @@ static void AnimFistOrFootRandomPos(struct Sprite *sprite)
|
||||
if (gBattleAnimArgs[2] < 0)
|
||||
gBattleAnimArgs[2] = Random() % 5;
|
||||
StartSpriteAnim(sprite, gBattleAnimArgs[2]);
|
||||
sprite->x = GetBattlerSpriteCoord(battler, 2);
|
||||
sprite->y = GetBattlerSpriteCoord(battler, 3);
|
||||
sprite->x = GetBattlerSpriteCoord(battler, BATTLER_COORD_X_2);
|
||||
sprite->y = GetBattlerSpriteCoord(battler, BATTLER_COORD_Y_PIC_OFFSET);
|
||||
xMod = GetBattlerSpriteCoordAttr(battler, BATTLER_COORD_ATTR_WIDTH) / 2;
|
||||
yMod = GetBattlerSpriteCoordAttr(battler, BATTLER_COORD_ATTR_HEIGHT) / 4;
|
||||
x = Random() % xMod;
|
||||
@@ -622,8 +622,8 @@ static void AnimStompFootStep(struct Sprite *sprite)
|
||||
if (--sprite->data[0] == -1)
|
||||
{
|
||||
sprite->data[0] = 6;
|
||||
sprite->data[2] = GetBattlerSpriteCoord(gBattleAnimTarget, 2);
|
||||
sprite->data[4] = GetBattlerSpriteCoord(gBattleAnimTarget, 3);
|
||||
sprite->data[2] = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_X_2);
|
||||
sprite->data[4] = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_Y_PIC_OFFSET);
|
||||
sprite->callback = StartAnimLinearTranslation;
|
||||
StoreSpriteCallbackInData6(sprite, AnimStompFootEnd);
|
||||
}
|
||||
@@ -662,13 +662,13 @@ static void AnimBrickBreakWall(struct Sprite *sprite)
|
||||
{
|
||||
if (gBattleAnimArgs[0] == 0)
|
||||
{
|
||||
sprite->x = GetBattlerSpriteCoord(gBattleAnimAttacker, 0);
|
||||
sprite->y = GetBattlerSpriteCoord(gBattleAnimAttacker, 1);
|
||||
sprite->x = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_X);
|
||||
sprite->y = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_Y);
|
||||
}
|
||||
else
|
||||
{
|
||||
sprite->x = GetBattlerSpriteCoord(gBattleAnimTarget, 0);
|
||||
sprite->y = GetBattlerSpriteCoord(gBattleAnimTarget, 1);
|
||||
sprite->x = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_X);
|
||||
sprite->y = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_Y);
|
||||
}
|
||||
sprite->x += gBattleAnimArgs[1];
|
||||
sprite->y += gBattleAnimArgs[2];
|
||||
@@ -713,13 +713,13 @@ static void AnimBrickBreakWallShard(struct Sprite *sprite)
|
||||
{
|
||||
if (gBattleAnimArgs[0] == 0)
|
||||
{
|
||||
sprite->x = GetBattlerSpriteCoord(gBattleAnimAttacker, 0) + gBattleAnimArgs[2];
|
||||
sprite->y = GetBattlerSpriteCoord(gBattleAnimAttacker, 1) + gBattleAnimArgs[3];
|
||||
sprite->x = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_X) + gBattleAnimArgs[2];
|
||||
sprite->y = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_Y) + gBattleAnimArgs[3];
|
||||
}
|
||||
else
|
||||
{
|
||||
sprite->x = GetBattlerSpriteCoord(gBattleAnimTarget, 0) + gBattleAnimArgs[2];
|
||||
sprite->y = GetBattlerSpriteCoord(gBattleAnimTarget, 1) + gBattleAnimArgs[3];
|
||||
sprite->x = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_X) + gBattleAnimArgs[2];
|
||||
sprite->y = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_Y) + gBattleAnimArgs[3];
|
||||
}
|
||||
sprite->oam.tileNum += gBattleAnimArgs[1] * 16;
|
||||
sprite->data[0] = 0;
|
||||
@@ -760,8 +760,8 @@ static void AnimSuperpowerOrb(struct Sprite *sprite)
|
||||
{
|
||||
if (gBattleAnimArgs[0] == 0)
|
||||
{
|
||||
sprite->x = GetBattlerSpriteCoord(gBattlerAttacker, 2);
|
||||
sprite->y = GetBattlerSpriteCoord(gBattlerAttacker, 3);
|
||||
sprite->x = GetBattlerSpriteCoord(gBattlerAttacker, BATTLER_COORD_X_2);
|
||||
sprite->y = GetBattlerSpriteCoord(gBattlerAttacker, BATTLER_COORD_Y_PIC_OFFSET);
|
||||
sprite->oam.priority = GetBattlerSpriteBGPriority(gBattleAnimAttacker);
|
||||
sprite->data[7] = gBattleAnimTarget;
|
||||
}
|
||||
@@ -783,9 +783,9 @@ static void sub_80B111C(struct Sprite *sprite)
|
||||
SetGpuReg(REG_OFFSET_BLDCNT, 0);
|
||||
sprite->data[0] = 16;
|
||||
sprite->data[1] = sprite->x;
|
||||
sprite->data[2] = GetBattlerSpriteCoord(sprite->data[7], 2);
|
||||
sprite->data[2] = GetBattlerSpriteCoord(sprite->data[7], BATTLER_COORD_X_2);
|
||||
sprite->data[3] = sprite->y;
|
||||
sprite->data[4] = GetBattlerSpriteCoord(sprite->data[7], 3);
|
||||
sprite->data[4] = GetBattlerSpriteCoord(sprite->data[7], BATTLER_COORD_Y_PIC_OFFSET);
|
||||
InitAnimLinearTranslation(sprite);
|
||||
StoreSpriteCallbackInData6(sprite, DestroySpriteAndMatrix);
|
||||
sprite->callback = RunLinearTranslation_ThenceSetCBtoStoredInData6;
|
||||
@@ -821,10 +821,10 @@ static void sub_80B11E4(struct Sprite *sprite)
|
||||
}
|
||||
else
|
||||
{
|
||||
s16 pos0 = GetBattlerSpriteCoord(gBattleAnimAttacker, 2);
