Rename battle terrain to environment
This commit is contained in:
@@ -22,7 +22,7 @@ static void AnimTask_DigEndBounceMovementSetInvisible(u8);
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static void AnimTask_DigSetVisibleUnderground(u8);
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static void AnimTask_DigRiseUpFromHole(u8);
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static void SetDigScanlineEffect(u8, s16, s16);
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static void AnimTask_ShakeTerrain(u8);
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static void AnimTask_ShakeEnvironment(u8);
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static void AnimTask_ShakeBattlers(u8);
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static void SetBattlersXOffsetForShake(struct Task *);
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static void WaitForFissureCompletion(u8);
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@@ -564,12 +564,12 @@ static void AnimDigDirtMound(struct Sprite *sprite)
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#define tMaxTime data[3]
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#define tbattlerSpriteIds(i) data[9 + (i)]
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#define tNumBattlers data[13] // AnimTask_ShakeBattlers
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#define tInitialX data[13] // AnimTask_ShakeTerrain
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#define tInitialX data[13] // AnimTask_ShakeEnvironment
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#define tHorizOffset data[14]
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#define tInitHorizOffset data[15]
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// Shakes battler(s) or the battle terrain back and forth horizontally. Used by e.g. Earthquake, Eruption
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// arg0: What to shake. 0-3 for any specific battler, MAX_BATTLERS_COUNT for all battlers, MAX_BATTLERS_COUNT + 1 for the terrain
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// Shakes battler(s) or the battle environment back and forth horizontally. Used by e.g. Earthquake, Eruption
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// arg0: What to shake. 0-3 for any specific battler, MAX_BATTLERS_COUNT for all battlers, MAX_BATTLERS_COUNT + 1 for the environment
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// arg1: Shake intensity, used to calculate horizontal pixel offset (if 0, use move power instead)
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// arg2: Length of time to shake for
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void AnimTask_HorizontalShake(u8 taskId)
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@@ -585,9 +585,9 @@ void AnimTask_HorizontalShake(u8 taskId)
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task->tMaxTime = gBattleAnimArgs[2];
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switch (gBattleAnimArgs[0])
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{
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case MAX_BATTLERS_COUNT + 1: // Shake terrain
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case MAX_BATTLERS_COUNT + 1: // Shake environment
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task->tInitialX = gBattle_BG3_X;
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task->func = AnimTask_ShakeTerrain;
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task->func = AnimTask_ShakeEnvironment;
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break;
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case MAX_BATTLERS_COUNT: // Shake all battlers
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task->tNumBattlers = 0;
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@@ -616,7 +616,7 @@ void AnimTask_HorizontalShake(u8 taskId)
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}
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}
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static void AnimTask_ShakeTerrain(u8 taskId)
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static void AnimTask_ShakeEnvironment(u8 taskId)
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{
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struct Task *task = &gTasks[taskId];
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@@ -13,9 +13,9 @@ static void AnimComplexPaletteBlend(struct Sprite *);
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static void AnimComplexPaletteBlend_Step1(struct Sprite *);
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static void AnimComplexPaletteBlend_Step2(struct Sprite *);
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static void AnimCirclingSparkle(struct Sprite *);
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static void AnimShakeMonOrBattleTerrain(struct Sprite *);
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static void AnimShakeMonOrBattleTerrain_Step(struct Sprite *);
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static void AnimShakeMonOrBattleTerrain_UpdateCoordOffsetEnabled(void);
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static void AnimShakeMonOrBattleEnvironment(struct Sprite *);
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static void AnimShakeMonOrBattleEnvironment_Step(struct Sprite *);
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static void AnimShakeMonOrBattleEnvironment_UpdateCoordOffsetEnabled(void);
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static void AnimHitSplatBasic(struct Sprite *);
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static void AnimHitSplatPersistent(struct Sprite *);
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static void AnimHitSplatHandleInvert(struct Sprite *);
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@@ -33,7 +33,7 @@ static void BlendColorCycleByTag(u8, u8, u8);
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static void AnimTask_BlendColorCycleByTagLoop(u8);
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static void AnimTask_FlashAnimTagWithColor_Step1(u8);
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static void AnimTask_FlashAnimTagWithColor_Step2(u8);
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static void AnimTask_ShakeBattleTerrain_Step(u8);
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static void AnimTask_ShakeBattleEnvironment_Step(u8);
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static const union AnimCmd sAnim_ConfusionDuck_0[] =
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{
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@@ -119,7 +119,7 @@ static const struct SpriteTemplate sCirclingSparkleSpriteTemplate =
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.callback = AnimCirclingSparkle,
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};
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const struct SpriteTemplate gShakeMonOrTerrainSpriteTemplate =
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const struct SpriteTemplate gShakeMonOrEnvironmentSpriteTemplate =
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{
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.tileTag = 0,
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.paletteTag = 0,
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@@ -127,7 +127,7 @@ const struct SpriteTemplate gShakeMonOrTerrainSpriteTemplate =
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.anims = gDummySpriteAnimTable,
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.images = NULL,
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.affineAnims = gDummySpriteAffineAnimTable,
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.callback = AnimShakeMonOrBattleTerrain,
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.callback = AnimShakeMonOrBattleEnvironment,
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};
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static const union AffineAnimCmd sAffineAnim_HitSplat_0[] =
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@@ -795,7 +795,7 @@ void AnimTask_TintPalettes(u8 taskId)
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#undef tColorG
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#undef tColorB
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static void AnimShakeMonOrBattleTerrain(struct Sprite *sprite)
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static void AnimShakeMonOrBattleEnvironment(struct Sprite *sprite)
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{
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u16 var0;
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@@ -825,12 +825,12 @@ static void AnimShakeMonOrBattleTerrain(struct Sprite *sprite)
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sprite->data[5] = gBattleAnimArgs[3];
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var0 = sprite->data[5] - 2;
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if (var0 < 2)
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AnimShakeMonOrBattleTerrain_UpdateCoordOffsetEnabled();
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AnimShakeMonOrBattleEnvironment_UpdateCoordOffsetEnabled();
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sprite->callback = AnimShakeMonOrBattleTerrain_Step;
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sprite->callback = AnimShakeMonOrBattleEnvironment_Step;
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}
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static void AnimShakeMonOrBattleTerrain_Step(struct Sprite *sprite)
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static void AnimShakeMonOrBattleEnvironment_Step(struct Sprite *sprite)
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{
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u8 i;
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u16 var0;
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@@ -863,7 +863,7 @@ static void AnimShakeMonOrBattleTerrain_Step(struct Sprite *sprite)
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}
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}
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static void AnimShakeMonOrBattleTerrain_UpdateCoordOffsetEnabled(void)
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static void AnimShakeMonOrBattleEnvironment_UpdateCoordOffsetEnabled(void)
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{
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gSprites[gBattlerSpriteIds[gBattleAnimAttacker]].coordOffsetEnabled = FALSE;
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gSprites[gBattlerSpriteIds[gBattleAnimTarget]].coordOffsetEnabled = FALSE;
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@@ -882,19 +882,19 @@ static void AnimShakeMonOrBattleTerrain_UpdateCoordOffsetEnabled(void)
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}
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}
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// Task data for AnimTask_ShakeBattleTerrain
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// Task data for AnimTask_ShakeBattleEnvironment
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#define tXOffset data[0]
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#define tYOffset data[1]
