Document some battle anim things
This commit is contained in:
30
src/ice.c
30
src/ice.c
@@ -1176,7 +1176,7 @@ void AnimSwirlingFogAnim(struct Sprite *sprite)
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// Fades mons to black and places foggy overlay in Haze.
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void AnimTask_Haze1(u8 taskId)
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{
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struct UnknownAnimStruct2 subStruct;
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struct BattleAnimBgData animBg;
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SetGpuReg(REG_OFFSET_BLDCNT, BLDCNT_TGT1_BG1 | BLDCNT_EFFECT_BLEND | BLDCNT_TGT2_ALL);
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SetGpuReg(REG_OFFSET_BLDALPHA, BLDALPHA_BLEND(0, 16));
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@@ -1191,17 +1191,17 @@ void AnimTask_Haze1(u8 taskId)
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SetGpuReg(REG_OFFSET_BG1HOFS, gBattle_BG1_X);
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SetGpuReg(REG_OFFSET_BG1VOFS, gBattle_BG1_Y);
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sub_80A6B30(&subStruct);
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LoadBgTiles(subStruct.bgId, gWeatherFog1Tiles, 0x800, subStruct.tilesOffset);
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sub_80A6D60(&subStruct, gBattleAnimFogTilemap, 0);
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LoadPalette(&gUnknown_083970E8, subStruct.unk8 * 16, 32);
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sub_80A6B30(&animBg);
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LoadBgTiles(animBg.bgId, gWeatherFog1Tiles, 0x800, animBg.tilesOffset);
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sub_80A6D60(&animBg, gBattleAnimFogTilemap, 0);
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LoadPalette(&gUnknown_083970E8, animBg.paletteId * 16, 32);
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gTasks[taskId].func = AnimTask_Haze2;
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}
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void AnimTask_Haze2(u8 taskId)
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{
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struct UnknownAnimStruct2 subStruct;
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struct BattleAnimBgData animBg;
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gBattle_BG1_X += -1;
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gBattle_BG1_Y += 0;
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@@ -1245,7 +1245,7 @@ void AnimTask_Haze2(u8 taskId)
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}
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break;
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case 3:
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sub_80A6B30(&subStruct);
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sub_80A6B30(&animBg);
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sub_80A6C68(1);
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sub_80A6C68(2);
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@@ -1283,7 +1283,7 @@ void AnimThrowMistBall(struct Sprite *sprite)
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// Displays misty background in Mist Ball.
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void AnimTask_LoadMistTiles(u8 taskId)
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{
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struct UnknownAnimStruct2 subStruct;
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struct BattleAnimBgData animBg;
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SetGpuReg(REG_OFFSET_BLDCNT, BLDCNT_TGT1_BG1 | BLDCNT_EFFECT_BLEND | BLDCNT_TGT2_ALL);
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SetGpuReg(REG_OFFSET_BLDALPHA, BLDALPHA_BLEND(0, 16));
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@@ -1298,10 +1298,10 @@ void AnimTask_LoadMistTiles(u8 taskId)
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SetGpuReg(REG_OFFSET_BG1HOFS, gBattle_BG1_X);
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SetGpuReg(REG_OFFSET_BG1VOFS, gBattle_BG1_Y);
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sub_80A6B30(&subStruct);
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LoadBgTiles(subStruct.bgId, gWeatherFog1Tiles, 0x800, subStruct.tilesOffset);
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sub_80A6D60(&subStruct, gBattleAnimFogTilemap, 0);
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LoadPalette(&gUnknown_083970E8, subStruct.unk8 * 16, 32);
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sub_80A6B30(&animBg);
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LoadBgTiles(animBg.bgId, gWeatherFog1Tiles, 0x800, animBg.tilesOffset);
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sub_80A6D60(&animBg, gBattleAnimFogTilemap, 0);
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LoadPalette(&gUnknown_083970E8, animBg.paletteId * 16, 32);
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gTasks[taskId].data[15] = -1;
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gTasks[taskId].func = AnimTask_OverlayFogTiles;
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@@ -1309,7 +1309,7 @@ void AnimTask_LoadMistTiles(u8 taskId)
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void AnimTask_OverlayFogTiles(u8 taskId)
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{
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struct UnknownAnimStruct2 subStruct;
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struct BattleAnimBgData animBg;
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gBattle_BG1_X += gTasks[taskId].data[15];
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gBattle_BG1_Y += 0;
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@@ -1347,7 +1347,7 @@ void AnimTask_OverlayFogTiles(u8 taskId)
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}
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break;
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case 3:
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sub_80A6B30(&subStruct);
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sub_80A6B30(&animBg);
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sub_80A6C68(1);
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sub_80A6C68(2);
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@@ -1887,7 +1887,7 @@ void InitIceBallAnim(struct Sprite *sprite)
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// Throws the ball of ice in Ice Ball.
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void AnimThrowIceBall(struct Sprite *sprite)
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{
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if (!TranslateAnimArc(sprite))
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if (!TranslateAnimHorizontalArc(sprite))
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return;
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StartSpriteAnim(sprite, 1);
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