|
||||
s16 pos1 = GetBattlerSpriteCoord(gBattleAnimAttacker, 3);
|
||||
s16 pos2 = GetBattlerSpriteCoord(gBattleAnimTarget, 2);
|
||||
s16 pos3 = GetBattlerSpriteCoord(gBattleAnimTarget, 3);
|
||||
s16 pos0 = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_X_2);
|
||||
s16 pos1 = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_Y_PIC_OFFSET);
|
||||
s16 pos2 = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_X_2);
|
||||
s16 pos3 = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_Y_PIC_OFFSET);
|
||||
|
||||
sprite->data[0] = pos2 - pos0;
|
||||
sprite->data[1] = pos3 - pos1;
|
||||
@@ -853,8 +853,8 @@ static void AnimSuperpowerFireball(struct Sprite *sprite)
|
||||
|
||||
if (gBattleAnimArgs[0] == 0)
|
||||
{
|
||||
sprite->x = GetBattlerSpriteCoord(gBattlerAttacker, 2);
|
||||
sprite->y = GetBattlerSpriteCoord(gBattlerAttacker, 3);
|
||||
sprite->x = GetBattlerSpriteCoord(gBattlerAttacker, BATTLER_COORD_X_2);
|
||||
sprite->y = GetBattlerSpriteCoord(gBattlerAttacker, BATTLER_COORD_Y_PIC_OFFSET);
|
||||
battler = gBattleAnimTarget;
|
||||
sprite->oam.priority = GetBattlerSpriteBGPriority(gBattleAnimAttacker);
|
||||
}
|
||||
@@ -869,9 +869,9 @@ static void AnimSuperpowerFireball(struct Sprite *sprite)
|
||||
sprite->oam.matrixNum |= (ST_OAM_HFLIP | ST_OAM_VFLIP);
|
||||
sprite->data[0] = 16;
|
||||
sprite->data[1] = sprite->x;
|
||||
sprite->data[2] = GetBattlerSpriteCoord(battler, 2);
|
||||
sprite->data[2] = GetBattlerSpriteCoord(battler, BATTLER_COORD_X_2);
|
||||
sprite->data[3] = sprite->y;
|
||||
sprite->data[4] = GetBattlerSpriteCoord(battler, 3);
|
||||
sprite->data[4] = GetBattlerSpriteCoord(battler, BATTLER_COORD_Y_PIC_OFFSET);
|
||||
InitAnimLinearTranslation(sprite);
|
||||
StoreSpriteCallbackInData6(sprite, DestroyAnimSprite);
|
||||
sprite->callback = RunLinearTranslation_ThenceSetCBtoStoredInData6;
|
||||
@@ -888,8 +888,8 @@ static void AnimArmThrustHit(struct Sprite *sprite)
|
||||
{
|
||||
u8 turn;
|
||||
|
||||
sprite->x = GetBattlerSpriteCoord(gBattleAnimTarget, 2);
|
||||
sprite->y = GetBattlerSpriteCoord(gBattleAnimTarget, 3);
|
||||
sprite->x = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_X_2);
|
||||
sprite->y = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_Y_PIC_OFFSET);
|
||||
sprite->data[1] = gBattleAnimArgs[3];
|
||||
sprite->data[2] = gBattleAnimArgs[0];
|
||||
sprite->data[3] = gBattleAnimArgs[1];
|
||||
|
||||
+6
-6
@@ -640,9 +640,9 @@ static void AnimFireRing_Step1(struct Sprite *sprite)
|
||||
{
|
||||
sprite->data[0] = 0x19;
|
||||
sprite->data[1] = sprite->x;
|
||||
sprite->data[2] = GetBattlerSpriteCoord(gBattleAnimTarget, 2);
|
||||
sprite->data[2] = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_X_2);
|
||||
sprite->data[3] = sprite->y;
|
||||
sprite->data[4] = GetBattlerSpriteCoord(gBattleAnimTarget, 3);
|
||||
sprite->data[4] = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_Y_PIC_OFFSET);
|
||||
InitAnimLinearTranslation(sprite);
|
||||
sprite->callback = AnimFireRing_Step2;
|
||||
}
|
||||
@@ -654,8 +654,8 @@ static void AnimFireRing_Step2(struct Sprite *sprite)
|
||||
{
|
||||
sprite->data[0] = 0;
|
||||
|
||||
sprite->x = GetBattlerSpriteCoord(gBattleAnimTarget, 2);
|
||||
sprite->y = GetBattlerSpriteCoord(gBattleAnimTarget, 3);
|
||||
sprite->x = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_X_2);
|
||||
sprite->y = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_Y_PIC_OFFSET);
|
||||
sprite->x2 = sprite->y2 = 0;
|
||||
sprite->callback = AnimFireRing_Step3;
|
||||
sprite->callback(sprite);
|
||||
@@ -1013,9 +1013,9 @@ static void AnimWillOWispOrb(struct Sprite *sprite)
|
||||
sprite->x2 = sprite->y2 = 0;
|
||||
sprite->data[0] = 256;
|
||||
sprite->data[1] = sprite->x;
|
||||
sprite->data[2] = GetBattlerSpriteCoord(gBattleAnimTarget, 2);
|
||||
sprite->data[2] = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_X_2);
|
||||
sprite->data[3] = sprite->y;
|
||||
sprite->data[4] = GetBattlerSpriteCoord(gBattleAnimTarget, 3);
|
||||
sprite->data[4] = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_Y_PIC_OFFSET);
|
||||
BattleAnim_InitLinearTranslationWithDuration(sprite);
|
||||
sprite->callback = sub_80AD690;
|
||||
}
|
||||
|
||||
+15
-15
@@ -886,8 +886,8 @@ static void AnimFallingFeather_Step(struct Sprite *sprite)
|
||||
static void sub_80B24C0(struct Sprite *sprite)
|
||||
{
|
||||
sprite->oam.priority = GetBattlerSpriteBGPriority(gBattleAnimTarget);
|
||||
