Rename battlerId to battler for consistency (#2126)
This commit is contained in:
+67
-67
@@ -592,30 +592,30 @@ static void Cmd_monbg(void)
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{
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bool8 toBG_2;
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u8 taskId;
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u8 battlerId;
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u8 battler;
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u8 animBattler;
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sBattleAnimScriptPtr++;
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animBattler = sBattleAnimScriptPtr[0];
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if (animBattler & ANIM_TARGET)
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battlerId = gBattleAnimTarget;
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battler = gBattleAnimTarget;
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else
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battlerId = gBattleAnimAttacker;
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battler = gBattleAnimAttacker;
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// Move designated battler to background
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if (IsBattlerSpriteVisible(battlerId))
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if (IsBattlerSpriteVisible(battler))
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{
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u8 position = GetBattlerPosition(battlerId);
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u8 position = GetBattlerPosition(battler);
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if (position == B_POSITION_OPPONENT_LEFT || position == B_POSITION_PLAYER_RIGHT || IsContest())
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toBG_2 = FALSE;
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else
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toBG_2 = TRUE;
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MoveBattlerSpriteToBG(battlerId, toBG_2, FALSE);
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MoveBattlerSpriteToBG(battler, toBG_2, FALSE);
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taskId = CreateTask(Task_InitUpdateMonBg, 10);
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gAnimVisualTaskCount++;
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gTasks[taskId].tBattlerId = battlerId;
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gTasks[taskId].tBattlerId = battler;
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gTasks[taskId].tInBg2 = toBG_2;
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gTasks[taskId].tActive = TRUE;
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gTasks[taskId].tIsPartner = FALSE;
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@@ -623,19 +623,19 @@ static void Cmd_monbg(void)
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}
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// Move battler's partner to background
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battlerId ^= BIT_FLANK;
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if (IsBattlerSpriteVisible(battlerId))
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battler ^= BIT_FLANK;
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if (IsBattlerSpriteVisible(battler))
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{
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u8 position = GetBattlerPosition(battlerId);
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u8 position = GetBattlerPosition(battler);
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if (position == B_POSITION_OPPONENT_LEFT || position == B_POSITION_PLAYER_RIGHT || IsContest())
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toBG_2 = FALSE;
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else
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toBG_2 = TRUE;
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MoveBattlerSpriteToBG(battlerId, toBG_2, FALSE);
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MoveBattlerSpriteToBG(battler, toBG_2, FALSE);
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taskId = CreateTask(Task_InitUpdateMonBg, 10);
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gAnimVisualTaskCount++;
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gTasks[taskId].tBattlerId = battlerId;
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gTasks[taskId].tBattlerId = battler;
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gTasks[taskId].tInBg2 = toBG_2;
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gTasks[taskId].tActive = TRUE;
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gTasks[taskId].tIsPartner = TRUE;
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@@ -646,26 +646,26 @@ static void Cmd_monbg(void)
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gAnimScriptCallback = WaitAnimFrameCount;
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}
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bool8 IsBattlerSpriteVisible(u8 battlerId)
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bool8 IsBattlerSpriteVisible(u8 battler)
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{
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if (IsContest())
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{
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if (battlerId == gBattleAnimAttacker)
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if (battler == gBattleAnimAttacker)
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return TRUE;
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else
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return FALSE;
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}
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if (!IsBattlerSpritePresent(battlerId))
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if (!IsBattlerSpritePresent(battler))
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return FALSE;
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if (IsContest())
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return TRUE; // This line won't ever be reached.