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#define tNumShakes data[2]
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#define tTimer data[3]
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#define tShakeDelay data[8]
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// Can shake battle terrain back and forth on the X or down and back to original pos on Y (cant shake up from orig pos)
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// Can shake battle environment back and forth on the X or down and back to original pos on Y (cant shake up from orig pos)
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// arg0: x offset of shake
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// arg1: y offset of shake
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// arg2: number of shakes
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// arg3: time between shakes
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void AnimTask_ShakeBattleTerrain(u8 taskId)
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void AnimTask_ShakeBattleEnvironment(u8 taskId)
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{
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gTasks[taskId].tXOffset = gBattleAnimArgs[0];
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gTasks[taskId].tYOffset = gBattleAnimArgs[1];
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@@ -903,11 +903,11 @@ void AnimTask_ShakeBattleTerrain(u8 taskId)
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gTasks[taskId].tShakeDelay = gBattleAnimArgs[3];
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gBattle_BG3_X = gBattleAnimArgs[0];
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gBattle_BG3_Y = gBattleAnimArgs[1];
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gTasks[taskId].func = AnimTask_ShakeBattleTerrain_Step;
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gTasks[taskId].func = AnimTask_ShakeBattleEnvironment_Step;
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gTasks[taskId].func(taskId);
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}
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static void AnimTask_ShakeBattleTerrain_Step(u8 taskId)
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static void AnimTask_ShakeBattleEnvironment_Step(u8 taskId)
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{
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if (gTasks[taskId].tTimer == 0)
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{
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@@ -109,7 +109,7 @@ void AnimTask_BlendBattleAnimPalExclude(u8 taskId)
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void AnimTask_SetCamouflageBlend(u8 taskId)
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{
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u32 selectedPalettes = UnpackSelectedBattlePalettes(gBattleAnimArgs[0]);
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switch (gBattleTerrain)
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switch (gBattleEnvironment)
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{
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case BATTLE_TERRAIN_GRASS:
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gBattleAnimArgs[4] = RGB(12, 24, 2);
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@@ -937,9 +937,9 @@ static void UpdateMonScrollingBgMask(u8 taskId)
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}
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}
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void AnimTask_GetBattleTerrain(u8 taskId)
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void AnimTask_GetBattleEnvironment(u8 taskId)
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{
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gBattleAnimArgs[0] = gBattleTerrain;
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gBattleAnimArgs[0] = gBattleEnvironment;
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DestroyAnimVisualTask(taskId);
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}
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306
src/battle_bg.c
306
src/battle_bg.c
@@ -599,96 +599,96 @@ const struct WindowTemplate * const gBattleWindowTemplates[] =
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[B_WIN_TYPE_ARENA] = sBattleArenaWindowTemplates,
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};
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static const struct BattleBackground sBattleTerrainTable[] =
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static const struct BattleBackground sBattleEnvironmentTable[] =
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{
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[BATTLE_TERRAIN_GRASS] =
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{
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.tileset = gBattleTerrainTiles_TallGrass,
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.tilemap = gBattleTerrainTilemap_TallGrass,
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.entryTileset = gBattleTerrainAnimTiles_TallGrass,
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.entryTilemap = gBattleTerrainAnimTilemap_TallGrass,
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.palette = gBattleTerrainPalette_TallGrass,
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.tileset = gBattleEnvironmentTiles_TallGrass,
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.tilemap = gBattleEnvironmentTilemap_TallGrass,
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.entryTileset = gBattleEnvironmentAnimTiles_TallGrass,
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.entryTilemap = gBattleEnvironmentAnimTilemap_TallGrass,
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.palette = gBattleEnvironmentPalette_TallGrass,
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},
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[BATTLE_TERRAIN_LONG_GRASS] =
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{
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.tileset = gBattleTerrainTiles_LongGrass,
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.tilemap = gBattleTerrainTilemap_LongGrass,
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.entryTileset = gBattleTerrainAnimTiles_LongGrass,
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.entryTilemap = gBattleTerrainAnimTilemap_LongGrass,
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.palette = gBattleTerrainPalette_LongGrass,
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.tileset = gBattleEnvironmentTiles_LongGrass,
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.tilemap = gBattleEnvironmentTilemap_LongGrass,
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.entryTileset = gBattleEnvironmentAnimTiles_LongGrass,
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.entryTilemap = gBattleEnvironmentAnimTilemap_LongGrass,
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.palette = gBattleEnvironmentPalette_LongGrass,
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},
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[BATTLE_TERRAIN_SAND] =
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{
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.tileset = gBattleTerrainTiles_Sand,
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.tilemap = gBattleTerrainTilemap_Sand,
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.entryTileset = gBattleTerrainAnimTiles_Sand,
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.entryTilemap = gBattleTerrainAnimTilemap_Sand,
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.palette = gBattleTerrainPalette_Sand,
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.tileset = gBattleEnvironmentTiles_Sand,
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.tilemap = gBattleEnvironmentTilemap_Sand,
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.entryTileset = gBattleEnvironmentAnimTiles_Sand,
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.entryTilemap = gBattleEnvironmentAnimTilemap_Sand,
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.palette = gBattleEnvironmentPalette_Sand,
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},
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[BATTLE_TERRAIN_UNDERWATER] =
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{
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.tileset = gBattleTerrainTiles_Underwater,
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.tilemap = gBattleTerrainTilemap_Underwater,
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.entryTileset = gBattleTerrainAnimTiles_Underwater,
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.entryTilemap = gBattleTerrainAnimTilemap_Underwater,
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.palette = gBattleTerrainPalette_Underwater,
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.tileset = gBattleEnvironmentTiles_Underwater,
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.tilemap = gBattleEnvironmentTilemap_Underwater,
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.entryTileset = gBattleEnvironmentAnimTiles_Underwater,
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.entryTilemap = gBattleEnvironmentAnimTilemap_Underwater,
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.palette = gBattleEnvironmentPalette_Underwater,
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},
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[BATTLE_TERRAIN_WATER] =
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{
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.tileset = gBattleTerrainTiles_Water,
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.tilemap = gBattleTerrainTilemap_Water,
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.entryTileset = gBattleTerrainAnimTiles_Water,
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.entryTilemap = gBattleTerrainAnimTilemap_Water,
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.palette = gBattleTerrainPalette_Water,
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.tileset = gBattleEnvironmentTiles_Water,
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.tilemap = gBattleEnvironmentTilemap_Water,
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.entryTileset = gBattleEnvironmentAnimTiles_Water,
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.entryTilemap = gBattleEnvironmentAnimTilemap_Water,
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.palette = gBattleEnvironmentPalette_Water,
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},
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[BATTLE_TERRAIN_POND] =
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{
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.tileset = gBattleTerrainTiles_PondWater,
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.tilemap = gBattleTerrainTilemap_PondWater,
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.entryTileset = gBattleTerrainAnimTiles_PondWater,
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.entryTilemap = gBattleTerrainAnimTilemap_PondWater,
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.palette = gBattleTerrainPalette_PondWater,
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.tileset = gBattleEnvironmentTiles_PondWater,
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.tilemap = gBattleEnvironmentTilemap_PondWater,