sprite->x = GetBattlerSpriteCoord(gBattleAnimAttacker, 2);
|
||||
sprite->y = GetBattlerSpriteCoord(gBattleAnimAttacker, 3);
|
||||
sprite->x = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_X_2);
|
||||
sprite->y = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_Y_PIC_OFFSET);
|
||||
sprite->callback = TranslateAnimSpriteToTargetMonLocation;
|
||||
}
|
||||
|
||||
@@ -1034,8 +1034,8 @@ void AnimTask_DrillPeckHitSplats(u8 taskId)
|
||||
gBattleAnimArgs[2] = 1;
|
||||
gBattleAnimArgs[3] = 3;
|
||||
CreateSpriteAndAnimate(&gFlashingHitSplatSpriteTemplate,
|
||||
GetBattlerSpriteCoord(gBattleAnimTarget, 2),
|
||||
GetBattlerSpriteCoord(gBattleAnimTarget, 3),
|
||||
GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_X_2),
|
||||
GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_Y_PIC_OFFSET),
|
||||
3);
|
||||
}
|
||||
gTasks[taskId].data[0] += 8;
|
||||
@@ -1064,7 +1064,7 @@ static void AnimBounceBallLand(struct Sprite *sprite)
|
||||
switch (sprite->data[0])
|
||||
{
|
||||
case 0:
|
||||
sprite->y = GetBattlerSpriteCoord(gBattleAnimTarget, 1);
|
||||
sprite->y = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_Y);
|
||||
sprite->y2 = -sprite->y - 32;
|
||||
++sprite->data[0];
|
||||
break;
|
||||
@@ -1131,13 +1131,13 @@ static void AnimDiveWaterSplash(struct Sprite *sprite)
|
||||
case 0:
|
||||
if (!gBattleAnimArgs[0])
|
||||
{
|
||||
sprite->x = GetBattlerSpriteCoord(gBattleAnimAttacker, 0);
|
||||
sprite->y = GetBattlerSpriteCoord(gBattleAnimAttacker, 1);
|
||||
sprite->x = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_X);
|
||||
sprite->y = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_Y);
|
||||
}
|
||||
else
|
||||
{
|
||||
sprite->x = GetBattlerSpriteCoord(gBattleAnimTarget, 0);
|
||||
sprite->y = GetBattlerSpriteCoord(gBattleAnimTarget, 1);
|
||||
sprite->x = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_X);
|
||||
sprite->y = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_Y);
|
||||
}
|
||||
sprite->data[1] = 512;
|
||||
TrySetSpriteRotScale(sprite, 0, 256, sprite->data[1], 0);
|
||||
@@ -1185,13 +1185,13 @@ static void AnimSprayWaterDroplet(struct Sprite *sprite)
|
||||
sprite->oam.matrixNum = ST_OAM_HFLIP;
|
||||
if (gBattleAnimArgs[1] == 0)
|
||||
{
|
||||
sprite->x = GetBattlerSpriteCoord(gBattleAnimAttacker, 0);
|
||||
sprite->y = GetBattlerSpriteCoord(gBattleAnimAttacker, 1) + 32;
|
||||
sprite->x = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_X);
|
||||
sprite->y = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_Y) + 32;
|
||||
}
|
||||
else
|
||||
{
|
||||
sprite->x = GetBattlerSpriteCoord(gBattleAnimTarget, 0);
|
||||
sprite->y = GetBattlerSpriteCoord(gBattleAnimTarget, 1) + 32;
|
||||
sprite->x = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_X);
|
||||
sprite->y = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_Y) + 32;
|
||||
}
|
||||
sprite->callback = sub_80B2C88;
|
||||
}
|
||||
@@ -1248,8 +1248,8 @@ static void AnimSkyAttackBird(struct Sprite *sprite)
|
||||
s16 posx = sprite->x;
|
||||
s16 posy = sprite->y;
|
||||
|
||||
sprite->x = GetBattlerSpriteCoord(gBattleAnimAttacker, 2);
|
||||
sprite->y = GetBattlerSpriteCoord(gBattleAnimAttacker, 3);
|
||||
sprite->x = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_X_2);
|
||||
sprite->y = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_Y_PIC_OFFSET);
|
||||
sprite->data[4] = sprite->x << 4;
|
||||
sprite->data[5] = sprite->y << 4;
|
||||
sprite->data[6] = ((posx - sprite->x) << 4) / 12;
|
||||
|
||||
+19
-19
@@ -223,9 +223,9 @@ static void AnimConfuseRayBallBounce(struct Sprite *sprite)
|
||||
InitSpritePosToAnimAttacker(sprite, 1);
|
||||
sprite->data[0] = gBattleAnimArgs[2];
|
||||
sprite->data[1] = sprite->x;
|
||||
sprite->data[2] = GetBattlerSpriteCoord(gBattleAnimTarget, 2);
|
||||
sprite->data[2] = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_X_2);
|
||||
sprite->data[3] = sprite->y;
|
||||
sprite->data[4] = GetBattlerSpriteCoord(gBattleAnimTarget, 3);
|
||||
sprite->data[4] = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_Y_PIC_OFFSET);
|
||||
BattleAnim_InitLinearTranslationWithDuration(sprite);
|
||||
sprite->callback = sub_80B52D0;
|
||||
sprite->data[6] = 16;
|
||||
@@ -398,8 +398,8 @@ static void AnimShadowBall(struct Sprite *sprite)
|
||||
s16 oldPosX = sprite->x;
|
||||
s16 oldPosY = sprite->y;
|
||||
|
||||
sprite->x = GetBattlerSpriteCoord(gBattleAnimAttacker, 2);
|
||||
sprite->y = GetBattlerSpriteCoord(gBattleAnimAttacker, 3);