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if (!gBattleSpritesDataPtr->battlerData[battlerId].invisible || !gSprites[gBattlerSpriteIds[battlerId]].invisible)
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if (!gBattleSpritesDataPtr->battlerData[battler].invisible || !gSprites[gBattlerSpriteIds[battler]].invisible)
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return TRUE;
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return FALSE;
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}
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void MoveBattlerSpriteToBG(u8 battlerId, bool8 toBG_2, bool8 setSpriteInvisible)
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void MoveBattlerSpriteToBG(u8 battler, bool8 toBG_2, bool8 setSpriteInvisible)
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{
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struct BattleAnimBgData animBg;
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u8 battlerSpriteId;
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@@ -693,7 +693,7 @@ void MoveBattlerSpriteToBG(u8 battlerId, bool8 toBG_2, bool8 setSpriteInvisible)
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SetAnimBgAttribute(1, BG_ANIM_SCREEN_SIZE, 1);
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SetAnimBgAttribute(1, BG_ANIM_AREA_OVERFLOW_MODE, 0);
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battlerSpriteId = gBattlerSpriteIds[battlerId];
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battlerSpriteId = gBattlerSpriteIds[battler];
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gBattle_BG1_X = -(gSprites[battlerSpriteId].x + gSprites[battlerSpriteId].x2) + 0x20;
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if (IsContest() && IsSpeciesNotUnown(gContestResources->moveAnim->species))
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@@ -701,18 +701,18 @@ void MoveBattlerSpriteToBG(u8 battlerId, bool8 toBG_2, bool8 setSpriteInvisible)
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gBattle_BG1_Y = -(gSprites[battlerSpriteId].y + gSprites[battlerSpriteId].y2) + 0x20;
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if (setSpriteInvisible)
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gSprites[gBattlerSpriteIds[battlerId]].invisible = TRUE;
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gSprites[gBattlerSpriteIds[battler]].invisible = TRUE;
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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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LoadPalette(&gPlttBufferUnfaded[OBJ_PLTT_ID(battlerId)], BG_PLTT_ID(animBg.paletteId), PLTT_SIZE_4BPP);
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CpuCopy32(&gPlttBufferUnfaded[OBJ_PLTT_ID(battlerId)], (void *)(BG_PLTT + PLTT_OFFSET_4BPP(animBg.paletteId)), PLTT_SIZE_4BPP);
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LoadPalette(&gPlttBufferUnfaded[OBJ_PLTT_ID(battler)], BG_PLTT_ID(animBg.paletteId), PLTT_SIZE_4BPP);
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CpuCopy32(&gPlttBufferUnfaded[OBJ_PLTT_ID(battler)], (void *)(BG_PLTT + PLTT_OFFSET_4BPP(animBg.paletteId)), PLTT_SIZE_4BPP);
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if (IsContest())
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battlerPosition = 0;
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else
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battlerPosition = GetBattlerPosition(battlerId);
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battlerPosition = GetBattlerPosition(battler);
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DrawBattlerOnBg(1, 0, 0, battlerPosition, animBg.paletteId, animBg.bgTiles, animBg.bgTilemap, animBg.tilesOffset);
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@@ -730,21 +730,21 @@ void MoveBattlerSpriteToBG(u8 battlerId, bool8 toBG_2, bool8 setSpriteInvisible)
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SetAnimBgAttribute(2, BG_ANIM_SCREEN_SIZE, 1);
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SetAnimBgAttribute(2, BG_ANIM_AREA_OVERFLOW_MODE, 0);
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battlerSpriteId = gBattlerSpriteIds[battlerId];
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battlerSpriteId = gBattlerSpriteIds[battler];
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gBattle_BG2_X = -(gSprites[battlerSpriteId].x + gSprites[battlerSpriteId].x2) + 0x20;
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gBattle_BG2_Y = -(gSprites[battlerSpriteId].y + gSprites[battlerSpriteId].y2) + 0x20;
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if (setSpriteInvisible)
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gSprites[gBattlerSpriteIds[battlerId]].invisible = TRUE;
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gSprites[gBattlerSpriteIds[battler]].invisible = TRUE;
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SetGpuReg(REG_OFFSET_BG2HOFS, gBattle_BG2_X);
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SetGpuReg(REG_OFFSET_BG2VOFS, gBattle_BG2_Y);
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LoadPalette(&gPlttBufferUnfaded[OBJ_PLTT_ID(battlerId)], BG_PLTT_ID(9), PLTT_SIZE_4BPP);
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CpuCopy32(&gPlttBufferUnfaded[OBJ_PLTT_ID(battlerId)], (void *)(BG_PLTT + PLTT_OFFSET_4BPP(9)), PLTT_SIZE_4BPP);
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LoadPalette(&gPlttBufferUnfaded[OBJ_PLTT_ID(battler)], BG_PLTT_ID(9), PLTT_SIZE_4BPP);
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CpuCopy32(&gPlttBufferUnfaded[OBJ_PLTT_ID(battler)], (void *)(BG_PLTT + PLTT_OFFSET_4BPP(9)), PLTT_SIZE_4BPP);
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DrawBattlerOnBg(2, 0, 0, GetBattlerPosition(battlerId), animBg.paletteId, animBg.bgTiles + 0x1000, animBg.bgTilemap + 0x400, animBg.tilesOffset);