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.entryTileset = gBattleEnvironmentAnimTiles_PondWater,
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.entryTilemap = gBattleEnvironmentAnimTilemap_PondWater,
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.palette = gBattleEnvironmentPalette_PondWater,
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},
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[BATTLE_TERRAIN_MOUNTAIN] =
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{
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.tileset = gBattleTerrainTiles_Rock,
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.tilemap = gBattleTerrainTilemap_Rock,
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.entryTileset = gBattleTerrainAnimTiles_Rock,
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.entryTilemap = gBattleTerrainAnimTilemap_Rock,
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.palette = gBattleTerrainPalette_Rock,
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.tileset = gBattleEnvironmentTiles_Rock,
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.tilemap = gBattleEnvironmentTilemap_Rock,
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.entryTileset = gBattleEnvironmentAnimTiles_Rock,
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.entryTilemap = gBattleEnvironmentAnimTilemap_Rock,
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.palette = gBattleEnvironmentPalette_Rock,
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},
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[BATTLE_TERRAIN_CAVE] =
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{
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.tileset = gBattleTerrainTiles_Cave,
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.tilemap = gBattleTerrainTilemap_Cave,
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.entryTileset = gBattleTerrainAnimTiles_Cave,
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.entryTilemap = gBattleTerrainAnimTilemap_Cave,
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.palette = gBattleTerrainPalette_Cave,
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.tileset = gBattleEnvironmentTiles_Cave,
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.tilemap = gBattleEnvironmentTilemap_Cave,
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.entryTileset = gBattleEnvironmentAnimTiles_Cave,
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.entryTilemap = gBattleEnvironmentAnimTilemap_Cave,
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.palette = gBattleEnvironmentPalette_Cave,
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},
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[BATTLE_TERRAIN_BUILDING] =
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{
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.tileset = gBattleTerrainTiles_Building,
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.tilemap = gBattleTerrainTilemap_Building,
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.entryTileset = gBattleTerrainAnimTiles_Building,
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.entryTilemap = gBattleTerrainAnimTilemap_Building,
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.palette = gBattleTerrainPalette_Building,
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.tileset = gBattleEnvironmentTiles_Building,
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.tilemap = gBattleEnvironmentTilemap_Building,
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.entryTileset = gBattleEnvironmentAnimTiles_Building,
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.entryTilemap = gBattleEnvironmentAnimTilemap_Building,
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.palette = gBattleEnvironmentPalette_Building,
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},
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[BATTLE_TERRAIN_PLAIN] =
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{
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.tileset = gBattleTerrainTiles_Building,
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.tilemap = gBattleTerrainTilemap_Building,
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.entryTileset = gBattleTerrainAnimTiles_Building,
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.entryTilemap = gBattleTerrainAnimTilemap_Building,
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.palette = gBattleTerrainPalette_Plain,
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.tileset = gBattleEnvironmentTiles_Building,
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.tilemap = gBattleEnvironmentTilemap_Building,
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.entryTileset = gBattleEnvironmentAnimTiles_Building,
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.entryTilemap = gBattleEnvironmentAnimTilemap_Building,
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.palette = gBattleEnvironmentPalette_Plain,
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},
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};
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@@ -761,27 +761,27 @@ void DrawMainBattleBackground(void)
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{
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if (gBattleTypeFlags & (BATTLE_TYPE_LINK | BATTLE_TYPE_FRONTIER | BATTLE_TYPE_EREADER_TRAINER | BATTLE_TYPE_RECORDED_LINK))
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{
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LZDecompressVram(gBattleTerrainTiles_Building, (void *)(BG_CHAR_ADDR(2)));
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LZDecompressVram(gBattleTerrainTilemap_Building, (void *)(BG_SCREEN_ADDR(26)));
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LoadCompressedPalette(gBattleTerrainPalette_Frontier, BG_PLTT_ID(2), 3 * PLTT_SIZE_4BPP);
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LZDecompressVram(gBattleEnvironmentTiles_Building, (void *)(BG_CHAR_ADDR(2)));
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LZDecompressVram(gBattleEnvironmentTilemap_Building, (void *)(BG_SCREEN_ADDR(26)));
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LoadCompressedPalette(gBattleEnvironmentPalette_Frontier, BG_PLTT_ID(2), 3 * PLTT_SIZE_4BPP);
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}
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else if (gBattleTypeFlags & BATTLE_TYPE_GROUDON)
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{
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LZDecompressVram(gBattleTerrainTiles_Cave, (void *)(BG_CHAR_ADDR(2)));
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LZDecompressVram(gBattleTerrainTilemap_Cave, (void *)(BG_SCREEN_ADDR(26)));
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LoadCompressedPalette(gBattleTerrainPalette_Groudon, BG_PLTT_ID(2), 3 * PLTT_SIZE_4BPP);
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LZDecompressVram(gBattleEnvironmentTiles_Cave, (void *)(BG_CHAR_ADDR(2)));
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LZDecompressVram(gBattleEnvironmentTilemap_Cave, (void *)(BG_SCREEN_ADDR(26)));
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LoadCompressedPalette(gBattleEnvironmentPalette_Groudon, BG_PLTT_ID(2), 3 * PLTT_SIZE_4BPP);
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}
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else if (gBattleTypeFlags & BATTLE_TYPE_KYOGRE)
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{
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LZDecompressVram(gBattleTerrainTiles_Water, (void *)(BG_CHAR_ADDR(2)));
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LZDecompressVram(gBattleTerrainTilemap_Water, (void *)(BG_SCREEN_ADDR(26)));
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LoadCompressedPalette(gBattleTerrainPalette_Kyogre, BG_PLTT_ID(2), 3 * PLTT_SIZE_4BPP);
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LZDecompressVram(gBattleEnvironmentTiles_Water, (void *)(BG_CHAR_ADDR(2)));
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LZDecompressVram(gBattleEnvironmentTilemap_Water, (void *)(BG_SCREEN_ADDR(26)));
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LoadCompressedPalette(gBattleEnvironmentPalette_Kyogre, BG_PLTT_ID(2), 3 * PLTT_SIZE_4BPP);
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}
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else if (gBattleTypeFlags & BATTLE_TYPE_RAYQUAZA)
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{
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LZDecompressVram(gBattleTerrainTiles_Rayquaza, (void *)(BG_CHAR_ADDR(2)));
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LZDecompressVram(gBattleTerrainTilemap_Rayquaza, (void *)(BG_SCREEN_ADDR(26)));
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LoadCompressedPalette(gBattleTerrainPalette_Rayquaza, BG_PLTT_ID(2), 3 * PLTT_SIZE_4BPP);
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LZDecompressVram(gBattleEnvironmentTiles_Rayquaza, (void *)(BG_CHAR_ADDR(2)));
|
||||
LZDecompressVram(gBattleEnvironmentTilemap_Rayquaza, (void *)(BG_SCREEN_ADDR(26)));
|
||||
LoadCompressedPalette(gBattleEnvironmentPalette_Rayquaza, BG_PLTT_ID(2), 3 * PLTT_SIZE_4BPP);
|
||||
}
|
||||
else
|
||||
{
|
||||
@@ -790,16 +790,16 @@ void DrawMainBattleBackground(void)
|
||||
u8 trainerClass = gTrainers[gTrainerBattleOpponent_A].trainerClass;
|
||||
if (trainerClass == TRAINER_CLASS_LEADER)
|
||||
{
|
||||
LZDecompressVram(gBattleTerrainTiles_Building, (void *)(BG_CHAR_ADDR(2)));
|
||||
LZDecompressVram(gBattleTerrainTilemap_Building, (void *)(BG_SCREEN_ADDR(26)));
|
||||
LoadCompressedPalette(gBattleTerrainPalette_BuildingLeader, BG_PLTT_ID(2), 3 * PLTT_SIZE_4BPP);
|
||||
LZDecompressVram(gBattleEnvironmentTiles_Building, (void *)(BG_CHAR_ADDR(2)));
|
||||
LZDecompressVram(gBattleEnvironmentTilemap_Building, (void *)(BG_SCREEN_ADDR(26)));
|
||||
LoadCompressedPalette(gBattleEnvironmentPalette_BuildingLeader, BG_PLTT_ID(2), 3 * PLTT_SIZE_4BPP);
|
||||
return;
|
||||
}
|
||||
else if (trainerClass == TRAINER_CLASS_CHAMPION)
|
||||
{
|
||||
LZDecompressVram(gBattleTerrainTiles_Stadium, (void *)(BG_CHAR_ADDR(2)));
|
||||
LZDecompressVram(gBattleTerrainTilemap_Stadium, (void *)(BG_SCREEN_ADDR(26)));
|
||||
LoadCompressedPalette(gBattleTerrainPalette_StadiumWallace, BG_PLTT_ID(2), 3 * PLTT_SIZE_4BPP);
|
||||
LZDecompressVram(gBattleEnvironmentTiles_Stadium, (void *)(BG_CHAR_ADDR(2)));
|
||||
LZDecompressVram(gBattleEnvironmentTilemap_Stadium, (void *)(BG_SCREEN_ADDR(26)));
|
||||
LoadCompressedPalette(gBattleEnvironmentPalette_StadiumWallace, BG_PLTT_ID(2), 3 * PLTT_SIZE_4BPP);
|
||||
return;
|
||||
}
|
||||
}
|
||||
@@ -808,49 +808,49 @@ void DrawMainBattleBackground(void)
|
||||
{
|
||||
default:
|
||||
case MAP_BATTLE_SCENE_NORMAL:
|
||||
LZDecompressVram(sBattleTerrainTable[gBattleTerrain].tileset, (void *)(BG_CHAR_ADDR(2)));
|
||||
LZDecompressVram(sBattleTerrainTable[gBattleTerrain].tilemap, (void *)(BG_SCREEN_ADDR(26)));
|
||||
LoadCompressedPalette(sBattleTerrainTable[gBattleTerrain].palette, BG_PLTT_ID(2), 3 * PLTT_SIZE_4BPP);
|
||||
LZDecompressVram(sBattleEnvironmentTable[gBattleEnvironment].tileset, (void *)(BG_CHAR_ADDR(2)));
|
||||
LZDecompressVram(sBattleEnvironmentTable[gBattleEnvironment].tilemap, (void *)(BG_SCREEN_ADDR(26)));
|
||||
