battle_anim_utility_funcs; split battle_intro.s
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@@ -92,7 +92,7 @@ const struct SpriteTemplate gUnknown_83D4EB4 =
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// arg 4: frame delay
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void AnimTask_ShakeMon(u8 taskId)
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{
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u8 spriteId = GetAnimBankSpriteId(gBattleAnimArgs[0]);
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u8 spriteId = GetAnimBattlerSpriteId(gBattleAnimArgs[0]);
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if (spriteId == 0xFF)
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DestroyAnimVisualTask(taskId);
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@@ -150,7 +150,7 @@ void AnimTask_ShakeMon2(u8 taskId)
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if (gBattleAnimArgs[0] < MAX_BATTLERS_COUNT)
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{
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spriteId = GetAnimBankSpriteId(gBattleAnimArgs[0]);
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spriteId = GetAnimBattlerSpriteId(gBattleAnimArgs[0]);
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if (spriteId == 0xFF)
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abort = TRUE;
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}
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@@ -228,7 +228,7 @@ static void AnimTask_ShakeMon2Step(u8 taskId)
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// arg 4: delay
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void AnimTask_ShakeMonInPlace(u8 taskId)
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{
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u8 spriteId = GetAnimBankSpriteId(gBattleAnimArgs[0]);
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u8 spriteId = GetAnimBattlerSpriteId(gBattleAnimArgs[0]);
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if (spriteId == 0xFF)
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DestroyAnimVisualTask(taskId);
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@@ -290,7 +290,7 @@ static void AnimTask_ShakeMonInPlaceStep(u8 taskId)
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// arg 4: duration
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void AnimTask_ShakeAndSinkMon(u8 taskId)
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{
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u8 spriteId = GetAnimBankSpriteId(gBattleAnimArgs[0]);
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u8 spriteId = GetAnimBattlerSpriteId(gBattleAnimArgs[0]);
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gSprites[spriteId].pos2.x = gBattleAnimArgs[1];
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gTasks[taskId].data[0] = spriteId;
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@@ -331,7 +331,7 @@ void AnimTask_TranslateMonElliptical(u8 taskId)
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{
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u8 wavePeriod = 1;
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u8 i;
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u8 spriteId = GetAnimBankSpriteId(gBattleAnimArgs[0]);
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u8 spriteId = GetAnimBattlerSpriteId(gBattleAnimArgs[0]);
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if (gBattleAnimArgs[4] > 5)
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gBattleAnimArgs[4] = 5;
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for (i = 0; i < gBattleAnimArgs[4]; i++)
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@@ -414,7 +414,7 @@ static void DoVerticalDip(struct Sprite * sprite)
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{
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u8 spriteId;
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sprite->invisible = TRUE;
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spriteId = GetAnimBankSpriteId(gBattleAnimArgs[2]);
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spriteId = GetAnimBattlerSpriteId(gBattleAnimArgs[2]);
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sprite->data[0] = gBattleAnimArgs[0];
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sprite->data[1] = 0;
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sprite->data[2] = gBattleAnimArgs[1];
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@@ -581,7 +581,7 @@ void AnimTask_WindUpLunge(u8 taskId)
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gBattleAnimArgs[1] = -gBattleAnimArgs[1];
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gBattleAnimArgs[5] = -gBattleAnimArgs[5];
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}
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gTasks[taskId].data[0] = GetAnimBankSpriteId(gBattleAnimArgs[0]);
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gTasks[taskId].data[0] = GetAnimBattlerSpriteId(gBattleAnimArgs[0]);
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gTasks[taskId].data[1] = gBattleAnimArgs[1] * 256 / gBattleAnimArgs[3];
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gTasks[taskId].data[2] = gBattleAnimArgs[2];
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gTasks[taskId].data[3] = gBattleAnimArgs[3];
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@@ -627,7 +627,7 @@ void sub_80995FC(u8 taskId)
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{
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case 0:
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case 1:
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spriteId = GetAnimBankSpriteId(gBattleAnimArgs[0]);
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spriteId = GetAnimBattlerSpriteId(gBattleAnimArgs[0]);
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break;
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case 2:
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if (!IsBattlerSpriteVisible(gBattleAnimAttacker ^ BIT_FLANK))
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@@ -678,7 +678,7 @@ void AnimTask_SwayMon(u8 taskId)
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u8 spriteId;
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if (GetBattlerSide(gBattleAnimAttacker) != B_SIDE_PLAYER)
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gBattleAnimArgs[1] = -gBattleAnimArgs[1];
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spriteId = GetAnimBankSpriteId(gBattleAnimArgs[4]);
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spriteId = GetAnimBattlerSpriteId(gBattleAnimArgs[4]);
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gTasks[taskId].data[0] = gBattleAnimArgs[0];
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gTasks[taskId].data[1] = gBattleAnimArgs[1];
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gTasks[taskId].data[2] = gBattleAnimArgs[2];
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@@ -735,7 +735,7 @@ static void AnimTask_SwayMonStep(u8 taskId)
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// arg 4: sprite object mode
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void AnimTask_ScaleMonAndRestore(u8 taskId)
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{
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u8 spriteId = GetAnimBankSpriteId(gBattleAnimArgs[3]);
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u8 spriteId = GetAnimBattlerSpriteId(gBattleAnimArgs[3]);
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PrepareBattlerSpriteForRotScale(spriteId, gBattleAnimArgs[4]);
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gTasks[taskId].data[0] = gBattleAnimArgs[0];
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gTasks[taskId].data[1] = gBattleAnimArgs[1];
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@@ -773,7 +773,7 @@ static void AnimTask_ScaleMonAndRestoreStep(u8 taskId)
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void sub_8099980(u8 taskId)
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{
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u8 spriteId = GetAnimBankSpriteId(gBattleAnimArgs[2]);
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u8 spriteId = GetAnimBattlerSpriteId(gBattleAnimArgs[2]);
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PrepareBattlerSpriteForRotScale(spriteId, 0);
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gTasks[taskId].data[1] = 0;
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gTasks[taskId].data[2] = gBattleAnimArgs[0];
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@@ -806,7 +806,7 @@ void sub_8099980(u8 taskId)
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void sub_8099A78(u8 taskId)
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{
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u8 spriteId = GetAnimBankSpriteId(gBattleAnimArgs[2]);
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u8 spriteId = GetAnimBattlerSpriteId(gBattleAnimArgs[2]);
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PrepareBattlerSpriteForRotScale(spriteId, 0);
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gTasks[taskId].data[1] = 0;
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gTasks[taskId].data[2] = gBattleAnimArgs[0];
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@@ -888,7 +888,7 @@ void sub_8099BD4(u8 taskId)
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gTasks[taskId].data[12] = 0;
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gTasks[taskId].data[10] = gBattleAnimArgs[3];
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gTasks[taskId].data[11] = gBattleAnimArgs[4];
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gTasks[taskId].data[7] = GetAnimBankSpriteId(1);
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gTasks[taskId].data[7] = GetAnimBattlerSpriteId(1);
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gTasks[taskId].data[8] = gSprites[gTasks[taskId].data[7]].pos2.x;
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gTasks[taskId].data[9] = gSprites[gTasks[taskId].data[7]].pos2.y;
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gTasks[taskId].data[0] = 0;
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