Identified task and sprite fields related to battle weather animations
Named task and sprite fields related to the animations for Hail, Rain Dance, and Sandstorm.
This commit is contained in:
@@ -13,11 +13,16 @@
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#include "constants/battle_anim.h"
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#include "constants/rgb.h"
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enum {
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HAILSTRUCTTYPE_NEGATIVE_POS_MOD = 0,
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HAILSTRUCTTYPE_POSITIVE_POS_MOD = 1,
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HAILSTRUCTTYPE_FIXED_POSITION = 2,
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};
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struct HailStruct {
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s32 x:10;
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s32 y:10;
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s32 bPosition:8;
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s32 unk3:4;
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s32 type:4;
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};
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static void AnimUnusedIceCrystalThrow(struct Sprite *);
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@@ -371,16 +376,16 @@ const struct SpriteTemplate gPoisonGasCloudSpriteTemplate =
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static const struct HailStruct sHailCoordData[] =
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{
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{.x = 100, .y = 120, .bPosition = B_POSITION_PLAYER_LEFT, .unk3 = 2},
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{.x = 85, .y = 120, .bPosition = B_POSITION_PLAYER_LEFT, .unk3 = 0},
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{.x = 242, .y = 120, .bPosition = B_POSITION_OPPONENT_LEFT, .unk3 = 1},
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{.x = 66, .y = 120, .bPosition = B_POSITION_PLAYER_RIGHT, .unk3 = 1},
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{.x = 182, .y = 120, .bPosition = B_POSITION_OPPONENT_RIGHT, .unk3 = 0},
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{.x = 60, .y = 120, .bPosition = B_POSITION_PLAYER_LEFT, .unk3 = 2},
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{.x = 214, .y = 120, .bPosition = B_POSITION_OPPONENT_LEFT, .unk3 = 0},
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{.x = 113, .y = 120, .bPosition = B_POSITION_PLAYER_LEFT, .unk3 = 1},
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{.x = 210, .y = 120, .bPosition = B_POSITION_OPPONENT_RIGHT, .unk3 = 1},
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{.x = 38, .y = 120, .bPosition = B_POSITION_PLAYER_RIGHT, .unk3 = 0},
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{.x = 100, .y = 120, .bPosition = B_POSITION_PLAYER_LEFT, .type = HAILSTRUCTTYPE_FIXED_POSITION},
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{.x = 85, .y = 120, .bPosition = B_POSITION_PLAYER_LEFT, .type = HAILSTRUCTTYPE_NEGATIVE_POS_MOD},
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{.x = 242, .y = 120, .bPosition = B_POSITION_OPPONENT_LEFT, .type = HAILSTRUCTTYPE_POSITIVE_POS_MOD},
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{.x = 66, .y = 120, .bPosition = B_POSITION_PLAYER_RIGHT, .type = HAILSTRUCTTYPE_POSITIVE_POS_MOD},
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{.x = 182, .y = 120, .bPosition = B_POSITION_OPPONENT_RIGHT, .type = HAILSTRUCTTYPE_NEGATIVE_POS_MOD},
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{.x = 60, .y = 120, .bPosition = B_POSITION_PLAYER_LEFT, .type = HAILSTRUCTTYPE_FIXED_POSITION},
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{.x = 214, .y = 120, .bPosition = B_POSITION_OPPONENT_LEFT, .type = HAILSTRUCTTYPE_NEGATIVE_POS_MOD},
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{.x = 113, .y = 120, .bPosition = B_POSITION_PLAYER_LEFT, .type = HAILSTRUCTTYPE_POSITIVE_POS_MOD},
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{.x = 210, .y = 120, .bPosition = B_POSITION_OPPONENT_RIGHT, .type = HAILSTRUCTTYPE_POSITIVE_POS_MOD},
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{.x = 38, .y = 120, .bPosition = B_POSITION_PLAYER_RIGHT, .type = HAILSTRUCTTYPE_NEGATIVE_POS_MOD},
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};
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static const union AffineAnimCmd sAffineAnim_HailParticle_0[] =
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@@ -1332,6 +1337,13 @@ static void MovePoisonGasCloud(struct Sprite *sprite)
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}
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}
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#define tState data[0]
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#define tSpriteCount data[1]
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#define tHailAffineAnimNum data[2]
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#define tHailStructId data[3]
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#define tInitialDelayTimer data[4]
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#define tHailSpawnTimer data[5]
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void AnimTask_Hail(u8 taskId)
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{
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struct Task *task = &gTasks[taskId];
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@@ -1342,71 +1354,86 @@ void AnimTask_Hail(u8 taskId)
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static void AnimTask_Hail2(u8 taskId)
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{
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struct Task *task = &gTasks[taskId];
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switch (task->data[0])
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switch (task->tState)
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{
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case 0:
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if (++task->data[4] > 2)
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if (++task->tInitialDelayTimer > 2)
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{
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task->data[4] = 0;
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task->data[5] = 0;
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task->data[2] = 0;
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task->data[0]++;
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task->tInitialDelayTimer = 0;
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task->tHailSpawnTimer = 0;
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task->tHailAffineAnimNum = 0;
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task->tState++;
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}
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break;
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case 1:
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if (task->data[5] == 0)
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if (task->tHailSpawnTimer == 0)
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{
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if (GenerateHailParticle(task->data[3], task->data[2], taskId, 1))
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task->data[1]++;
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if (GenerateHailParticle(task->tHailStructId, task->tHailAffineAnimNum, taskId, 1))
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task->tSpriteCount++;
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if (++task->data[2] == 3)
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if (++task->tHailAffineAnimNum == 3) // i.e. ARRAY_COUNT(sAffineAnims_HailParticle)
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{
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if (++task->data[3] == 10)
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task->data[0]++;
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if (++task->tHailStructId == 10) // i.e. ARRAY_COUNT(sHailCoordData)
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task->tState++;
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else
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task->data[0]--;