LoadCompressedPalette(sBattleEnvironmentTable[gBattleEnvironment].palette, BG_PLTT_ID(2), 3 * PLTT_SIZE_4BPP);
|
||||
break;
|
||||
case MAP_BATTLE_SCENE_GYM:
|
||||
LZDecompressVram(gBattleTerrainTiles_Building, (void *)(BG_CHAR_ADDR(2)));
|
||||
LZDecompressVram(gBattleTerrainTilemap_Building, (void *)(BG_SCREEN_ADDR(26)));
|
||||
LoadCompressedPalette(gBattleTerrainPalette_BuildingGym, BG_PLTT_ID(2), 3 * PLTT_SIZE_4BPP);
|
||||
LZDecompressVram(gBattleEnvironmentTiles_Building, (void *)(BG_CHAR_ADDR(2)));
|
||||
LZDecompressVram(gBattleEnvironmentTilemap_Building, (void *)(BG_SCREEN_ADDR(26)));
|
||||
LoadCompressedPalette(gBattleEnvironmentPalette_BuildingGym, BG_PLTT_ID(2), 3 * PLTT_SIZE_4BPP);
|
||||
break;
|
||||
case MAP_BATTLE_SCENE_MAGMA:
|
||||
LZDecompressVram(gBattleTerrainTiles_Stadium, (void *)(BG_CHAR_ADDR(2)));
|
||||
LZDecompressVram(gBattleTerrainTilemap_Stadium, (void *)(BG_SCREEN_ADDR(26)));
|
||||
LoadCompressedPalette(gBattleTerrainPalette_StadiumMagma, BG_PLTT_ID(2), 3 * PLTT_SIZE_4BPP);
|
||||
LZDecompressVram(gBattleEnvironmentTiles_Stadium, (void *)(BG_CHAR_ADDR(2)));
|
||||
LZDecompressVram(gBattleEnvironmentTilemap_Stadium, (void *)(BG_SCREEN_ADDR(26)));
|
||||
LoadCompressedPalette(gBattleEnvironmentPalette_StadiumMagma, BG_PLTT_ID(2), 3 * PLTT_SIZE_4BPP);
|
||||
break;
|
||||
case MAP_BATTLE_SCENE_AQUA:
|
||||
LZDecompressVram(gBattleTerrainTiles_Stadium, (void *)(BG_CHAR_ADDR(2)));
|
||||
LZDecompressVram(gBattleTerrainTilemap_Stadium, (void *)(BG_SCREEN_ADDR(26)));
|
||||
LoadCompressedPalette(gBattleTerrainPalette_StadiumAqua, BG_PLTT_ID(2), 3 * PLTT_SIZE_4BPP);
|
||||
LZDecompressVram(gBattleEnvironmentTiles_Stadium, (void *)(BG_CHAR_ADDR(2)));
|
||||
LZDecompressVram(gBattleEnvironmentTilemap_Stadium, (void *)(BG_SCREEN_ADDR(26)));
|
||||
LoadCompressedPalette(gBattleEnvironmentPalette_StadiumAqua, BG_PLTT_ID(2), 3 * PLTT_SIZE_4BPP);
|
||||
break;
|
||||
case MAP_BATTLE_SCENE_SIDNEY:
|
||||
LZDecompressVram(gBattleTerrainTiles_Stadium, (void *)(BG_CHAR_ADDR(2)));
|
||||
LZDecompressVram(gBattleTerrainTilemap_Stadium, (void *)(BG_SCREEN_ADDR(26)));
|
||||
LoadCompressedPalette(gBattleTerrainPalette_StadiumSidney, BG_PLTT_ID(2), 3 * PLTT_SIZE_4BPP);
|
||||
LZDecompressVram(gBattleEnvironmentTiles_Stadium, (void *)(BG_CHAR_ADDR(2)));
|
||||
LZDecompressVram(gBattleEnvironmentTilemap_Stadium, (void *)(BG_SCREEN_ADDR(26)));
|
||||
LoadCompressedPalette(gBattleEnvironmentPalette_StadiumSidney, BG_PLTT_ID(2), 3 * PLTT_SIZE_4BPP);
|
||||
break;
|
||||
case MAP_BATTLE_SCENE_PHOEBE:
|
||||
LZDecompressVram(gBattleTerrainTiles_Stadium, (void *)(BG_CHAR_ADDR(2)));
|
||||
LZDecompressVram(gBattleTerrainTilemap_Stadium, (void *)(BG_SCREEN_ADDR(26)));
|
||||
LoadCompressedPalette(gBattleTerrainPalette_StadiumPhoebe, BG_PLTT_ID(2), 3 * PLTT_SIZE_4BPP);
|
||||
LZDecompressVram(gBattleEnvironmentTiles_Stadium, (void *)(BG_CHAR_ADDR(2)));
|
||||
LZDecompressVram(gBattleEnvironmentTilemap_Stadium, (void *)(BG_SCREEN_ADDR(26)));
|
||||
LoadCompressedPalette(gBattleEnvironmentPalette_StadiumPhoebe, BG_PLTT_ID(2), 3 * PLTT_SIZE_4BPP);
|
||||
break;
|
||||
case MAP_BATTLE_SCENE_GLACIA:
|
||||
LZDecompressVram(gBattleTerrainTiles_Stadium, (void *)(BG_CHAR_ADDR(2)));
|
||||
LZDecompressVram(gBattleTerrainTilemap_Stadium, (void *)(BG_SCREEN_ADDR(26)));
|
||||
LoadCompressedPalette(gBattleTerrainPalette_StadiumGlacia, BG_PLTT_ID(2), 3 * PLTT_SIZE_4BPP);
|
||||
LZDecompressVram(gBattleEnvironmentTiles_Stadium, (void *)(BG_CHAR_ADDR(2)));
|
||||
LZDecompressVram(gBattleEnvironmentTilemap_Stadium, (void *)(BG_SCREEN_ADDR(26)));
|
||||
LoadCompressedPalette(gBattleEnvironmentPalette_StadiumGlacia, BG_PLTT_ID(2), 3 * PLTT_SIZE_4BPP);
|
||||
break;
|
||||
case MAP_BATTLE_SCENE_DRAKE:
|
||||
LZDecompressVram(gBattleTerrainTiles_Stadium, (void *)(BG_CHAR_ADDR(2)));
|
||||
LZDecompressVram(gBattleTerrainTilemap_Stadium, (void *)(BG_SCREEN_ADDR(26)));
|
||||
LoadCompressedPalette(gBattleTerrainPalette_StadiumDrake, BG_PLTT_ID(2), 3 * PLTT_SIZE_4BPP);
|
||||
LZDecompressVram(gBattleEnvironmentTiles_Stadium, (void *)(BG_CHAR_ADDR(2)));
|
||||
LZDecompressVram(gBattleEnvironmentTilemap_Stadium, (void *)(BG_SCREEN_ADDR(26)));
|
||||
LoadCompressedPalette(gBattleEnvironmentPalette_StadiumDrake, BG_PLTT_ID(2), 3 * PLTT_SIZE_4BPP);
|
||||
break;
|
||||
case MAP_BATTLE_SCENE_FRONTIER:
|
||||
LZDecompressVram(gBattleTerrainTiles_Building, (void *)(BG_CHAR_ADDR(2)));
|
||||
LZDecompressVram(gBattleTerrainTilemap_Building, (void *)(BG_SCREEN_ADDR(26)));
|
||||
LoadCompressedPalette(gBattleTerrainPalette_Frontier, BG_PLTT_ID(2), 3 * PLTT_SIZE_4BPP);
|
||||
LZDecompressVram(gBattleEnvironmentTiles_Building, (void *)(BG_CHAR_ADDR(2)));
|
||||
LZDecompressVram(gBattleEnvironmentTilemap_Building, (void *)(BG_SCREEN_ADDR(26)));
|
||||
LoadCompressedPalette(gBattleEnvironmentPalette_Frontier, BG_PLTT_ID(2), 3 * PLTT_SIZE_4BPP);
|
||||
break;
|
||||
}
|
||||
}
|
||||
@@ -1144,8 +1144,8 @@ void DrawBattleEntryBackground(void)
|
||||
{
|
||||
if (!(gBattleTypeFlags & BATTLE_TYPE_INGAME_PARTNER) || gPartnerTrainerId == TRAINER_STEVEN_PARTNER)
|
||||
{
|
||||
LZDecompressVram(gBattleTerrainAnimTiles_Building, (void *)(BG_CHAR_ADDR(1)));
|
||||
LZDecompressVram(gBattleTerrainAnimTilemap_Building, (void *)(BG_SCREEN_ADDR(28)));
|
||||
LZDecompressVram(gBattleEnvironmentAnimTiles_Building, (void *)(BG_CHAR_ADDR(1)));
|
||||
LZDecompressVram(gBattleEnvironmentAnimTilemap_Building, (void *)(BG_SCREEN_ADDR(28)));
|
||||
}
|
||||
else
|
||||
{
|
||||
@@ -1161,18 +1161,18 @@ void DrawBattleEntryBackground(void)
|
||||
}
|
||||
else if (gBattleTypeFlags & BATTLE_TYPE_GROUDON)
|
||||
{
|
||||
LZDecompressVram(gBattleTerrainAnimTiles_Cave, (void *)(BG_CHAR_ADDR(1)));
|
||||
LZDecompressVram(gBattleTerrainAnimTilemap_Cave, (void *)(BG_SCREEN_ADDR(28)));
|
||||
LZDecompressVram(gBattleEnvironmentAnimTiles_Cave, (void *)(BG_CHAR_ADDR(1)));
|
||||
LZDecompressVram(gBattleEnvironmentAnimTilemap_Cave, (void *)(BG_SCREEN_ADDR(28)));
|
||||
}
|
||||
else if (gBattleTypeFlags & BATTLE_TYPE_KYOGRE)
|
||||
{
|
||||
LZDecompressVram(gBattleTerrainAnimTiles_Underwater, (void *)(BG_CHAR_ADDR(1)));
|
||||
LZDecompressVram(gBattleTerrainAnimTilemap_Underwater, (void *)(BG_SCREEN_ADDR(28)));
|
||||
LZDecompressVram(gBattleEnvironmentAnimTiles_Underwater, (void *)(BG_CHAR_ADDR(1)));
|
||||
LZDecompressVram(gBattleEnvironmentAnimTilemap_Underwater, (void *)(BG_SCREEN_ADDR(28)));
|
||||
}
|
||||
else if (gBattleTypeFlags & BATTLE_TYPE_RAYQUAZA)
|
||||
{
|
||||
LZDecompressVram(gBattleTerrainAnimTiles_Rayquaza, (void *)(BG_CHAR_ADDR(1)));
|
||||
LZDecompressVram(gBattleTerrainAnimTilemap_Rayquaza, (void *)(BG_SCREEN_ADDR(28)));
|
||||
LZDecompressVram(gBattleEnvironmentAnimTiles_Rayquaza, (void *)(BG_CHAR_ADDR(1)));
|
||||
LZDecompressVram(gBattleEnvironmentAnimTilemap_Rayquaza, (void *)(BG_SCREEN_ADDR(28)));
|
||||
}
|
||||
else
|
||||
{
|
||||
@@ -1181,27 +1181,27 @@ void DrawBattleEntryBackground(void)
|
||||
u8 trainerClass = gTrainers[gTrainerBattleOpponent_A].trainerClass;
|
||||
if (trainerClass == TRAINER_CLASS_LEADER)
|
||||
{
|
||||
LZDecompressVram(gBattleTerrainAnimTiles_Building, (void *)(BG_CHAR_ADDR(1)));
|
||||
LZDecompressVram(gBattleTerrainAnimTilemap_Building, (void *)(BG_SCREEN_ADDR(28)));
|
||||
LZDecompressVram(gBattleEnvironmentAnimTiles_Building, (void *)(BG_CHAR_ADDR(1)));
|
||||
LZDecompressVram(gBattleEnvironmentAnimTilemap_Building, (void *)(BG_SCREEN_ADDR(28)));
|
||||
return;
|
||||
}
|
||||
else if (trainerClass == TRAINER_CLASS_CHAMPION)
|
||||
{
|
||||
LZDecompressVram(gBattleTerrainAnimTiles_Building, (void *)(BG_CHAR_ADDR(1)));
|
||||
LZDecompressVram(gBattleTerrainAnimTilemap_Building, (void *)(BG_SCREEN_ADDR(28)));
|
||||
LZDecompressVram(gBattleEnvironmentAnimTiles_Building, (void *)(BG_CHAR_ADDR(1)));
|
||||
LZDecompressVram(gBattleEnvironmentAnimTilemap_Building, (void *)(BG_SCREEN_ADDR(28)));
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
if (GetCurrentMapBattleScene() == MAP_BATTLE_SCENE_NORMAL)
|
||||
{
|
||||
LZDecompressVram(sBattleTerrainTable[gBattleTerrain].entryTileset, (void *)(BG_CHAR_ADDR(1)));
|
||||
LZDecompressVram(sBattleTerrainTable[gBattleTerrain].entryTilemap, (void *)(BG_SCREEN_ADDR(28)));
|
||||
LZDecompressVram(sBattleEnvironmentTable[gBattleEnvironment].entryTileset, (void *)(BG_CHAR_ADDR(1)));
|
||||
LZDecompressVram(sBattleEnvironmentTable[gBattleEnvironment].entryTilemap, (void *)(BG_SCREEN_ADDR(28)));
|
||||
}
|
||||
else
|
||||
{
|
||||
LZDecompressVram(gBattleTerrainAnimTiles_Building, (void *)(BG_CHAR_ADDR(1)));
|
||||
LZDecompressVram(gBattleTerrainAnimTilemap_Building, (void *)(BG_SCREEN_ADDR(28)));
|
||||
LZDecompressVram(gBattleEnvironmentAnimTiles_Building, (void *)(BG_CHAR_ADDR(1)));
|
||||
LZDecompressVram(gBattleEnvironmentAnimTilemap_Building, (void *)(BG_SCREEN_ADDR(28)));
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1225,11 +1225,11 @@ bool8 LoadChosenBattleElement(u8 caseId)
|
||||
case 3:
|
||||
if (gBattleTypeFlags & (BATTLE_TYPE_FRONTIER | BATTLE_TYPE_LINK | BATTLE_TYPE_RECORDED_LINK | BATTLE_TYPE_EREADER_TRAINER))
|
||||
{
|
||||
LZDecompressVram(gBattleTerrainTiles_Building, (void *)(BG_CHAR_ADDR(2)));
|
||||
LZDecompressVram(gBattleEnvironmentTiles_Building, (void *)(BG_CHAR_ADDR(2)));
|
||||
}
|
||||
else if (gBattleTypeFlags & BATTLE_TYPE_GROUDON)
|
||||
{
|
||||
LZDecompressVram(gBattleTerrainTiles_Cave, (void *)(BG_CHAR_ADDR(2)));
|
||||
LZDecompressVram(gBattleEnvironmentTiles_Cave, (void *)(BG_CHAR_ADDR(2)));
|
||||
}
|
||||
else
|
||||
{
|
||||
@@ -1238,12 +1238,12 @@ bool8 LoadChosenBattleElement(u8 caseId)
|
||||
u8 trainerClass = gTrainers[gTrainerBattleOpponent_A].trainerClass;
|
||||
if (trainerClass == TRAINER_CLASS_LEADER)
|
||||
{
|
||||
LZDecompressVram(gBattleTerrainTiles_Building, (void *)(BG_CHAR_ADDR(2)));
|
||||
LZDecompressVram(gBattleEnvironmentTiles_Building, (void *)(BG_CHAR_ADDR(2)));
|
||||
break;
|
||||
}
|
||||
else if (trainerClass == TRAINER_CLASS_CHAMPION)
|
||||
{
|
||||
LZDecompressVram(gBattleTerrainTiles_Stadium, (void *)(BG_CHAR_ADDR(2)));
|
||||
LZDecompressVram(gBattleEnvironmentTiles_Stadium, (void *)(BG_CHAR_ADDR(2)));
|
||||
break;
|
||||
}
|
||||
}
|
||||
@@ -1252,31 +1252,31 @@ bool8 LoadChosenBattleElement(u8 caseId)
|
||||
{
|
||||
default:
|
||||
case MAP_BATTLE_SCENE_NORMAL:
|
||||
LZDecompressVram(sBattleTerrainTable[gBattleTerrain].tileset, (void *)(BG_CHAR_ADDR(2)));
|
||||
LZDecompressVram(sBattleEnvironmentTable[gBattleEnvironment].tileset, (void *)(BG_CHAR_ADDR(2)));
|
||||
break;
|
||||
case MAP_BATTLE_SCENE_GYM:
|
||||
LZDecompressVram(gBattleTerrainTiles_Building, (void *)(BG_CHAR_ADDR(2)));
|
||||
LZDecompressVram(gBattleEnvironmentTiles_Building, (void *)(BG_CHAR_ADDR(2)));
|
||||
break;
|
||||
case MAP_BATTLE_SCENE_MAGMA:
|
||||
LZDecompressVram(gBattleTerrainTiles_Stadium, (void *)(BG_CHAR_ADDR(2)));
|
||||
LZDecompressVram(gBattleEnvironmentTiles_Stadium, (void *)(BG_CHAR_ADDR(2)));
|
||||
break;
|
||||
case MAP_BATTLE_SCENE_AQUA:
|
||||
LZDecompressVram(gBattleTerrainTiles_Stadium, (void *)(BG_CHAR_ADDR(2)));
|
||||
LZDecompressVram(gBattleEnvironmentTiles_Stadium, (void *)(BG_CHAR_ADDR(2)));
|
||||
break;
|
||||
case MAP_BATTLE_SCENE_SIDNEY:
|
||||
LZDecompressVram(gBattleTerrainTiles_Stadium, (void *)(BG_CHAR_ADDR(2)));
|
||||
LZDecompressVram(gBattleEnvironmentTiles_Stadium, (void *)(BG_CHAR_ADDR(2)));
|
||||
break;
|
||||
case MAP_BATTLE_SCENE_PHOEBE:
|