|
||||
sprite->x = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_X_2);
|
||||
sprite->y = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_Y_PIC_OFFSET);
|
||||
sprite->data[0] = 0;
|
||||
sprite->data[1] = gBattleAnimArgs[0];
|
||||
sprite->data[2] = gBattleAnimArgs[1];
|
||||
@@ -429,8 +429,8 @@ static void AnimShadowBallStep(struct Sprite *sprite)
|
||||
sprite->data[2] -= 1;
|
||||
if (sprite->data[2] > 0)
|
||||
break;
|
||||
sprite->data[1] = GetBattlerSpriteCoord(gBattleAnimTarget, 2);
|
||||
sprite->data[2] = GetBattlerSpriteCoord(gBattleAnimTarget, 3);
|
||||
sprite->data[1] = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_X_2);
|
||||
sprite->data[2] = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_Y_PIC_OFFSET);
|
||||
sprite->data[4] = sprite->x << 4;
|
||||
sprite->data[5] = sprite->y << 4;
|
||||
sprite->data[6] = ((sprite->data[1] - sprite->x) << 4) / sprite->data[3];
|
||||
@@ -445,8 +445,8 @@ static void AnimShadowBallStep(struct Sprite *sprite)
|
||||
sprite->data[3] -= 1;
|
||||
if (sprite->data[3] > 0)
|
||||
break;
|
||||
sprite->x = GetBattlerSpriteCoord(gBattleAnimTarget, 2);
|
||||
sprite->y = GetBattlerSpriteCoord(gBattleAnimTarget, 3);
|
||||
sprite->x = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_X_2);
|
||||
sprite->y = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_Y_PIC_OFFSET);
|
||||
sprite->data[0] += 1;
|
||||
break;
|
||||
case 3:
|
||||
@@ -740,17 +740,17 @@ static void AnimDestinyBondWhiteShadow(struct Sprite *sprite)
|
||||
|
||||
if (gBattleAnimArgs[0] == 0)
|
||||
{
|
||||
battler1X = GetBattlerSpriteCoord(gBattleAnimAttacker, 0);
|
||||
battler1Y = GetBattlerSpriteCoord(gBattleAnimAttacker, 1) + 28;
|
||||
battler2X = GetBattlerSpriteCoord(gBattleAnimTarget, 0);
|
||||
battler2Y = GetBattlerSpriteCoord(gBattleAnimTarget, 1) + 28;
|
||||
battler1X = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_X);
|
||||
battler1Y = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_Y) + 28;
|
||||
battler2X = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_X);
|
||||
battler2Y = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_Y) + 28;
|
||||
}
|
||||
else
|
||||
{
|
||||
battler1X = GetBattlerSpriteCoord(gBattleAnimTarget, 0);
|
||||
battler1Y = GetBattlerSpriteCoord(gBattleAnimTarget, 1) + 28;
|
||||
battler2X = GetBattlerSpriteCoord(gBattleAnimAttacker, 0);
|
||||
battler2Y = GetBattlerSpriteCoord(gBattleAnimAttacker, 1) + 28;
|
||||
battler1X = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_X);
|
||||
battler1Y = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_Y) + 28;
|
||||
battler2X = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_X);
|
||||
battler2Y = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_Y) + 28;
|
||||
}
|
||||
yDiff = battler2Y - battler1Y;
|
||||
sprite->data[0] = battler1X * 16;
|
||||
@@ -798,7 +798,7 @@ void AnimTask_DestinyBondWhiteShadow(u8 taskId)
|
||||
task->data[8] = 0;
|
||||
task->data[9] = 16;
|
||||
task->data[10] = gBattleAnimArgs[0];
|
||||
baseX = GetBattlerSpriteCoord(gBattleAnimAttacker, 2);
|
||||
baseX = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_X_2);
|
||||
baseY = GetBattlerSpriteCoordAttr(gBattleAnimAttacker, BATTLER_COORD_ATTR_BOTTOM);
|
||||
if (!IsContest())
|
||||
{
|
||||
@@ -811,7 +811,7 @@ void AnimTask_DestinyBondWhiteShadow(u8 taskId)
|
||||
spriteId = CreateSprite(&gDestinyBondWhiteShadowSpriteTemplate, baseX, baseY, 55);
|
||||
if (spriteId != MAX_SPRITES)
|
||||
{
|
||||
x = GetBattlerSpriteCoord(battler, 2);
|
||||
x = GetBattlerSpriteCoord(battler, BATTLER_COORD_X_2);
|
||||
y = GetBattlerSpriteCoordAttr(battler, BATTLER_COORD_ATTR_BOTTOM);
|
||||
gSprites[spriteId].data[0] = baseX << 4;
|
||||
gSprites[spriteId].data[1] = baseY << 4;
|
||||
@@ -1143,7 +1143,7 @@ void AnimTask_GrudgeFlames(u8 taskId)
|
||||
|
||||
task->data[0] = 0;
|
||||
task->data[1] = 16;
|
||||
task->data[9] = GetBattlerSpriteCoord(gBattleAnimAttacker, 2);
|
||||
task->data[9] = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_X_2);
|
||||
task->data[10] = GetBattlerYCoordWithElevation(gBattleAnimAttacker);
|
||||
task->data[11] = (GetBattlerSpriteCoordAttr(gBattleAnimAttacker, BATTLER_COORD_ATTR_WIDTH) / 2) + 8;
|
||||
task->data[7] = 0;
|
||||
|
||||
+16
-16
@@ -140,11 +140,11 @@ const struct SpriteTemplate gDirtMoundSpriteTemplate =
|
||||
// a boomerang. After hitting the target mon, it comes back to the user.
