More sync with battle controllers
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@@ -240,7 +240,7 @@ static void CompleteOnBattlerSpritePosX_0(void)
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else if (gBattleSpritesDataPtr->healthBoxesData[gActiveBattler].finishedShinyMonAnim)
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{
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gBattleSpritesDataPtr->healthBoxesData[gActiveBattler].triedShinyMonAnim = FALSE;
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gBattleSpritesDataPtr->healthBoxesData[gActiveBattler].finishedShinyMonAnim = 0;
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gBattleSpritesDataPtr->healthBoxesData[gActiveBattler].finishedShinyMonAnim = FALSE;
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FreeSpriteTilesByTag(ANIM_TAG_GOLD_STARS);
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FreeSpritePaletteByTag(ANIM_TAG_GOLD_STARS);
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PokedudeBufferExecCompleted();
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@@ -280,7 +280,7 @@ static void SwitchIn_CleanShinyAnimShowSubstitute(void)
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&& gBattleSpritesDataPtr->healthBoxesData[gActiveBattler].finishedShinyMonAnim)
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{
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gBattleSpritesDataPtr->healthBoxesData[gActiveBattler].triedShinyMonAnim = FALSE;
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gBattleSpritesDataPtr->healthBoxesData[gActiveBattler].finishedShinyMonAnim = 0;
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gBattleSpritesDataPtr->healthBoxesData[gActiveBattler].finishedShinyMonAnim = FALSE;
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FreeSpriteTilesByTag(ANIM_TAG_GOLD_STARS);
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FreeSpritePaletteByTag(ANIM_TAG_GOLD_STARS);
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if (gBattleSpritesDataPtr->battlerData[gActiveBattler].behindSubstitute)
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@@ -424,9 +424,9 @@ static void Intro_WaitForShinyAnimAndHealthbox(void)
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&& gBattleSpritesDataPtr->healthBoxesData[gActiveBattler ^ BIT_FLANK].finishedShinyMonAnim)
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{
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gBattleSpritesDataPtr->healthBoxesData[gActiveBattler].triedShinyMonAnim = FALSE;
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gBattleSpritesDataPtr->healthBoxesData[gActiveBattler].finishedShinyMonAnim = 0;
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gBattleSpritesDataPtr->healthBoxesData[gActiveBattler].finishedShinyMonAnim = FALSE;
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gBattleSpritesDataPtr->healthBoxesData[gActiveBattler ^ BIT_FLANK].triedShinyMonAnim = FALSE;
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gBattleSpritesDataPtr->healthBoxesData[gActiveBattler ^ BIT_FLANK].finishedShinyMonAnim = 0;
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gBattleSpritesDataPtr->healthBoxesData[gActiveBattler ^ BIT_FLANK].finishedShinyMonAnim = FALSE;
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FreeSpriteTilesByTag(ANIM_TAG_GOLD_STARS);
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FreeSpritePaletteByTag(ANIM_TAG_GOLD_STARS);
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CreateTask(Task_PlayerController_RestoreBgmAfterCry, 10);
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@@ -730,7 +730,7 @@ static void PokedudeHandleGetMonData(void)
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monToCheck >>= 1;
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}
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}
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BtlController_EmitDataTransfer(1, size, monData);
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BtlController_EmitDataTransfer(BUFFER_B, size, monData);
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PokedudeBufferExecCompleted();
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}
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@@ -1351,11 +1351,11 @@ static void PokedudeHandleDrawTrainerPic(void)
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{
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if (GetBattlerSide(gActiveBattler) == B_SIDE_PLAYER)
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{
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DecompressTrainerBackPalette(BACK_PIC_POKEDUDE, gActiveBattler);
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SetMultiuseSpriteTemplateToTrainerBack(BACK_PIC_POKEDUDE, GetBattlerPosition(gActiveBattler));
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DecompressTrainerBackPalette(TRAINER_BACK_PIC_POKEDUDE, gActiveBattler);
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SetMultiuseSpriteTemplateToTrainerBack(TRAINER_BACK_PIC_POKEDUDE, GetBattlerPosition(gActiveBattler));
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gBattlerSpriteIds[gActiveBattler] = CreateSprite(&gMultiuseSpriteTemplate,
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80,
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(8 - gTrainerBackPicCoords[BACK_PIC_POKEDUDE].size) * 4 + 80,
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(8 - gTrainerBackPicCoords[TRAINER_BACK_PIC_POKEDUDE].size) * 4 + 80,
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30);
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gSprites[gBattlerSpriteIds[gActiveBattler]].x2 = DISPLAY_WIDTH;
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gSprites[gBattlerSpriteIds[gActiveBattler]].data[0] = -2;
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@@ -1384,11 +1384,11 @@ static void PokedudeHandleDrawTrainerPic(void)
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static void PokedudeHandleTrainerSlide(void)
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{
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DecompressTrainerBackPalette(BACK_PIC_POKEDUDE, gActiveBattler);
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SetMultiuseSpriteTemplateToTrainerBack(BACK_PIC_POKEDUDE, GetBattlerPosition(gActiveBattler));
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DecompressTrainerBackPalette(TRAINER_BACK_PIC_POKEDUDE, gActiveBattler);
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SetMultiuseSpriteTemplateToTrainerBack(TRAINER_BACK_PIC_POKEDUDE, GetBattlerPosition(gActiveBattler));
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gBattlerSpriteIds[gActiveBattler] = CreateSprite(&gMultiuseSpriteTemplate,
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80,
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(8 - gTrainerBackPicCoords[BACK_PIC_POKEDUDE].size) * 4 + 80,
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(8 - gTrainerBackPicCoords[TRAINER_BACK_PIC_POKEDUDE].size) * 4 + 80,
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30);
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gSprites[gBattlerSpriteIds[gActiveBattler]].oam.paletteNum = gActiveBattler;
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gSprites[gBattlerSpriteIds[gActiveBattler]].x2 = -96;
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@@ -1859,7 +1859,7 @@ static void PokedudeHandleIntroTrainerBallThrow(void)
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StoreSpriteCallbackInData6(&gSprites[gBattlerSpriteIds[gActiveBattler]], SpriteCB_FreePlayerSpriteLoadMonSprite);
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StartSpriteAnim(&gSprites[gBattlerSpriteIds[gActiveBattler]], 1);
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paletteNum = AllocSpritePalette(0xD6F8);
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LoadCompressedPalette(gTrainerBackPicPaletteTable[BACK_PIC_POKEDUDE].data, 0x100 + paletteNum * 16, 32);
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LoadCompressedPalette(gTrainerBackPicPaletteTable[TRAINER_BACK_PIC_POKEDUDE].data, 0x100 + paletteNum * 16, 32);
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gSprites[gBattlerSpriteIds[gActiveBattler]].oam.paletteNum = paletteNum;
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taskId = CreateTask(Task_StartSendOutAnim, 5);
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gTasks[taskId].data[0] = gActiveBattler;
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