||||
LZDecompressVram(gBattleTerrainTiles_Stadium, (void *)(BG_CHAR_ADDR(2)));
|
||||
LZDecompressVram(gBattleEnvironmentTiles_Stadium, (void *)(BG_CHAR_ADDR(2)));
|
||||
break;
|
||||
case MAP_BATTLE_SCENE_GLACIA:
|
||||
LZDecompressVram(gBattleTerrainTiles_Stadium, (void *)(BG_CHAR_ADDR(2)));
|
||||
LZDecompressVram(gBattleEnvironmentTiles_Stadium, (void *)(BG_CHAR_ADDR(2)));
|
||||
break;
|
||||
case MAP_BATTLE_SCENE_DRAKE:
|
||||
LZDecompressVram(gBattleTerrainTiles_Stadium, (void *)(BG_CHAR_ADDR(2)));
|
||||
LZDecompressVram(gBattleEnvironmentTiles_Stadium, (void *)(BG_CHAR_ADDR(2)));
|
||||
break;
|
||||
case MAP_BATTLE_SCENE_FRONTIER:
|
||||
LZDecompressVram(gBattleTerrainTiles_Building, (void *)(BG_CHAR_ADDR(2)));
|
||||
LZDecompressVram(gBattleEnvironmentTiles_Building, (void *)(BG_CHAR_ADDR(2)));
|
||||
break;
|
||||
}
|
||||
}
|
||||
@@ -1284,14 +1284,14 @@ bool8 LoadChosenBattleElement(u8 caseId)
|
||||
case 4:
|
||||
if (gBattleTypeFlags & (BATTLE_TYPE_FRONTIER | BATTLE_TYPE_LINK | BATTLE_TYPE_RECORDED_LINK | BATTLE_TYPE_EREADER_TRAINER))
|
||||
{
|
||||
LZDecompressVram(gBattleTerrainTilemap_Building, (void *)(BG_SCREEN_ADDR(26)));
|
||||
LZDecompressVram(gBattleEnvironmentTilemap_Building, (void *)(BG_SCREEN_ADDR(26)));
|
||||
}
|
||||
else if (gBattleTypeFlags & BATTLE_TYPE_KYOGRE_GROUDON)
|
||||
{
|
||||
if (gGameVersion == VERSION_RUBY)
|
||||
LZDecompressVram(gBattleTerrainTilemap_Cave, (void *)(BG_SCREEN_ADDR(26)));
|
||||
LZDecompressVram(gBattleEnvironmentTilemap_Cave, (void *)(BG_SCREEN_ADDR(26)));
|
||||
else
|
||||
LZDecompressVram(gBattleTerrainTilemap_Water, (void *)(BG_SCREEN_ADDR(26)));
|
||||
LZDecompressVram(gBattleEnvironmentTilemap_Water, (void *)(BG_SCREEN_ADDR(26)));
|
||||
}
|
||||
else
|
||||
{
|
||||
@@ -1300,12 +1300,12 @@ bool8 LoadChosenBattleElement(u8 caseId)
|
||||
u8 trainerClass = gTrainers[gTrainerBattleOpponent_A].trainerClass;
|
||||
if (trainerClass == TRAINER_CLASS_LEADER)
|
||||
{
|
||||
LZDecompressVram(gBattleTerrainTilemap_Building, (void *)(BG_SCREEN_ADDR(26)));
|
||||
LZDecompressVram(gBattleEnvironmentTilemap_Building, (void *)(BG_SCREEN_ADDR(26)));
|
||||
break;
|
||||
}
|
||||
else if (trainerClass == TRAINER_CLASS_CHAMPION)
|
||||
{
|
||||
LZDecompressVram(gBattleTerrainTilemap_Stadium, (void *)(BG_SCREEN_ADDR(26)));
|
||||
LZDecompressVram(gBattleEnvironmentTilemap_Stadium, (void *)(BG_SCREEN_ADDR(26)));
|
||||
break;
|
||||
}
|
||||
}
|
||||
@@ -1314,31 +1314,31 @@ bool8 LoadChosenBattleElement(u8 caseId)
|
||||
{
|
||||
default:
|
||||
case MAP_BATTLE_SCENE_NORMAL:
|
||||
LZDecompressVram(sBattleTerrainTable[gBattleTerrain].tilemap, (void *)(BG_SCREEN_ADDR(26)));
|
||||
LZDecompressVram(sBattleEnvironmentTable[gBattleEnvironment].tilemap, (void *)(BG_SCREEN_ADDR(26)));
|
||||
break;
|
||||
case MAP_BATTLE_SCENE_GYM:
|
||||
LZDecompressVram(gBattleTerrainTilemap_Building, (void *)(BG_SCREEN_ADDR(26)));
|
||||
LZDecompressVram(gBattleEnvironmentTilemap_Building, (void *)(BG_SCREEN_ADDR(26)));
|
||||
break;
|
||||
case MAP_BATTLE_SCENE_MAGMA:
|
||||
LZDecompressVram(gBattleTerrainTilemap_Stadium, (void *)(BG_SCREEN_ADDR(26)));
|
||||
LZDecompressVram(gBattleEnvironmentTilemap_Stadium, (void *)(BG_SCREEN_ADDR(26)));
|
||||
break;
|
||||
case MAP_BATTLE_SCENE_AQUA:
|
||||
LZDecompressVram(gBattleTerrainTilemap_Stadium, (void *)(BG_SCREEN_ADDR(26)));
|
||||
LZDecompressVram(gBattleEnvironmentTilemap_Stadium, (void *)(BG_SCREEN_ADDR(26)));
|
||||
break;
|
||||
case MAP_BATTLE_SCENE_SIDNEY:
|
||||
LZDecompressVram(gBattleTerrainTilemap_Stadium, (void *)(BG_SCREEN_ADDR(26)));
|
||||
LZDecompressVram(gBattleEnvironmentTilemap_Stadium, (void *)(BG_SCREEN_ADDR(26)));
|
||||
break;
|
||||
case MAP_BATTLE_SCENE_PHOEBE:
|
||||
LZDecompressVram(gBattleTerrainTilemap_Stadium, (void *)(BG_SCREEN_ADDR(26)));
|
||||
LZDecompressVram(gBattleEnvironmentTilemap_Stadium, (void *)(BG_SCREEN_ADDR(26)));
|
||||
break;
|
||||
case MAP_BATTLE_SCENE_GLACIA:
|
||||
LZDecompressVram(gBattleTerrainTilemap_Stadium, (void *)(BG_SCREEN_ADDR(26)));
|
||||
LZDecompressVram(gBattleEnvironmentTilemap_Stadium, (void *)(BG_SCREEN_ADDR(26)));
|
||||
break;
|
||||
case MAP_BATTLE_SCENE_DRAKE:
|
||||
LZDecompressVram(gBattleTerrainTilemap_Stadium, (void *)(BG_SCREEN_ADDR(26)));
|
||||
LZDecompressVram(gBattleEnvironmentTilemap_Stadium, (void *)(BG_SCREEN_ADDR(26)));
|
||||
break;
|
||||
case MAP_BATTLE_SCENE_FRONTIER:
|
||||
LZDecompressVram(gBattleTerrainTilemap_Building, (void *)(BG_SCREEN_ADDR(26)));
|
||||
LZDecompressVram(gBattleEnvironmentTilemap_Building, (void *)(BG_SCREEN_ADDR(26)));
|
||||
break;
|
||||
}
|
||||
}
|
||||
@@ -1346,14 +1346,14 @@ bool8 LoadChosenBattleElement(u8 caseId)
|
||||
case 5:
|
||||
if (gBattleTypeFlags & (BATTLE_TYPE_FRONTIER | BATTLE_TYPE_LINK | BATTLE_TYPE_RECORDED_LINK | BATTLE_TYPE_EREADER_TRAINER))
|
||||
{
|
||||
LoadCompressedPalette(gBattleTerrainPalette_Frontier, BG_PLTT_ID(2), 3 * PLTT_SIZE_4BPP);
|
||||
LoadCompressedPalette(gBattleEnvironmentPalette_Frontier, BG_PLTT_ID(2), 3 * PLTT_SIZE_4BPP);
|
||||
}
|
||||
else if (gBattleTypeFlags & BATTLE_TYPE_KYOGRE_GROUDON)
|
||||
{
|
||||
if (gGameVersion == VERSION_RUBY)
|
||||
LoadCompressedPalette(gBattleTerrainPalette_Groudon, BG_PLTT_ID(2), 3 * PLTT_SIZE_4BPP);
|
||||
LoadCompressedPalette(gBattleEnvironmentPalette_Groudon, BG_PLTT_ID(2), 3 * PLTT_SIZE_4BPP);
|
||||
else
|
||||
LoadCompressedPalette(gBattleTerrainPalette_Kyogre, BG_PLTT_ID(2), 3 * PLTT_SIZE_4BPP);
|
||||
LoadCompressedPalette(gBattleEnvironmentPalette_Kyogre, BG_PLTT_ID(2), 3 * PLTT_SIZE_4BPP);
|
||||
}
|
||||
else
|
||||
{
|
||||
@@ -1362,12 +1362,12 @@ bool8 LoadChosenBattleElement(u8 caseId)
|
||||
u8 trainerClass = gTrainers[gTrainerBattleOpponent_A].trainerClass;
|
||||
if (trainerClass == TRAINER_CLASS_LEADER)
|
||||
{
|
||||
LoadCompressedPalette(gBattleTerrainPalette_BuildingLeader, BG_PLTT_ID(2), 3 * PLTT_SIZE_4BPP);
|
||||
LoadCompressedPalette(gBattleEnvironmentPalette_BuildingLeader, BG_PLTT_ID(2), 3 * PLTT_SIZE_4BPP);
|
||||
break;
|
||||
}
|
||||
else if (trainerClass == TRAINER_CLASS_CHAMPION)
|
||||
{
|
||||
LoadCompressedPalette(gBattleTerrainPalette_StadiumWallace, BG_PLTT_ID(2), 3 * PLTT_SIZE_4BPP);
|
||||
LoadCompressedPalette(gBattleEnvironmentPalette_StadiumWallace, BG_PLTT_ID(2), 3 * PLTT_SIZE_4BPP);
|
||||
break;
|
||||
}
|
||||
}
|
||||
@@ -1376,31 +1376,31 @@ bool8 LoadChosenBattleElement(u8 caseId)
|
||||
{
|
||||
default:
|
||||
case MAP_BATTLE_SCENE_NORMAL:
|
||||
LoadCompressedPalette(sBattleTerrainTable[gBattleTerrain].palette, BG_PLTT_ID(2), 3 * PLTT_SIZE_4BPP);
|
||||
LoadCompressedPalette(sBattleEnvironmentTable[gBattleEnvironment].palette, BG_PLTT_ID(2), 3 * PLTT_SIZE_4BPP);
|
||||
break;
|
||||
case MAP_BATTLE_SCENE_GYM:
|
||||
LoadCompressedPalette(gBattleTerrainPalette_BuildingGym, BG_PLTT_ID(2), 3 * PLTT_SIZE_4BPP);
|
||||
LoadCompressedPalette(gBattleEnvironmentPalette_BuildingGym, BG_PLTT_ID(2), 3 * PLTT_SIZE_4BPP);
|
||||
break;
|
||||
case MAP_BATTLE_SCENE_MAGMA:
|
||||
LoadCompressedPalette(gBattleTerrainPalette_StadiumMagma, BG_PLTT_ID(2), 3 * PLTT_SIZE_4BPP);
|
||||
LoadCompressedPalette(gBattleEnvironmentPalette_StadiumMagma, BG_PLTT_ID(2), 3 * PLTT_SIZE_4BPP);
|
||||
break;
|
||||
case MAP_BATTLE_SCENE_AQUA:
|
||||
LoadCompressedPalette(gBattleTerrainPalette_StadiumAqua, BG_PLTT_ID(2), 3 * PLTT_SIZE_4BPP);
|
||||
LoadCompressedPalette(gBattleEnvironmentPalette_StadiumAqua, BG_PLTT_ID(2), 3 * PLTT_SIZE_4BPP);
|
||||
break;
|
||||
case MAP_BATTLE_SCENE_SIDNEY:
|
||||
LoadCompressedPalette(gBattleTerrainPalette_StadiumSidney, BG_PLTT_ID(2), 3 * PLTT_SIZE_4BPP);
|
||||
LoadCompressedPalette(gBattleEnvironmentPalette_StadiumSidney, BG_PLTT_ID(2), 3 * PLTT_SIZE_4BPP);
|
||||
break;
|
||||
case MAP_BATTLE_SCENE_PHOEBE:
|
||||
LoadCompressedPalette(gBattleTerrainPalette_StadiumPhoebe, BG_PLTT_ID(2), 3 * PLTT_SIZE_4BPP);
|
||||
LoadCompressedPalette(gBattleEnvironmentPalette_StadiumPhoebe, BG_PLTT_ID(2), 3 * PLTT_SIZE_4BPP);
|
||||
break;
|
||||
case MAP_BATTLE_SCENE_GLACIA:
|
||||
LoadCompressedPalette(gBattleTerrainPalette_StadiumGlacia, BG_PLTT_ID(2), 3 * PLTT_SIZE_4BPP);
|
||||
LoadCompressedPalette(gBattleEnvironmentPalette_StadiumGlacia, BG_PLTT_ID(2), 3 * PLTT_SIZE_4BPP);
|
||||
break;
|
||||
case MAP_BATTLE_SCENE_DRAKE:
|
||||
LoadCompressedPalette(gBattleTerrainPalette_StadiumDrake, BG_PLTT_ID(2), 3 * PLTT_SIZE_4BPP);
|
||||
LoadCompressedPalette(gBattleEnvironmentPalette_StadiumDrake, BG_PLTT_ID(2), 3 * PLTT_SIZE_4BPP);
|
||||
break;
|
||||
case MAP_BATTLE_SCENE_FRONTIER:
|
||||
LoadCompressedPalette(gBattleTerrainPalette_Frontier, BG_PLTT_ID(2), 3 * PLTT_SIZE_4BPP);
|
||||
LoadCompressedPalette(gBattleEnvironmentPalette_Frontier, BG_PLTT_ID(2), 3 * PLTT_SIZE_4BPP);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1417,10 +1417,10 @@ void BtlController_EmitFaintingCry(u8 bufferId)
|
||||
PrepareBufferDataTransfer(bufferId, sBattleBuffersTransferData, 4);
|
||||
}
|
||||
|
||||
void BtlController_EmitIntroSlide(u8 bufferId, u8 terrainId)
|
||||
void BtlController_EmitIntroSlide(u8 bufferId, u8 environmentId)
|
||||
{
|
||||
sBattleBuffersTransferData[0] = CONTROLLER_INTROSLIDE;
|
||||
sBattleBuffersTransferData[1] = terrainId;
|
||||
sBattleBuffersTransferData[1] = environmentId;
|
||||
PrepareBufferDataTransfer(bufferId, sBattleBuffersTransferData, 2);
|
||||
}
|
||||
|
||||
|
||||
@@ -100,9 +100,9 @@ int GetAnimBgAttribute(u8 bgId, u8 attributeId)
|
||||
}
|
||||
|
||||
#define tState data[0]
|
||||
#define tTerrain data[1]
|
||||
#define tEnvironment data[1]
|
||||
|
||||
void HandleIntroSlide(u8 terrain)
|
||||
void HandleIntroSlide(u8 environment)
|
||||
{
|
||||
u8 taskId;
|
||||
|
||||
@@ -120,16 +120,16 @@ void HandleIntroSlide(u8 terrain)
|
||||
}
|
||||
else if ((gBattleTypeFlags & BATTLE_TYPE_KYOGRE_GROUDON) && gGameVersion != VERSION_RUBY)
|
||||
{
|
||||
terrain = BATTLE_TERRAIN_UNDERWATER;
|
||||
environment = BATTLE_TERRAIN_UNDERWATER;
|
||||
taskId = CreateTask(BattleIntroSlide2, 0);
|
||||
}
|
||||
else
|
||||
{
|
||||
taskId = CreateTask(sBattleIntroSlideFuncs[terrain], 0);
|
||||
taskId = CreateTask(sBattleIntroSlideFuncs[environment], 0);
|
||||
}
|
||||
|
||||
gTasks[taskId].tState = 0;
|
||||
gTasks[taskId].tTerrain = terrain;
|
||||
gTasks[taskId].tEnvironment = environment;
|
||||
gTasks[taskId].data[2] = 0;
|
||||
gTasks[taskId].data[3] = 0;
|
||||
gTasks[taskId].data[4] = 0;
|
||||
@@ -194,7 +194,7 @@ static void BattleIntroSlide1(u8 taskId)
|
||||
}
|
||||
else
|
||||
{
|
||||
if (gTasks[taskId].tTerrain == BATTLE_TERRAIN_LONG_GRASS)
|
||||
if (gTasks[taskId].tEnvironment == BATTLE_TERRAIN_LONG_GRASS)
|
||||
{
|
||||
if (gBattle_BG1_Y != (u16)(-80))
|
||||
gBattle_BG1_Y -= 2;
|
||||
@@ -240,7 +240,7 @@ static void BattleIntroSlide2(u8 taskId)
|
||||
{
|
||||
int i;
|
||||
|
||||
switch (gTasks[taskId].tTerrain)
|
||||
switch (gTasks[taskId].tEnvironment)
|
||||
{
|
||||
case BATTLE_TERRAIN_SAND:
|
||||
case BATTLE_TERRAIN_WATER:
|
||||
@@ -251,7 +251,7 @@ static void BattleIntroSlide2(u8 taskId)
|
||||
break;
|
||||
}
|
||||
|
||||
if (gTasks[taskId].tTerrain == BATTLE_TERRAIN_WATER)
|
||||
if (gTasks[taskId].tEnvironment == BATTLE_TERRAIN_WATER)
|
||||
{
|
||||
gBattle_BG1_Y = Cos2(gTasks[taskId].data[6]) / 512 - 8;
|
||||
if (gTasks[taskId].data[6] < 180)
|
||||
|
||||
@@ -144,7 +144,7 @@ EWRAM_DATA u8 gBattleTextBuff3[TEXT_BUFF_ARRAY_COUNT] = {0};
|
||||
// it will instead overflow into useful data.