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task->tState--;
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}
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else
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{
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task->data[5] = 1;
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task->tHailSpawnTimer = 1;
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}
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}
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else
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{
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task->data[5]--;
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task->tHailSpawnTimer--;
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}
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break;
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case 2:
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if (task->data[1] == 0)
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if (task->tSpriteCount == 0)
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DestroyAnimVisualTask(taskId);
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break;
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}
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}
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#undef tState
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#undef tSpriteCount
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#undef tHailAffineAnimNum
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#undef tHailStructId
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#undef tInitialDelayTimer
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#undef tHailSpawnTimer
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// Hail falling particle sprite vars
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#define sSpawnImpactEffect data[0]
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#define sTargetX data[3]
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#define sTargetY data[4]
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#define sAffineAnimNum data[5]
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#define sOwnerTaskId data[6]
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#define sOwnerTaskSpriteCountField data[7]
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static bool8 GenerateHailParticle(u8 hailStructId, u8 affineAnimNum, u8 taskId, u8 c)
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{
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u8 id;
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s16 battlerX, battlerY;
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s16 spriteX;
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bool8 possibleBool = FALSE;
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s8 unk = sHailCoordData[hailStructId].unk3;
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bool8 shouldSpawnImpactEffect = FALSE;
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s8 type = sHailCoordData[hailStructId].type;
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if (unk != 2)
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if (type != HAILSTRUCTTYPE_FIXED_POSITION)
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{
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id = GetBattlerAtPosition(sHailCoordData[hailStructId].bPosition);
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if (IsBattlerSpriteVisible(id))
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{
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possibleBool = TRUE;
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shouldSpawnImpactEffect = TRUE;
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battlerX = GetBattlerSpriteCoord(id, BATTLER_COORD_X_2);
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battlerY = GetBattlerSpriteCoord(id, BATTLER_COORD_Y_PIC_OFFSET);
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switch (unk)
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switch (type)
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{
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case 0:
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case HAILSTRUCTTYPE_NEGATIVE_POS_MOD:
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battlerX -= GetBattlerSpriteCoordAttr(id, BATTLER_COORD_ATTR_WIDTH) / 6;
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battlerY -= GetBattlerSpriteCoordAttr(id, BATTLER_COORD_ATTR_HEIGHT) / 6;
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break;
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case 1:
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case HAILSTRUCTTYPE_POSITIVE_POS_MOD:
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battlerX += GetBattlerSpriteCoordAttr(id, BATTLER_COORD_ATTR_WIDTH) / 6;
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battlerY += GetBattlerSpriteCoordAttr(id, BATTLER_COORD_ATTR_HEIGHT) / 6;
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break;
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@@ -1432,12 +1459,12 @@ static bool8 GenerateHailParticle(u8 hailStructId, u8 affineAnimNum, u8 taskId,
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else
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{
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StartSpriteAffineAnim(&gSprites[id], affineAnimNum);
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gSprites[id].data[0] = possibleBool;
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gSprites[id].data[3] = battlerX;
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gSprites[id].data[4] = battlerY;
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gSprites[id].data[5] = affineAnimNum;
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gSprites[id].data[6] = taskId;
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gSprites[id].data[7] = c;
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gSprites[id].sSpawnImpactEffect = shouldSpawnImpactEffect;
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gSprites[id].sTargetX = battlerX;
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gSprites[id].sTargetY = battlerY;
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gSprites[id].sAffineAnimNum = affineAnimNum;
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gSprites[id].sOwnerTaskId = taskId;
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gSprites[id].sOwnerTaskSpriteCountField = c;
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return TRUE;
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}
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}
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@@ -1449,20 +1476,23 @@ static void AnimHailBegin(struct Sprite *sprite)
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sprite->x += 4;
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sprite->y += 8;
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if (sprite->x < sprite->data[3] && sprite->y < sprite->data[4])
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if (sprite->x < sprite->sTargetX && sprite->y < sprite->sTargetY)
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return;
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if (sprite->data[0] == 1 && sprite->data[5] == 0)
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if (sprite->sSpawnImpactEffect == 1 && sprite->sAffineAnimNum == 0)
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{
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spriteId = CreateSprite(&gIceCrystalHitLargeSpriteTemplate,
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sprite->data[3], sprite->data[4], sprite->subpriority);
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sprite->sTargetX, sprite->sTargetY, sprite->subpriority);
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sprite->data[0] = spriteId;
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if (spriteId != MAX_SPRITES)
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{
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// The sprite template we're using is shared amongst a few other
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// places, which make the sprite flicker. That's not what we want
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// here, though. Override the callback.
