More usage of ST_OAM constants and SPRITE macros
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@@ -1334,7 +1334,7 @@ static void PlayerPartnerHandleDrawTrainerPic(void)
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gSprites[gBattlerSpriteIds[gActiveBattler]].pos2.y = 48;
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gSprites[gBattlerSpriteIds[gActiveBattler]].data[0] = -2;
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gSprites[gBattlerSpriteIds[gActiveBattler]].callback = sub_805D7AC;
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gSprites[gBattlerSpriteIds[gActiveBattler]].oam.affineMode = 0;
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gSprites[gBattlerSpriteIds[gActiveBattler]].oam.affineMode = ST_OAM_AFFINE_OFF;
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gSprites[gBattlerSpriteIds[gActiveBattler]].hFlip = 1;
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}
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@@ -1444,7 +1444,7 @@ static void PlayerPartnerDoMoveAnimation(void)
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case 1:
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if (!gBattleSpritesDataPtr->healthBoxesData[gActiveBattler].specialAnimActive)
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{
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sub_805EB9C(0);
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sub_805EB9C(ST_OAM_AFFINE_OFF);
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DoMoveAnim(move);
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gBattleSpritesDataPtr->healthBoxesData[gActiveBattler].animationState = 2;
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}
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@@ -1453,7 +1453,7 @@ static void PlayerPartnerDoMoveAnimation(void)
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gAnimScriptCallback();
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if (!gAnimScriptActive)
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{
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sub_805EB9C(1);
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sub_805EB9C(ST_OAM_AFFINE_NORMAL);
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if (gBattleSpritesDataPtr->battlerData[gActiveBattler].behindSubstitute && multihit < 2)
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{
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InitAndLaunchSpecialAnimation(gActiveBattler, gActiveBattler, gActiveBattler, B_ANIM_MON_TO_SUBSTITUTE);
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