|
||||
static void AnimBonemerangProjectile(struct Sprite *sprite)
|
||||
{
|
||||
sprite->x = GetBattlerSpriteCoord(gBattleAnimAttacker, 2);
|
||||
sprite->y = GetBattlerSpriteCoord(gBattleAnimAttacker, 3);
|
||||
sprite->x = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_X_2);
|
||||
sprite->y = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_Y_PIC_OFFSET);
|
||||
sprite->data[0] = 20;
|
||||
sprite->data[2] = GetBattlerSpriteCoord(gBattleAnimTarget, 2);
|
||||
sprite->data[4] = GetBattlerSpriteCoord(gBattleAnimTarget, 3);
|
||||
sprite->data[2] = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_X_2);
|
||||
sprite->data[4] = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_Y_PIC_OFFSET);
|
||||
sprite->data[5] = -40;
|
||||
InitAnimArcTranslation(sprite);
|
||||
sprite->callback = AnimBonemerangProjectileStep;
|
||||
@@ -159,8 +159,8 @@ static void AnimBonemerangProjectileStep(struct Sprite *sprite)
|
||||
sprite->y2 = 0;
|
||||
sprite->x2 = 0;
|
||||
sprite->data[0] = 20;
|
||||
sprite->data[2] = GetBattlerSpriteCoord(gBattleAnimAttacker, 2);
|
||||
sprite->data[4] = GetBattlerSpriteCoord(gBattleAnimAttacker, 3);
|
||||
sprite->data[2] = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_X_2);
|
||||
sprite->data[4] = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_Y_PIC_OFFSET);
|
||||
sprite->data[5] = 40;
|
||||
InitAnimArcTranslation(sprite);
|
||||
sprite->callback = AnimBonemerangProjectileEnd;
|
||||
@@ -186,8 +186,8 @@ static void AnimBoneHitProjectile(struct Sprite *sprite)
|
||||
if (GetBattlerSide(gBattleAnimAttacker) != B_SIDE_PLAYER)
|
||||
gBattleAnimArgs[2] = -gBattleAnimArgs[2];
|
||||
sprite->data[0] = gBattleAnimArgs[4];
|
||||
sprite->data[2] = GetBattlerSpriteCoord(gBattleAnimTarget, 2) + gBattleAnimArgs[2];
|
||||
sprite->data[4] = GetBattlerSpriteCoord(gBattleAnimTarget, 3) + gBattleAnimArgs[3];
|
||||
sprite->data[2] = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_X_2) + gBattleAnimArgs[2];
|
||||
sprite->data[4] = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_Y_PIC_OFFSET) + gBattleAnimArgs[3];
|
||||
sprite->callback = StartAnimLinearTranslation;
|
||||
StoreSpriteCallbackInData6(sprite, DestroyAnimSprite);
|
||||
}
|
||||
@@ -204,8 +204,8 @@ static void AnimDirtScatter(struct Sprite *sprite)
|
||||
s16 xOffset, yOffset;
|
||||
|
||||
InitSpritePosToAnimAttacker(sprite, 1);
|
||||
targetXPos = GetBattlerSpriteCoord2(gBattleAnimTarget, 2);
|
||||
targetYPos = GetBattlerSpriteCoord2(gBattleAnimTarget, 3);
|
||||
targetXPos = GetBattlerSpriteCoord2(gBattleAnimTarget, BATTLER_COORD_X_2);
|
||||
targetYPos = GetBattlerSpriteCoord2(gBattleAnimTarget, BATTLER_COORD_Y_PIC_OFFSET);
|
||||
xOffset = Random() & 0x1F;
|
||||
yOffset = Random() & 0x1F;
|
||||
if (xOffset > 16)
|
||||
@@ -229,8 +229,8 @@ static void AnimMudSportDirt(struct Sprite *sprite)
|
||||
++sprite->oam.tileNum;
|
||||
if (gBattleAnimArgs[0] == 0)
|
||||
{
|
||||
sprite->x = GetBattlerSpriteCoord(gBattleAnimAttacker, 2) + gBattleAnimArgs[1];
|
||||
sprite->y = GetBattlerSpriteCoord(gBattleAnimAttacker, 3) + gBattleAnimArgs[2];
|
||||
sprite->x = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_X_2) + gBattleAnimArgs[1];
|
||||
sprite->y = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_Y_PIC_OFFSET) + gBattleAnimArgs[2];
|
||||
sprite->data[0] = gBattleAnimArgs[1] > 0 ? 1 : -1;
|
||||
sprite->callback = AnimMudSportDirtRising;
|
||||
}
|
||||
@@ -500,7 +500,7 @@ static void AnimFissureDirtPlumeParticle(struct Sprite *sprite)
|
||||
xOffset *= -1;
|
||||
gBattleAnimArgs[2] *= -1;
|
||||
}
|
||||
sprite->x = GetBattlerSpriteCoord(battler, 2) + xOffset;
|
||||
sprite->x = GetBattlerSpriteCoord(battler, BATTLER_COORD_X_2) + xOffset;
|
||||
sprite->y = GetBattlerYCoordWithElevation(battler) + 30;
|
||||
sprite->data[0] = gBattleAnimArgs[5];
|
||||
sprite->data[2] = sprite->x + gBattleAnimArgs[2];
|
||||