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DrawBattlerOnBg(2, 0, 0, GetBattlerPosition(battler), animBg.paletteId, animBg.bgTiles + 0x1000, animBg.bgTilemap + 0x400, animBg.tilesOffset);
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}
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}
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@@ -812,12 +812,12 @@ void ResetBattleAnimBg(bool8 toBG2)
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static void Task_UpdateMonBg(u8 taskId)
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{
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u8 spriteId, battlerId;
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u8 spriteId, battler;
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s16 x, y;
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struct BattleAnimBgData animBg;
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spriteId = gTasks[taskId].t2_SpriteId;
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battlerId = gTasks[taskId].t2_BattlerId;
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battler = gTasks[taskId].t2_BattlerId;
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GetBattleAnimBg1Data(&animBg);
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x = gTasks[taskId].t2_SpriteX - (gSprites[spriteId].x + gSprites[spriteId].x2);
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y = gTasks[taskId].t2_SpriteY - (gSprites[spriteId].y + gSprites[spriteId].y2);
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@@ -826,13 +826,13 @@ static void Task_UpdateMonBg(u8 taskId)
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{
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gBattle_BG1_X = x + gTasks[taskId].t2_BgX;
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gBattle_BG1_Y = y + gTasks[taskId].t2_BgY;
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CpuCopy32(&gPlttBufferFaded[OBJ_PLTT_ID(battlerId)], &gPlttBufferFaded[BG_PLTT_ID(animBg.paletteId)], PLTT_SIZE_4BPP);
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CpuCopy32(&gPlttBufferFaded[OBJ_PLTT_ID(battler)], &gPlttBufferFaded[BG_PLTT_ID(animBg.paletteId)], PLTT_SIZE_4BPP);
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}
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else
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{
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gBattle_BG2_X = x + gTasks[taskId].t2_BgX;
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gBattle_BG2_Y = y + gTasks[taskId].t2_BgY;
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CpuCopy32(&gPlttBufferFaded[OBJ_PLTT_ID(battlerId)], &gPlttBufferFaded[BG_PLTT_ID(9)], PLTT_SIZE_4BPP);
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CpuCopy32(&gPlttBufferFaded[OBJ_PLTT_ID(battler)], &gPlttBufferFaded[BG_PLTT_ID(9)], PLTT_SIZE_4BPP);
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}
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}
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@@ -852,7 +852,7 @@ static void Task_UpdateMonBg(u8 taskId)
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static void Cmd_clearmonbg(void)
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{
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u8 animBattlerId;
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u8 battlerId;
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u8 battler;
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u8 taskId;
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sBattleAnimScriptPtr++;
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@@ -864,20 +864,20 @@ static void Cmd_clearmonbg(void)
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animBattlerId = ANIM_DEF_PARTNER;
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if (animBattlerId == ANIM_ATTACKER || animBattlerId == ANIM_ATK_PARTNER)
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battlerId = gBattleAnimAttacker;
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battler = gBattleAnimAttacker;
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else
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battlerId = gBattleAnimTarget;
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battler = gBattleAnimTarget;
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if (sMonAnimTaskIdArray[0] != TASK_NONE)
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gSprites[gBattlerSpriteIds[battlerId]].invisible = FALSE;
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gSprites[gBattlerSpriteIds[battler]].invisible = FALSE;
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if (animBattlerId > 1 && sMonAnimTaskIdArray[1] != TASK_NONE)
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gSprites[gBattlerSpriteIds[BATTLE_PARTNER(battlerId)]].invisible = FALSE;
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gSprites[gBattlerSpriteIds[BATTLE_PARTNER(battler)]].invisible = FALSE;
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else
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animBattlerId = 0;
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taskId = CreateTask(Task_ClearMonBg, 5);
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gTasks[taskId].data[0] = animBattlerId;
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gTasks[taskId].data[2] = battlerId;
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gTasks[taskId].data[2] = battler;
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sBattleAnimScriptPtr++;
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}
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@@ -914,7 +914,7 @@ static void Task_ClearMonBg(u8 taskId)
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static void Cmd_monbg_static(void)
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{