|
||||
EWRAM_DATA static u32 sFlickerArray[25] = {0};
|
||||
EWRAM_DATA u32 gBattleTypeFlags = 0;
|
||||
EWRAM_DATA u8 gBattleTerrain = 0;
|
||||
EWRAM_DATA u8 gBattleEnvironment = 0;
|
||||
EWRAM_DATA u32 gUnusedFirstBattleVar1 = 0; // Never read
|
||||
EWRAM_DATA struct MultiPartnerMenuPokemon gMultiPartnerParty[MULTI_PARTY_SIZE] = {0};
|
||||
EWRAM_DATA static struct MultiPartnerMenuPokemon* sMultiPartnerPartyBuffer = NULL;
|
||||
@@ -669,9 +669,9 @@ static void CB2_InitBattleInternal(void)
|
||||
gBattle_BG3_X = 0;
|
||||
gBattle_BG3_Y = 0;
|
||||
|
||||
gBattleTerrain = BattleSetup_GetTerrainId();
|
||||
gBattleEnvironment = BattleSetup_GetEnvironmentId();
|
||||
if (gBattleTypeFlags & BATTLE_TYPE_RECORDED)
|
||||
gBattleTerrain = BATTLE_TERRAIN_BUILDING;
|
||||
gBattleEnvironment = BATTLE_TERRAIN_BUILDING;
|
||||
|
||||
InitBattleBgsVideo();
|
||||
LoadBattleTextboxAndBackground();
|
||||
@@ -3378,7 +3378,7 @@ static void BattleIntroPrepareBackgroundSlide(void)
|
||||
if (gBattleControllerExecFlags == 0)
|
||||
{
|
||||
gActiveBattler = GetBattlerAtPosition(0);
|
||||
BtlController_EmitIntroSlide(BUFFER_A, gBattleTerrain);
|
||||
BtlController_EmitIntroSlide(BUFFER_A, gBattleEnvironment);
|
||||
MarkBattlerForControllerExec(gActiveBattler);
|
||||
gBattleMainFunc = BattleIntroDrawTrainersOrMonsSprites;
|
||||
gBattleCommunication[MULTIUSE_STATE] = 0;
|
||||
|
||||
@@ -280,7 +280,7 @@ static void Cmd_sethail(void);
|
||||
static void Cmd_trymemento(void);
|
||||
static void Cmd_setforcedtarget(void);
|
||||
static void Cmd_setcharge(void);
|
||||
static void Cmd_callterrainattack(void);
|
||||
static void Cmd_callenvironmentattack(void);
|
||||
static void Cmd_cureifburnedparalysedorpoisoned(void);
|
||||
static void Cmd_settorment(void);
|
||||
static void Cmd_jumpifnodamage(void);
|
||||
@@ -311,7 +311,7 @@ static void Cmd_trycastformdatachange(void);
|
||||
static void Cmd_settypebasedhalvers(void);
|
||||
static void Cmd_setweatherballtype(void);
|
||||
static void Cmd_tryrecycleitem(void);
|
||||
static void Cmd_settypetoterrain(void);
|
||||
static void Cmd_settypetoenvironment(void);
|
||||
static void Cmd_pursuitdoubles(void);
|
||||
static void Cmd_snatchsetbattlers(void);
|
||||
static void Cmd_removelightscreenreflect(void);
|
||||
@@ -532,7 +532,7 @@ void (* const gBattleScriptingCommandsTable[])(void) =
|
||||
Cmd_trymemento, //0xC9
|
||||
Cmd_setforcedtarget, //0xCA
|
||||
Cmd_setcharge, //0xCB
|
||||
Cmd_callterrainattack, //0xCC
|
||||
Cmd_callenvironmentattack, //0xCC
|
||||
Cmd_cureifburnedparalysedorpoisoned, //0xCD
|
||||
Cmd_settorment, //0xCE
|
||||
Cmd_jumpifnodamage, //0xCF
|
||||
@@ -563,7 +563,7 @@ void (* const gBattleScriptingCommandsTable[])(void) =
|
||||
Cmd_settypebasedhalvers, //0xE8
|
||||
Cmd_setweatherballtype, //0xE9
|
||||
Cmd_tryrecycleitem, //0xEA
|
||||
Cmd_settypetoterrain, //0xEB
|
||||
Cmd_settypetoenvironment, //0xEB
|
||||
Cmd_pursuitdoubles, //0xEC
|
||||
Cmd_snatchsetbattlers, //0xED
|
||||
Cmd_removelightscreenreflect, //0xEE
|
||||
@@ -823,7 +823,7 @@ static const u8 sPickupProbabilities[] =
|
||||
30, 40, 50, 60, 70, 80, 90, 94, 98
|
||||
};
|
||||
|
||||
static const u8 sTerrainToType[] =
|
||||
static const u8 sEnvironmentToType[] =
|
||||
{
|
||||
[BATTLE_TERRAIN_GRASS] = TYPE_GRASS,
|
||||
[BATTLE_TERRAIN_LONG_GRASS] = TYPE_GRASS,
|
||||
@@ -9033,10 +9033,10 @@ static void Cmd_setcharge(void)
|
||||
}
|
||||
|
||||
// Nature Power
|
||||
static void Cmd_callterrainattack(void)
|
||||
static void Cmd_callenvironmentattack(void)
|
||||
{
|
||||
gHitMarker &= ~HITMARKER_ATTACKSTRING_PRINTED;
|
||||
gCurrentMove = sNaturePowerMoves[gBattleTerrain];
|
||||
gCurrentMove = sNaturePowerMoves[gBattleEnvironment];
|
||||
gBattlerTarget = GetMoveTarget(gCurrentMove, NO_TARGET_OVERRIDE);
|
||||
BattleScriptPush(gBattleScriptsForMoveEffects[gBattleMoves[gCurrentMove].effect]);
|
||||
gBattlescriptCurrInstr++;
|
||||
@@ -9545,7 +9545,7 @@ static void Cmd_jumpifhasnohp(void)
|
||||
|
||||
static void Cmd_getsecretpowereffect(void)
|
||||
{
|
||||
switch (gBattleTerrain)
|
||||
switch (gBattleEnvironment)
|
||||
{
|
||||
case BATTLE_TERRAIN_GRASS:
|
||||
gBattleCommunication[MOVE_EFFECT_BYTE] = MOVE_EFFECT_POISON;
|
||||
@@ -9755,12 +9755,12 @@ static void Cmd_tryrecycleitem(void)
|
||||
}
|
||||
}
|
||||
|
||||
static void Cmd_settypetoterrain(void)
|
||||
static void Cmd_settypetoenvironment(void)
|
||||
{
|
||||
if (!IS_BATTLER_OF_TYPE(gBattlerAttacker, sTerrainToType[gBattleTerrain]))
|
||||
if (!IS_BATTLER_OF_TYPE(gBattlerAttacker, sEnvironmentToType[gBattleEnvironment]))
|
||||
{
|
||||
SET_BATTLER_TYPE(gBattlerAttacker, sTerrainToType[gBattleTerrain]);
|
||||
PREPARE_TYPE_BUFFER(gBattleTextBuff1, sTerrainToType[gBattleTerrain]);
|
||||
SET_BATTLER_TYPE(gBattlerAttacker, sEnvironmentToType[gBattleEnvironment]);
|
||||
PREPARE_TYPE_BUFFER(gBattleTextBuff1, sEnvironmentToType[gBattleEnvironment]);
|
||||
|
||||
gBattlescriptCurrInstr += 5;
|
||||
}
|
||||
|
||||
@@ -632,7 +632,7 @@ static void CB2_EndScriptedWildBattle(void)
|
||||
}
|
||||
}
|
||||
|
||||
u8 BattleSetup_GetTerrainId(void)
|
||||
u8 BattleSetup_GetEnvironmentId(void)
|
||||
{
|
||||
u16 tileBehavior;
|
||||
s16 x, y;
|
||||
|
||||
88
src/data/graphics/battle_environment.h
Normal file
88
src/data/graphics/battle_environment.h
Normal file
@@ -0,0 +1,88 @@
|
||||
const u32 gBattleEnvironmentTiles_TallGrass[] = INCBIN_U32("graphics/battle_environment/tall_grass/tiles.4bpp.lz");
|
||||
const u32 gBattleEnvironmentPalette_TallGrass[] = INCBIN_U32("graphics/battle_environment/tall_grass/palette.gbapal.lz");
|
||||
const u32 gBattleEnvironmentTilemap_TallGrass[] = INCBIN_U32("graphics/battle_environment/tall_grass/map.bin.lz");
|
||||
|
||||
const u32 gBattleEnvironmentTiles_LongGrass[] = INCBIN_U32("graphics/battle_environment/long_grass/tiles.4bpp.lz");
|
||||
const u32 gBattleEnvironmentPalette_LongGrass[] = INCBIN_U32("graphics/battle_environment/long_grass/palette.gbapal.lz");
|
||||
const u32 gBattleEnvironmentTilemap_LongGrass[] = INCBIN_U32("graphics/battle_environment/long_grass/map.bin.lz");
|
||||
|
||||
const u32 gBattleEnvironmentTiles_Sand[] = INCBIN_U32("graphics/battle_environment/sand/tiles.4bpp.lz");
|
||||
const u32 gBattleEnvironmentPalette_Sand[] = INCBIN_U32("graphics/battle_environment/sand/palette.gbapal.lz");
|
||||
const u32 gBattleEnvironmentTilemap_Sand[] = INCBIN_U32("graphics/battle_environment/sand/map.bin.lz");
|
||||
|
||||
const u32 gBattleEnvironmentTiles_Underwater[] = INCBIN_U32("graphics/battle_environment/underwater/tiles.4bpp.lz");
|
||||
const u32 gBattleEnvironmentPalette_Underwater[] = INCBIN_U32("graphics/battle_environment/underwater/palette.gbapal.lz");
|
||||
const u32 gBattleEnvironmentTilemap_Underwater[] = INCBIN_U32("graphics/battle_environment/underwater/map.bin.lz");
|
||||
|
||||
const u32 gBattleEnvironmentTiles_Water[] = INCBIN_U32("graphics/battle_environment/water/tiles.4bpp.lz");
|
||||
const u32 gBattleEnvironmentPalette_Water[] = INCBIN_U32("graphics/battle_environment/water/palette.gbapal.lz");
|
||||
const u32 gBattleEnvironmentTilemap_Water[] = INCBIN_U32("graphics/battle_environment/water/map.bin.lz");
|
||||
|
||||
const u32 gBattleEnvironmentTiles_PondWater[] = INCBIN_U32("graphics/battle_environment/pond_water/tiles.4bpp.lz");
|
||||
const u32 gBattleEnvironmentPalette_PondWater[] = INCBIN_U32("graphics/battle_environment/pond_water/palette.gbapal.lz");
|
||||
const u32 gBattleEnvironmentTilemap_PondWater[] = INCBIN_U32("graphics/battle_environment/pond_water/map.bin.lz");
|
||||
|
||||
const u32 gBattleEnvironmentTiles_Rock[] = INCBIN_U32("graphics/battle_environment/rock/tiles.4bpp.lz");
|
||||