@@ -530,7 +530,7 @@ static void AnimDigDirtMound(struct Sprite *sprite)
|
||||
battler = gBattleAnimAttacker;
|
||||
else
|
||||
battler = gBattleAnimTarget;
|
||||
sprite->x = GetBattlerSpriteCoord(battler, 0) - 16 + (gBattleAnimArgs[1] * 32);
|
||||
sprite->x = GetBattlerSpriteCoord(battler, BATTLER_COORD_X) - 16 + (gBattleAnimArgs[1] * 32);
|
||||
sprite->y = GetBattlerYCoordWithElevation(battler) + 32;
|
||||
sprite->oam.tileNum += gBattleAnimArgs[1] * 8;
|
||||
StoreSpriteCallbackInData6(sprite, DestroyAnimSprite);
|
||||
@@ -697,8 +697,8 @@ void AnimTask_PositionFissureBgOnBattler(u8 taskId)
|
||||
if (gBattleAnimArgs[0] > 1)
|
||||
battler ^= BIT_FLANK;
|
||||
newTask = &gTasks[CreateTask(sub_80B98A8, gBattleAnimArgs[1])];
|
||||
newTask->data[1] = (32 - GetBattlerSpriteCoord(battler, 2)) & 0x1FF;
|
||||
newTask->data[2] = (64 - GetBattlerSpriteCoord(battler, 3)) & 0xFF;
|
||||
newTask->data[1] = (32 - GetBattlerSpriteCoord(battler, BATTLER_COORD_X_2)) & 0x1FF;
|
||||
newTask->data[2] = (64 - GetBattlerSpriteCoord(battler, BATTLER_COORD_Y_PIC_OFFSET)) & 0xFF;
|
||||
gBattle_BG3_X = newTask->data[1];
|
||||
gBattle_BG3_Y = newTask->data[2];
|
||||
newTask->data[3] = gBattleAnimArgs[2];
|
||||
|
||||
+2
-2
@@ -190,8 +190,8 @@ static void AnimSludgeProjectile(struct Sprite *sprite)
|
||||
StartSpriteAnim(sprite, 2);
|
||||
InitSpritePosToAnimAttacker(sprite, 1);
|
||||
sprite->data[0] = gBattleAnimArgs[2];
|
||||
sprite->data[2] = GetBattlerSpriteCoord(gBattleAnimTarget, 2);
|
||||
sprite->data[4] = GetBattlerSpriteCoord(gBattleAnimTarget, 3);
|
||||
sprite->data[2] = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_X_2);
|
||||
sprite->data[4] = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_Y_PIC_OFFSET);
|
||||
sprite->data[5] = -30;
|
||||
InitAnimArcTranslation(sprite);
|
||||
sprite->callback = sub_80B1684;
|
||||
|
||||
+2
-2
@@ -596,8 +596,8 @@ static void AnimQuestionMark(struct Sprite *sprite)
|
||||
|
||||
if (GetBattlerSide(gBattleAnimAttacker) == B_SIDE_OPPONENT)
|
||||
x = -x;
|
||||
sprite->x = GetBattlerSpriteCoord(gBattleAnimAttacker, 2) + x;
|
||||
sprite->y = GetBattlerSpriteCoord(gBattleAnimAttacker, 3) + y;
|
||||
sprite->x = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_X_2) + x;
|
||||
sprite->y = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_Y_PIC_OFFSET) + y;
|
||||
if (sprite->y < 16)
|
||||
sprite->y = 16;
|
||||
StoreSpriteCallbackInData6(sprite, sub_80B3384);
|
||||
|
||||
@@ -231,7 +231,7 @@ static void CreateBattlerSprite(u8 battler)
|
||||
if (GetMonData(&gEnemyParty[gBattlerPartyIndexes[battler]], MON_DATA_HP) == 0)
|
||||
return;
|
||||
SetMultiuseSpriteTemplateToPokemon(GetMonData(&gEnemyParty[gBattlerPartyIndexes[battler]], MON_DATA_SPECIES), GetBattlerPosition(battler));
|
||||
gBattlerSpriteIds[battler] = CreateSprite(&gMultiuseSpriteTemplate, GetBattlerSpriteCoord(battler, 2), posY, GetBattlerSpriteSubpriority(battler));
|
||||
gBattlerSpriteIds[battler] = CreateSprite(&gMultiuseSpriteTemplate, GetBattlerSpriteCoord(battler, BATTLER_COORD_X_2), posY, GetBattlerSpriteSubpriority(battler));
|
||||
gSprites[gBattlerSpriteIds[battler]].oam.paletteNum = battler;
|
||||
gSprites[gBattlerSpriteIds[battler]].callback = SpriteCallbackDummy;
|
||||
gSprites[gBattlerSpriteIds[battler]].data[0] = battler;
|
||||
@@ -265,7 +265,7 @@ static void CreateBattlerSprite(u8 battler)
|
||||
else
|
||||
{
|
||||
SetMultiuseSpriteTemplateToPokemon(GetMonData(&gPlayerParty[gBattlerPartyIndexes[battler]], MON_DATA_SPECIES), GetBattlerPosition(battler));
|
||||
gBattlerSpriteIds[battler] = CreateSprite(&gMultiuseSpriteTemplate, GetBattlerSpriteCoord(battler, 2), posY, GetBattlerSpriteSubpriority(battler));
|
||||
gBattlerSpriteIds[battler] = CreateSprite(&gMultiuseSpriteTemplate, GetBattlerSpriteCoord(battler, BATTLER_COORD_X_2), posY, GetBattlerSpriteSubpriority(battler));
|
||||
gSprites[gBattlerSpriteIds[battler]].oam.paletteNum = battler;