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bool8 toBG_2;
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u8 battlerId;
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u8 battler;
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u8 animBattlerId;
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sBattleAnimScriptPtr++;
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@@ -927,31 +927,31 @@ static void Cmd_monbg_static(void)
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animBattlerId = ANIM_DEF_PARTNER;
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if (animBattlerId == ANIM_ATTACKER || animBattlerId == ANIM_ATK_PARTNER)
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battlerId = gBattleAnimAttacker;
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battler = gBattleAnimAttacker;
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else
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battlerId = gBattleAnimTarget;
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battler = gBattleAnimTarget;
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if (IsBattlerSpriteVisible(battlerId))
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if (IsBattlerSpriteVisible(battler))
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{
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u8 position = GetBattlerPosition(battlerId);
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u8 position = GetBattlerPosition(battler);
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if (position == B_POSITION_OPPONENT_LEFT || position == B_POSITION_PLAYER_RIGHT || IsContest())
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toBG_2 = FALSE;
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else
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toBG_2 = TRUE;
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MoveBattlerSpriteToBG(battlerId, toBG_2, FALSE);
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MoveBattlerSpriteToBG(battler, toBG_2, FALSE);
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}
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battlerId ^= BIT_FLANK;
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if (animBattlerId > 1 && IsBattlerSpriteVisible(battlerId))
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battler ^= BIT_FLANK;
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if (animBattlerId > 1 && IsBattlerSpriteVisible(battler))
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{
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u8 position = GetBattlerPosition(battlerId);
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u8 position = GetBattlerPosition(battler);
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if (position == B_POSITION_OPPONENT_LEFT || position == B_POSITION_PLAYER_RIGHT || IsContest())
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toBG_2 = FALSE;
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else
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toBG_2 = TRUE;
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MoveBattlerSpriteToBG(battlerId, toBG_2, FALSE);
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MoveBattlerSpriteToBG(battler, toBG_2, FALSE);
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}
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sBattleAnimScriptPtr++;
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@@ -960,7 +960,7 @@ static void Cmd_monbg_static(void)
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static void Cmd_clearmonbg_static(void)
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{
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u8 animBattlerId;
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u8 battlerId;
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u8 battler;
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u8 taskId;
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sBattleAnimScriptPtr++;
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@@ -972,20 +972,20 @@ static void Cmd_clearmonbg_static(void)
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animBattlerId = ANIM_DEF_PARTNER;
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if (animBattlerId == ANIM_ATTACKER || animBattlerId == ANIM_ATK_PARTNER)
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battlerId = gBattleAnimAttacker;
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battler = gBattleAnimAttacker;
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else
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battlerId = gBattleAnimTarget;
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battler = gBattleAnimTarget;
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if (IsBattlerSpriteVisible(battlerId))
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gSprites[gBattlerSpriteIds[battlerId]].invisible = FALSE;
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if (animBattlerId > 1 && IsBattlerSpriteVisible(BATTLE_PARTNER(battlerId)))
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gSprites[gBattlerSpriteIds[BATTLE_PARTNER(battlerId)]].invisible = FALSE;
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if (IsBattlerSpriteVisible(battler))
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gSprites[gBattlerSpriteIds[battler]].invisible = FALSE;
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if (animBattlerId > 1 && IsBattlerSpriteVisible(BATTLE_PARTNER(battler)))
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gSprites[gBattlerSpriteIds[BATTLE_PARTNER(battler)]].invisible = FALSE;
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else
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animBattlerId = 0;
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taskId = CreateTask(Task_ClearMonBgStatic, 5);