const u32 gBattleEnvironmentPalette_Rock[] = INCBIN_U32("graphics/battle_environment/rock/palette.gbapal.lz");
|
||||
const u32 gBattleEnvironmentTilemap_Rock[] = INCBIN_U32("graphics/battle_environment/rock/map.bin.lz");
|
||||
|
||||
const u32 gBattleEnvironmentTiles_Cave[] = INCBIN_U32("graphics/battle_environment/cave/tiles.4bpp.lz");
|
||||
const u32 gBattleEnvironmentPalette_Cave[] = INCBIN_U32("graphics/battle_environment/cave/palette.gbapal.lz");
|
||||
const u32 gBattleEnvironmentTilemap_Cave[] = INCBIN_U32("graphics/battle_environment/cave/map.bin.lz");
|
||||
|
||||
const u32 gBattleEnvironmentPalette_Plain[] = INCBIN_U32("graphics/battle_environment/plain/palette.gbapal.lz");
|
||||
|
||||
const u32 gBattleEnvironmentTiles_Building[] = INCBIN_U32("graphics/battle_environment/building/tiles.4bpp.lz");
|
||||
const u32 gBattleEnvironmentPalette_Frontier[] = INCBIN_U32("graphics/battle_environment/stadium/battle_frontier.gbapal.lz"); // this is also used for link battles
|
||||
const u32 gBattleEnvironmentTilemap_Building[] = INCBIN_U32("graphics/battle_environment/building/map.bin.lz");
|
||||
|
||||
const u32 gBattleEnvironmentTiles_Stadium[] = INCBIN_U32("graphics/battle_environment/stadium/tiles.4bpp.lz");
|
||||
const u32 gBattleEnvironmentTilemap_Stadium[] = INCBIN_U32("graphics/battle_environment/stadium/map.bin.lz");
|
||||
|
||||
const u32 gBattleEnvironmentTiles_Rayquaza[] = INCBIN_U32("graphics/battle_environment/sky/tiles.4bpp.lz");
|
||||
const u32 gBattleEnvironmentTilemap_Rayquaza[] = INCBIN_U32("graphics/battle_environment/sky/map.bin.lz");
|
||||
|
||||
const u32 gBattleEnvironmentPalette_Building[] = INCBIN_U32("graphics/battle_environment/building/palette.gbapal.lz");
|
||||
|
||||
const u32 gBattleEnvironmentPalette_Kyogre[] = INCBIN_U32("graphics/battle_environment/water/kyogre.gbapal.lz");
|
||||
const u32 gBattleEnvironmentPalette_Groudon[] = INCBIN_U32("graphics/battle_environment/cave/groudon.gbapal.lz");
|
||||
const u32 gBattleEnvironmentPalette_BuildingGym[] = INCBIN_U32("graphics/battle_environment/building/palette2.gbapal.lz");
|
||||
const u32 gBattleEnvironmentPalette_BuildingLeader[] = INCBIN_U32("graphics/battle_environment/building/palette3.gbapal.lz");
|
||||
const u32 gBattleEnvironmentPalette_StadiumAqua[] = INCBIN_U32("graphics/battle_environment/stadium/palette1.gbapal.lz");
|
||||
const u32 gBattleEnvironmentPalette_StadiumMagma[] = INCBIN_U32("graphics/battle_environment/stadium/palette2.gbapal.lz");
|
||||
const u32 gBattleEnvironmentPalette_StadiumSidney[] = INCBIN_U32("graphics/battle_environment/stadium/palette3.gbapal.lz");
|
||||
const u32 gBattleEnvironmentPalette_StadiumPhoebe[] = INCBIN_U32("graphics/battle_environment/stadium/palette4.gbapal.lz");
|
||||
const u32 gBattleEnvironmentPalette_StadiumGlacia[] = INCBIN_U32("graphics/battle_environment/stadium/palette5.gbapal.lz");
|
||||
const u32 gBattleEnvironmentPalette_StadiumDrake[] = INCBIN_U32("graphics/battle_environment/stadium/palette6.gbapal.lz");
|
||||
const u32 gBattleEnvironmentPalette_StadiumWallace[] = INCBIN_U32("graphics/battle_environment/stadium/palette7.gbapal.lz");
|
||||
const u32 gBattleEnvironmentPalette_Rayquaza[] = INCBIN_U32("graphics/battle_environment/sky/palette.gbapal.lz");
|
||||
|
||||
const u32 gBattleEnvironmentAnimTiles_TallGrass[] = INCBIN_U32("graphics/battle_environment/tall_grass/anim_tiles.4bpp.lz");
|
||||
const u32 gBattleEnvironmentAnimTilemap_TallGrass[] = INCBIN_U32("graphics/battle_environment/tall_grass/anim_map.bin.lz");
|
||||
|
||||
const u32 gBattleEnvironmentAnimTiles_LongGrass[] = INCBIN_U32("graphics/battle_environment/long_grass/anim_tiles.4bpp.lz");
|
||||
const u32 gBattleEnvironmentAnimTilemap_LongGrass[] = INCBIN_U32("graphics/battle_environment/long_grass/anim_map.bin.lz");
|
||||
|
||||
const u32 gBattleEnvironmentAnimTiles_Sand[] = INCBIN_U32("graphics/battle_environment/sand/anim_tiles.4bpp.lz");
|
||||
const u32 gBattleEnvironmentAnimTilemap_Sand[] = INCBIN_U32("graphics/battle_environment/sand/anim_map.bin.lz");
|
||||
|
||||
const u32 gBattleEnvironmentAnimTiles_Underwater[] = INCBIN_U32("graphics/battle_environment/underwater/anim_tiles.4bpp.lz");
|
||||
const u32 gBattleEnvironmentAnimTilemap_Underwater[] = INCBIN_U32("graphics/battle_environment/underwater/anim_map.bin.lz");
|
||||
|
||||
const u32 gBattleEnvironmentAnimTiles_Water[] = INCBIN_U32("graphics/battle_environment/water/anim_tiles.4bpp.lz");
|
||||
const u32 gBattleEnvironmentAnimTilemap_Water[] = INCBIN_U32("graphics/battle_environment/water/anim_map.bin.lz");
|
||||
|
||||
const u32 gBattleEnvironmentAnimTiles_PondWater[] = INCBIN_U32("graphics/battle_environment/pond_water/anim_tiles.4bpp.lz");
|
||||
const u32 gBattleEnvironmentAnimTilemap_PondWater[] = INCBIN_U32("graphics/battle_environment/pond_water/anim_map.bin.lz");
|
||||
|
||||
const u32 gBattleEnvironmentAnimTiles_Rock[] = INCBIN_U32("graphics/battle_environment/rock/anim_tiles.4bpp.lz");
|
||||
const u32 gBattleEnvironmentAnimTilemap_Rock[] = INCBIN_U32("graphics/battle_environment/rock/anim_map.bin.lz");
|
||||
|
||||
const u32 gBattleEnvironmentAnimTiles_Cave[] = INCBIN_U32("graphics/battle_environment/cave/anim_tiles.4bpp.lz");
|
||||
const u32 gBattleEnvironmentAnimTilemap_Cave[] = INCBIN_U32("graphics/battle_environment/cave/anim_map.bin.lz");
|
||||
|
||||
const u32 gBattleEnvironmentAnimTiles_Building[] = INCBIN_U32("graphics/battle_environment/building/anim_tiles.4bpp.lz");
|
||||
const u32 gBattleEnvironmentAnimTilemap_Building[] = INCBIN_U32("graphics/battle_environment/building/anim_map.bin.lz");
|
||||
|
||||
const u32 gBattleEnvironmentAnimTiles_Rayquaza[] = INCBIN_U32("graphics/battle_environment/sky/anim_tiles.4bpp.lz");
|
||||
const u32 gBattleEnvironmentAnimTilemap_Rayquaza[] = INCBIN_U32("graphics/battle_environment/sky/anim_map.bin.lz");
|
||||
@@ -1,88 +0,0 @@
|
||||
const u32 gBattleTerrainTiles_TallGrass[] = INCBIN_U32("graphics/battle_terrain/tall_grass/tiles.4bpp.lz");
|
||||
const u32 gBattleTerrainPalette_TallGrass[] = INCBIN_U32("graphics/battle_terrain/tall_grass/palette.gbapal.lz");
|
||||
const u32 gBattleTerrainTilemap_TallGrass[] = INCBIN_U32("graphics/battle_terrain/tall_grass/map.bin.lz");
|
||||
|
||||
const u32 gBattleTerrainTiles_LongGrass[] = INCBIN_U32("graphics/battle_terrain/long_grass/tiles.4bpp.lz");
|
||||
const u32 gBattleTerrainPalette_LongGrass[] = INCBIN_U32("graphics/battle_terrain/long_grass/palette.gbapal.lz");
|
||||
const u32 gBattleTerrainTilemap_LongGrass[] = INCBIN_U32("graphics/battle_terrain/long_grass/map.bin.lz");
|
||||
|
||||
const u32 gBattleTerrainTiles_Sand[] = INCBIN_U32("graphics/battle_terrain/sand/tiles.4bpp.lz");
|
||||
const u32 gBattleTerrainPalette_Sand[] = INCBIN_U32("graphics/battle_terrain/sand/palette.gbapal.lz");
|
||||
const u32 gBattleTerrainTilemap_Sand[] = INCBIN_U32("graphics/battle_terrain/sand/map.bin.lz");
|
||||
|
||||
const u32 gBattleTerrainTiles_Underwater[] = INCBIN_U32("graphics/battle_terrain/underwater/tiles.4bpp.lz");
|
||||
const u32 gBattleTerrainPalette_Underwater[] = INCBIN_U32("graphics/battle_terrain/underwater/palette.gbapal.lz");
|
||||
const u32 gBattleTerrainTilemap_Underwater[] = INCBIN_U32("graphics/battle_terrain/underwater/map.bin.lz");
|
||||
|
||||
const u32 gBattleTerrainTiles_Water[] = INCBIN_U32("graphics/battle_terrain/water/tiles.4bpp.lz");
|
||||
const u32 gBattleTerrainPalette_Water[] = INCBIN_U32("graphics/battle_terrain/water/palette.gbapal.lz");
|
||||
const u32 gBattleTerrainTilemap_Water[] = INCBIN_U32("graphics/battle_terrain/water/map.bin.lz");
|
||||
|
||||
const u32 gBattleTerrainTiles_PondWater[] = INCBIN_U32("graphics/battle_terrain/pond_water/tiles.4bpp.lz");
|
||||