|
||||
gSprites[gBattlerSpriteIds[battler]].callback = SpriteCallbackDummy;
|
||||
gSprites[gBattlerSpriteIds[battler]].data[0] = battler;
|
||||
|
||||
+6
-6
@@ -556,10 +556,10 @@ void AnimTask_Rollout(u8 taskId)
|
||||
struct Task *task;
|
||||
|
||||
task = &gTasks[taskId];
|
||||
var0 = GetBattlerSpriteCoord(gBattleAnimAttacker, 2);
|
||||
var1 = GetBattlerSpriteCoord(gBattleAnimAttacker, 1) + 24;
|
||||
var2 = GetBattlerSpriteCoord(gBattleAnimTarget, 2);
|
||||
var3 = GetBattlerSpriteCoord(gBattleAnimTarget, 1) + 24;
|
||||
var0 = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_X_2);
|
||||
var1 = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_Y) + 24;
|
||||
var2 = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_X_2);
|
||||
var3 = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_Y) + 24;
|
||||
if (BATTLE_PARTNER(gBattleAnimAttacker) == gBattleAnimTarget)
|
||||
var3 = var1;
|
||||
var4 = sub_80B4FB8();
|
||||
@@ -758,8 +758,8 @@ static void AnimRockBlastRock(struct Sprite *sprite)
|
||||
|
||||
static void AnimRockScatter(struct Sprite *sprite)
|
||||
{
|
||||
sprite->x = GetBattlerSpriteCoord(gBattleAnimTarget, 0);
|
||||
sprite->y = GetBattlerSpriteCoord(gBattleAnimTarget, 1);
|
||||
sprite->x = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_X);
|
||||
sprite->y = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_Y);
|
||||
sprite->x += gBattleAnimArgs[0];
|
||||
sprite->y += gBattleAnimArgs[1];
|
||||
sprite->data[1] = gBattleAnimArgs[0];
|
||||
|
||||
+19
-19
@@ -521,23 +521,23 @@ static void AnimWaterBubbleProjectile(struct Sprite *sprite)
|
||||
|
||||
if (GetBattlerSide(gBattleAnimAttacker) != B_SIDE_PLAYER)
|
||||
{
|
||||
sprite->x = GetBattlerSpriteCoord(gBattleAnimAttacker, 2) - gBattleAnimArgs[0];
|
||||
sprite->y = GetBattlerSpriteCoord(gBattleAnimAttacker, 3) + gBattleAnimArgs[1];
|
||||
sprite->x = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_X_2) - gBattleAnimArgs[0];
|
||||
sprite->y = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_Y_PIC_OFFSET) + gBattleAnimArgs[1];
|
||||
sprite->animPaused = TRUE;
|
||||
}
|
||||
else
|
||||
{
|
||||
sprite->x = GetBattlerSpriteCoord(gBattleAnimAttacker, 2) + gBattleAnimArgs[0];
|
||||
sprite->y = GetBattlerSpriteCoord(gBattleAnimAttacker, 3) + gBattleAnimArgs[1];
|
||||
sprite->x = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_X_2) + gBattleAnimArgs[0];
|
||||
sprite->y = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_Y_PIC_OFFSET) + gBattleAnimArgs[1];
|
||||
sprite->animPaused = TRUE;
|
||||
}
|
||||
if (GetBattlerSide(gBattleAnimAttacker) != B_SIDE_PLAYER)
|
||||
gBattleAnimArgs[2] = -gBattleAnimArgs[2];
|
||||
sprite->data[0] = gBattleAnimArgs[6];
|
||||
sprite->data[1] = sprite->x;
|
||||
sprite->data[2] = GetBattlerSpriteCoord(gBattleAnimTarget, 2);
|
||||
sprite->data[2] = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_X_2);
|
||||
sprite->data[3] = sprite->y;
|
||||
sprite->data[4] = GetBattlerSpriteCoord(gBattleAnimTarget, 3);
|
||||
sprite->data[4] = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_Y_PIC_OFFSET);
|
||||
InitAnimLinearTranslation(sprite);
|
||||
spriteId = CreateInvisibleSpriteWithCallback(SpriteCallbackDummy);
|
||||
sprite->data[5] = spriteId;
|
||||
@@ -599,9 +599,9 @@ static void AnimAuroraBeamRings(struct Sprite *sprite)
|
||||
unkArg = gBattleAnimArgs[2];
|
||||
sprite->data[0] = gBattleAnimArgs[4];
|
||||
sprite->data[1] = sprite->x;
|
||||
sprite->data[2] = GetBattlerSpriteCoord(gBattleAnimTarget, 2) + unkArg;
|
||||
sprite->data[2] = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_X_2) + unkArg;
|
||||
sprite->data[3] = sprite->y;
|
||||
sprite->data[4] = GetBattlerSpriteCoord(gBattleAnimTarget, 3) + gBattleAnimArgs[3];
|
||||
sprite->data[4] = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_Y_PIC_OFFSET) + gBattleAnimArgs[3];
|
||||
