Some documentation of transform types
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@@ -650,7 +650,7 @@ void CopyBattleSpriteInvisibility(u8 battlerId)
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gBattleSpritesDataPtr->battlerData[battlerId].invisible = gSprites[gBattlerSpriteIds[battlerId]].invisible;
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gBattleSpritesDataPtr->battlerData[battlerId].invisible = gSprites[gBattlerSpriteIds[battlerId]].invisible;
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}
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}
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void HandleSpeciesGfxDataChange(u8 battlerAtk, u8 battlerDef, u8 notTransform)
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void HandleSpeciesGfxDataChange(u8 battlerAtk, u8 battlerDef, u8 transformType)
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{
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{
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u16 paletteOffset, targetSpecies;
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u16 paletteOffset, targetSpecies;
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u32 personalityValue;
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u32 personalityValue;
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@@ -659,8 +659,7 @@ void HandleSpeciesGfxDataChange(u8 battlerAtk, u8 battlerDef, u8 notTransform)
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const u32 *lzPaletteData;
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const u32 *lzPaletteData;
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void *buffer;
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void *buffer;
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//TODO: notTransform is bool8 in pokeem. Document it with a more reasonable name here.
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if (transformType == 255) // Ghost unveiled with Silph Scope
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if (notTransform == 255)
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{
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{
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const void *src;
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const void *src;
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void *dst;
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void *dst;
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@@ -688,7 +687,7 @@ void HandleSpeciesGfxDataChange(u8 battlerAtk, u8 battlerDef, u8 notTransform)
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UpdateNickInHealthbox(gHealthboxSpriteIds[battlerAtk], &gEnemyParty[gBattlerPartyIndexes[battlerAtk]]);
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UpdateNickInHealthbox(gHealthboxSpriteIds[battlerAtk], &gEnemyParty[gBattlerPartyIndexes[battlerAtk]]);
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TryAddPokeballIconToHealthbox(gHealthboxSpriteIds[battlerAtk], 1);
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TryAddPokeballIconToHealthbox(gHealthboxSpriteIds[battlerAtk], 1);
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}
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}
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else if (notTransform)
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else if (transformType) // Castform form change
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{
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{
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StartSpriteAnim(&gSprites[gBattlerSpriteIds[battlerAtk]], gBattleSpritesDataPtr->animationData->animArg);
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StartSpriteAnim(&gSprites[gBattlerSpriteIds[battlerAtk]], gBattleSpritesDataPtr->animationData->animArg);
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paletteOffset = 0x100 + battlerAtk * 16;
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paletteOffset = 0x100 + battlerAtk * 16;
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@@ -701,7 +700,7 @@ void HandleSpeciesGfxDataChange(u8 battlerAtk, u8 battlerDef, u8 notTransform)
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}
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}
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gSprites[gBattlerSpriteIds[battlerAtk]].y = GetBattlerSpriteDefault_Y(battlerAtk);
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gSprites[gBattlerSpriteIds[battlerAtk]].y = GetBattlerSpriteDefault_Y(battlerAtk);
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}
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}
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else
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else // Transform move
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{
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{
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const void *src;
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const void *src;
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void *dst;
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void *dst;
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