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gTasks[taskId].data[0] = animBattlerId;
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gTasks[taskId].data[2] = battlerId;
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gTasks[taskId].data[2] = battler;
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sBattleAnimScriptPtr++;
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}
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@@ -996,16 +996,16 @@ static void Task_ClearMonBgStatic(u8 taskId)
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if (gTasks[taskId].data[1] != 1)
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{
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bool8 toBG_2;
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u8 battlerId = gTasks[taskId].data[2];
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u8 position = GetBattlerPosition(battlerId);
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u8 battler = gTasks[taskId].data[2];
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u8 position = GetBattlerPosition(battler);
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if (position == B_POSITION_OPPONENT_LEFT || position == B_POSITION_PLAYER_RIGHT || IsContest())
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toBG_2 = FALSE;
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else
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toBG_2 = TRUE;
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if (IsBattlerSpriteVisible(battlerId))
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if (IsBattlerSpriteVisible(battler))
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ResetBattleAnimBg(toBG_2);
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if (gTasks[taskId].data[0] > 1 && IsBattlerSpriteVisible(BATTLE_PARTNER(battlerId)))
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if (gTasks[taskId].data[0] > 1 && IsBattlerSpriteVisible(BATTLE_PARTNER(battler)))
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ResetBattleAnimBg(toBG_2 ^ 1);
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DestroyTask(taskId);
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@@ -1687,19 +1687,19 @@ static void Cmd_jumpifcontest(void)
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static void Cmd_splitbgprio(void)
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{
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u8 wantedBattler;
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u8 battlerId;
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u8 battler;
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u8 battlerPosition;
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wantedBattler = sBattleAnimScriptPtr[1];
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sBattleAnimScriptPtr += 2;
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if (wantedBattler != ANIM_ATTACKER)
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battlerId = gBattleAnimTarget;
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battler = gBattleAnimTarget;
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else
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battlerId = gBattleAnimAttacker;
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battler = gBattleAnimAttacker;
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// Apply only if the given battler is the lead (on left from team's perspective)
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battlerPosition = GetBattlerPosition(battlerId);
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battlerPosition = GetBattlerPosition(battler);
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if (!IsContest() && (battlerPosition == B_POSITION_PLAYER_LEFT || battlerPosition == B_POSITION_OPPONENT_RIGHT))
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{
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SetAnimBgAttribute(1, BG_ANIM_PRIORITY, 1);
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@@ -1721,7 +1721,7 @@ static void Cmd_splitbgprio_foes(void)
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{
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u8 wantedBattler;
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u8 battlerPosition;
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u8 battlerId;
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u8 battler;
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wantedBattler = sBattleAnimScriptPtr[1];
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sBattleAnimScriptPtr += 2;
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@@ -1730,12 +1730,12 @@ static void Cmd_splitbgprio_foes(void)
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if (GetBattlerSide(gBattleAnimAttacker) != GetBattlerSide(gBattleAnimTarget))
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{
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if (wantedBattler != ANIM_ATTACKER)
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battlerId = gBattleAnimTarget;
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battler = gBattleAnimTarget;
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else
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battlerId = gBattleAnimAttacker;
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battler = gBattleAnimAttacker;
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|
||||
// Apply only if the given battler is the lead (on left from team's perspective)
|
||||
battlerPosition = GetBattlerPosition(battlerId);
|
||||
battlerPosition = GetBattlerPosition(battler);
|
||||
if (!IsContest() && (battlerPosition == B_POSITION_PLAYER_LEFT || battlerPosition == B_POSITION_OPPONENT_RIGHT))
|
||||
{
|
||||
SetAnimBgAttribute(1, BG_ANIM_PRIORITY, 1);
|
||||
|
||||
Reference in New Issue
Block a user