InitAnimLinearTranslation(sprite);
|
||||
sprite->callback = AnimAuroraBeamRings_Step;
|
||||
sprite->affineAnimPaused = TRUE;
|
||||
@@ -653,9 +653,9 @@ static void AnimToTargetInSinWave(struct Sprite *sprite)
|
||||
InitSpritePosToAnimAttacker(sprite, TRUE);
|
||||
sprite->data[0] = 30;
|
||||
sprite->data[1] = sprite->x;
|
||||
sprite->data[2] = GetBattlerSpriteCoord(gBattleAnimTarget, 2);
|
||||
sprite->data[2] = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_X_2);
|
||||
sprite->data[3] = sprite->y;
|
||||
sprite->data[4] = GetBattlerSpriteCoord(gBattleAnimTarget, 3);
|
||||
sprite->data[4] = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_Y_PIC_OFFSET);
|
||||
InitAnimLinearTranslation(sprite);
|
||||
sprite->data[5] = 0xD200 / sprite->data[0];
|
||||
sprite->data[7] = gBattleAnimArgs[3];
|
||||
@@ -708,8 +708,8 @@ static void AnimHydroCannonCharge(struct Sprite *sprite)
|
||||
{
|
||||
u8 priority;
|
||||
|
||||
sprite->x = GetBattlerSpriteCoord(gBattleAnimAttacker, 0);
|
||||
sprite->y = GetBattlerSpriteCoord(gBattleAnimAttacker, 1);
|
||||
sprite->x = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_X);
|
||||
sprite->y = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_Y);
|
||||
sprite->y2 = -10;
|
||||
priority = GetBattlerSpriteSubpriority(gBattleAnimAttacker);
|
||||
if (!IsContest())
|
||||
@@ -762,7 +762,7 @@ static void AnimHydroCannonBeam(struct Sprite *sprite)
|
||||
if (GetBattlerSide(gBattleAnimAttacker) != B_SIDE_PLAYER)
|
||||
gBattleAnimArgs[2] = -gBattleAnimArgs[2];
|
||||
sprite->data[0] = gBattleAnimArgs[4];
|
||||
sprite->data[2] = GetBattlerSpriteCoord(gBattleAnimTarget, 2) + gBattleAnimArgs[2];
|
||||
sprite->data[2] = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_X_2) + gBattleAnimArgs[2];
|
||||
sprite->data[4] = GetBattlerSpriteCoord(gBattleAnimTarget, coordType) + gBattleAnimArgs[3];
|
||||
sprite->callback = StartAnimLinearTranslation;
|
||||
StoreSpriteCallbackInData6(sprite, DestroyAnimSprite);
|
||||
@@ -1173,8 +1173,8 @@ static u8 GetWaterSpoutPowerForAnim(void)
|
||||
static void CreateWaterSpoutLaunchDroplets(struct Task *task, u8 taskId)
|
||||
{
|
||||
s16 i;
|
||||
s16 attackerCoordX = GetBattlerSpriteCoord(gBattleAnimAttacker, 2);
|
||||
s16 attackerCoordY = GetBattlerSpriteCoord(gBattleAnimAttacker, 3);
|
||||
s16 attackerCoordX = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_X_2);
|
||||
s16 attackerCoordY = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_Y_PIC_OFFSET);
|
||||
s16 trigIndex = 172;
|
||||
u8 subpriority = GetBattlerSpriteSubpriority(gBattleAnimAttacker) - 1;
|
||||
s16 increment = 4 - task->data[1];
|
||||
@@ -1347,8 +1347,8 @@ void AnimTask_WaterSport(u8 taskId)
|
||||
{
|
||||
struct Task *task = &gTasks[taskId];
|
||||
|
||||
task->data[3] = GetBattlerSpriteCoord(gBattleAnimAttacker, 2);
|
||||
task->data[4] = GetBattlerSpriteCoord(gBattleAnimAttacker, 3);
|
||||
task->data[3] = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_X_2);
|
||||
task->data[4] = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_Y_PIC_OFFSET);
|
||||
task->data[7] = (GetBattlerSide(gBattleAnimAttacker) == B_SIDE_PLAYER) ? 1 : -1;
|
||||
if (IsContest())
|
||||
task->data[7] *= -1;
|
||||
@@ -1520,8 +1520,8 @@ static void AnimWaterPulseRingBubble(struct Sprite *sprite)
|
||||
void AnimWaterPulseRing(struct Sprite *sprite)
|
||||
{
|
||||
InitSpritePosToAnimAttacker(sprite, TRUE);
|
||||
sprite->data[1] = GetBattlerSpriteCoord(gBattleAnimTarget, 2);
|
||||
sprite->data[2] = GetBattlerSpriteCoord(gBattleAnimTarget, 3);
|
||||
sprite->data[1] = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_X_2);
|
||||
sprite->data[2] = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_Y_PIC_OFFSET);
|
||||
sprite->data[3] = gBattleAnimArgs[2];
|
||||
sprite->data[4] = gBattleAnimArgs[3];
|
||||
sprite->callback = AnimWaterPulseRing_Step;
|
||||
|
||||
Reference in New Issue
Block a user