const u32 gBattleTerrainPalette_PondWater[] = INCBIN_U32("graphics/battle_terrain/pond_water/palette.gbapal.lz");
|
||||
const u32 gBattleTerrainTilemap_PondWater[] = INCBIN_U32("graphics/battle_terrain/pond_water/map.bin.lz");
|
||||
|
||||
const u32 gBattleTerrainTiles_Rock[] = INCBIN_U32("graphics/battle_terrain/rock/tiles.4bpp.lz");
|
||||
const u32 gBattleTerrainPalette_Rock[] = INCBIN_U32("graphics/battle_terrain/rock/palette.gbapal.lz");
|
||||
const u32 gBattleTerrainTilemap_Rock[] = INCBIN_U32("graphics/battle_terrain/rock/map.bin.lz");
|
||||
|
||||
const u32 gBattleTerrainTiles_Cave[] = INCBIN_U32("graphics/battle_terrain/cave/tiles.4bpp.lz");
|
||||
const u32 gBattleTerrainPalette_Cave[] = INCBIN_U32("graphics/battle_terrain/cave/palette.gbapal.lz");
|
||||
const u32 gBattleTerrainTilemap_Cave[] = INCBIN_U32("graphics/battle_terrain/cave/map.bin.lz");
|
||||
|
||||
const u32 gBattleTerrainPalette_Plain[] = INCBIN_U32("graphics/battle_terrain/plain/palette.gbapal.lz");
|
||||
|
||||
const u32 gBattleTerrainTiles_Building[] = INCBIN_U32("graphics/battle_terrain/building/tiles.4bpp.lz");
|
||||
const u32 gBattleTerrainPalette_Frontier[] = INCBIN_U32("graphics/battle_terrain/stadium/battle_frontier.gbapal.lz"); // this is also used for link battles
|
||||
const u32 gBattleTerrainTilemap_Building[] = INCBIN_U32("graphics/battle_terrain/building/map.bin.lz");
|
||||
|
||||
const u32 gBattleTerrainTiles_Stadium[] = INCBIN_U32("graphics/battle_terrain/stadium/tiles.4bpp.lz");
|
||||
const u32 gBattleTerrainTilemap_Stadium[] = INCBIN_U32("graphics/battle_terrain/stadium/map.bin.lz");
|
||||
|
||||
const u32 gBattleTerrainTiles_Rayquaza[] = INCBIN_U32("graphics/battle_terrain/sky/tiles.4bpp.lz");
|
||||
const u32 gBattleTerrainTilemap_Rayquaza[] = INCBIN_U32("graphics/battle_terrain/sky/map.bin.lz");
|
||||
|
||||
const u32 gBattleTerrainPalette_Building[] = INCBIN_U32("graphics/battle_terrain/building/palette.gbapal.lz");
|
||||
|
||||
const u32 gBattleTerrainPalette_Kyogre[] = INCBIN_U32("graphics/battle_terrain/water/kyogre.gbapal.lz");
|
||||
const u32 gBattleTerrainPalette_Groudon[] = INCBIN_U32("graphics/battle_terrain/cave/groudon.gbapal.lz");
|
||||
const u32 gBattleTerrainPalette_BuildingGym[] = INCBIN_U32("graphics/battle_terrain/building/palette2.gbapal.lz");
|
||||
const u32 gBattleTerrainPalette_BuildingLeader[] = INCBIN_U32("graphics/battle_terrain/building/palette3.gbapal.lz");
|
||||
const u32 gBattleTerrainPalette_StadiumAqua[] = INCBIN_U32("graphics/battle_terrain/stadium/palette1.gbapal.lz");
|
||||
const u32 gBattleTerrainPalette_StadiumMagma[] = INCBIN_U32("graphics/battle_terrain/stadium/palette2.gbapal.lz");
|
||||
const u32 gBattleTerrainPalette_StadiumSidney[] = INCBIN_U32("graphics/battle_terrain/stadium/palette3.gbapal.lz");
|
||||
const u32 gBattleTerrainPalette_StadiumPhoebe[] = INCBIN_U32("graphics/battle_terrain/stadium/palette4.gbapal.lz");
|
||||
const u32 gBattleTerrainPalette_StadiumGlacia[] = INCBIN_U32("graphics/battle_terrain/stadium/palette5.gbapal.lz");
|
||||
const u32 gBattleTerrainPalette_StadiumDrake[] = INCBIN_U32("graphics/battle_terrain/stadium/palette6.gbapal.lz");
|
||||
const u32 gBattleTerrainPalette_StadiumWallace[] = INCBIN_U32("graphics/battle_terrain/stadium/palette7.gbapal.lz");
|
||||
const u32 gBattleTerrainPalette_Rayquaza[] = INCBIN_U32("graphics/battle_terrain/sky/palette.gbapal.lz");
|
||||
|
||||
const u32 gBattleTerrainAnimTiles_TallGrass[] = INCBIN_U32("graphics/battle_terrain/tall_grass/anim_tiles.4bpp.lz");
|
||||
const u32 gBattleTerrainAnimTilemap_TallGrass[] = INCBIN_U32("graphics/battle_terrain/tall_grass/anim_map.bin.lz");
|
||||
|
||||
const u32 gBattleTerrainAnimTiles_LongGrass[] = INCBIN_U32("graphics/battle_terrain/long_grass/anim_tiles.4bpp.lz");
|
||||
const u32 gBattleTerrainAnimTilemap_LongGrass[] = INCBIN_U32("graphics/battle_terrain/long_grass/anim_map.bin.lz");
|
||||
|
||||
const u32 gBattleTerrainAnimTiles_Sand[] = INCBIN_U32("graphics/battle_terrain/sand/anim_tiles.4bpp.lz");
|
||||
const u32 gBattleTerrainAnimTilemap_Sand[] = INCBIN_U32("graphics/battle_terrain/sand/anim_map.bin.lz");
|
||||
|
||||
const u32 gBattleTerrainAnimTiles_Underwater[] = INCBIN_U32("graphics/battle_terrain/underwater/anim_tiles.4bpp.lz");
|
||||
const u32 gBattleTerrainAnimTilemap_Underwater[] = INCBIN_U32("graphics/battle_terrain/underwater/anim_map.bin.lz");
|
||||
|
||||
const u32 gBattleTerrainAnimTiles_Water[] = INCBIN_U32("graphics/battle_terrain/water/anim_tiles.4bpp.lz");
|
||||
const u32 gBattleTerrainAnimTilemap_Water[] = INCBIN_U32("graphics/battle_terrain/water/anim_map.bin.lz");
|
||||
|
||||
const u32 gBattleTerrainAnimTiles_PondWater[] = INCBIN_U32("graphics/battle_terrain/pond_water/anim_tiles.4bpp.lz");
|
||||
const u32 gBattleTerrainAnimTilemap_PondWater[] = INCBIN_U32("graphics/battle_terrain/pond_water/anim_map.bin.lz");
|
||||
|
||||
const u32 gBattleTerrainAnimTiles_Rock[] = INCBIN_U32("graphics/battle_terrain/rock/anim_tiles.4bpp.lz");
|
||||
const u32 gBattleTerrainAnimTilemap_Rock[] = INCBIN_U32("graphics/battle_terrain/rock/anim_map.bin.lz");
|
||||
|
||||
const u32 gBattleTerrainAnimTiles_Cave[] = INCBIN_U32("graphics/battle_terrain/cave/anim_tiles.4bpp.lz");
|
||||
const u32 gBattleTerrainAnimTilemap_Cave[] = INCBIN_U32("graphics/battle_terrain/cave/anim_map.bin.lz");
|
||||
|
||||
const u32 gBattleTerrainAnimTiles_Building[] = INCBIN_U32("graphics/battle_terrain/building/anim_tiles.4bpp.lz");
|
||||
const u32 gBattleTerrainAnimTilemap_Building[] = INCBIN_U32("graphics/battle_terrain/building/anim_map.bin.lz");
|
||||
|
||||
const u32 gBattleTerrainAnimTiles_Rayquaza[] = INCBIN_U32("graphics/battle_terrain/sky/anim_tiles.4bpp.lz");
|
||||
const u32 gBattleTerrainAnimTilemap_Rayquaza[] = INCBIN_U32("graphics/battle_terrain/sky/anim_map.bin.lz");
|
||||
@@ -237,7 +237,7 @@ void EvolutionScene(struct Pokemon *mon, u16 postEvoSpecies, bool8 canStopEvo, u
|
||||
gBattle_BG3_X = 256;
|
||||
gBattle_BG3_Y = 0;
|
||||
|
||||
gBattleTerrain = BATTLE_TERRAIN_PLAIN;
|
||||
gBattleEnvironment = BATTLE_TERRAIN_PLAIN;
|
||||
|
||||
InitBattleBgsVideo();
|
||||
LoadBattleTextboxAndBackground();
|
||||
@@ -343,7 +343,7 @@ static void CB2_EvolutionSceneLoadGraphics(void)
|
||||
gBattle_BG3_X = 256;
|
||||
gBattle_BG3_Y = 0;
|
||||
|
||||
gBattleTerrain = BATTLE_TERRAIN_PLAIN;
|
||||
gBattleEnvironment = BATTLE_TERRAIN_PLAIN;
|
||||
|
||||
InitBattleBgsVideo();
|
||||
LoadBattleTextboxAndBackground();
|
||||
|
||||
@@ -942,7 +942,7 @@ const u32 gBattleVSFrame_Pal[] = INCBIN_U32("graphics/battle_transitions/vs_fram
|
||||
|
||||
const u32 gVsLettersGfx[] = INCBIN_U32("graphics/battle_transitions/vs.4bpp.lz");
|
||||
|
||||
#include "data/graphics/battle_terrain.h"
|
||||
#include "data/graphics/battle_environment.h"
|
||||
|
||||
// Battle Dome
|
||||
const u32 gDomeTourneyTree_Gfx[] = INCBIN_U32("graphics/battle_frontier/tourney_tree.4bpp.lz");
|
||||
|
||||
@@ -760,7 +760,7 @@ static bool8 LoadMonAndSceneGfx(struct Pokemon *mon)
|
||||
break;
|
||||
case 6:
|
||||
ResetTempTileDataBuffers();
|
||||
DecompressAndCopyTileDataToVram(1, gBattleTerrainTiles_Building, 0, 0, 0);
|
||||
DecompressAndCopyTileDataToVram(1, gBattleEnvironmentTiles_Building, 0, 0, 0);
|
||||
sPokeblockFeed->loadGfxState++;
|
||||
break;
|
||||
case 7:
|
||||
@@ -771,7 +771,7 @@ static bool8 LoadMonAndSceneGfx(struct Pokemon *mon)
|
||||
}
|
||||
break;
|
||||
case 8:
|
||||
LoadCompressedPalette(gBattleTerrainPalette_Frontier, BG_PLTT_ID(2), 3 * PLTT_SIZE_4BPP);
|
||||
LoadCompressedPalette(gBattleEnvironmentPalette_Frontier, BG_PLTT_ID(2), 3 * PLTT_SIZE_4BPP);
|
||||
sPokeblockFeed->loadGfxState = 0;
|
||||
return TRUE;
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user