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gSprites[sprite->data[0]].callback = AnimHailContinue;
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gSprites[sprite->data[0]].data[6] = sprite->data[6];
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gSprites[sprite->data[0]].data[7] = sprite->data[7];
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gSprites[sprite->data[0]].sOwnerTaskId = sprite->sOwnerTaskId;
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gSprites[sprite->data[0]].sOwnerTaskSpriteCountField = sprite->sOwnerTaskSpriteCountField;
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}
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FreeOamMatrix(sprite->oam.matrixNum);
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@@ -1470,22 +1500,34 @@ static void AnimHailBegin(struct Sprite *sprite)
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}
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else
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{
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gTasks[sprite->data[6]].data[sprite->data[7]]--;
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gTasks[sprite->sOwnerTaskId].data[sprite->sOwnerTaskSpriteCountField]--;
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FreeOamMatrix(sprite->oam.matrixNum);
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DestroySprite(sprite);
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}
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}
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#undef sSpawnImpactEffect
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#undef sTargetX
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#undef sTargetY
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#undef sAffineAnimNum
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// Hail impact VFX sprite vars
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#define sTimer data[0]
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static void AnimHailContinue(struct Sprite *sprite)
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{
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if (++sprite->data[0] == 20)
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if (++sprite->sTimer == 20)
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{
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gTasks[sprite->data[6]].data[sprite->data[7]]--;
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gTasks[sprite->sOwnerTaskId].data[sprite->sOwnerTaskSpriteCountField]--;
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FreeOamMatrix(sprite->oam.matrixNum);
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DestroySprite(sprite);
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}
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}
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#undef sTimer
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#undef sOwnerTaskId
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#undef sOwnerTaskSpriteCountField
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// Initializes the animation for Ice Ball.
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// arg 0: initial x pixel offset
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// arg 1: initial y pixel offset
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@@ -388,6 +388,11 @@ static void AnimParticleInVortex_Step(struct Sprite *sprite)
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}
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}
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#define tBlendTimer data[10]
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#define tBlend data[11]
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#define tFullAlphaTimer data[11] // not a typo; this data field is used for multiple purposes
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#define tState data[12]
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void AnimTask_LoadSandstormBackground(u8 taskId)
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{
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int var0;
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@@ -430,45 +435,45 @@ static void AnimTask_LoadSandstormBackground_Step(u8 taskId)
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gBattle_BG1_Y += -1;
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switch (gTasks[taskId].data[12])
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switch (gTasks[taskId].tState)
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{
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case 0:
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if (++gTasks[taskId].data[10] == 4)
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if (++gTasks[taskId].tBlendTimer == 4)
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{
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gTasks[taskId].data[10] = 0;
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gTasks[taskId].data[11]++;
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SetGpuReg(REG_OFFSET_BLDALPHA, BLDALPHA_BLEND(gTasks[taskId].data[11], 16 - gTasks[taskId].data[11]));
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if (gTasks[taskId].data[11] == 7)
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gTasks[taskId].tBlendTimer = 0;
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gTasks[taskId].tBlend++;
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SetGpuReg(REG_OFFSET_BLDALPHA, BLDALPHA_BLEND(gTasks[taskId].tBlend, 16 - gTasks[taskId].tBlend));
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if (gTasks[taskId].tBlend == 7)
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{
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gTasks[taskId].data[12]++;
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gTasks[taskId].data[11] = 0;
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gTasks[taskId].tState++;
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gTasks[taskId].tFullAlphaTimer = 0;
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}
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}
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break;
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case 1:
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if (++gTasks[taskId].data[11] == 101)
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if (++gTasks[taskId].tFullAlphaTimer == 101)
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{
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gTasks[taskId].data[11] = 7;
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gTasks[taskId].data[12]++;
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gTasks[taskId].tBlend = 7;
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gTasks[taskId].tState++;
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}
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break;
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case 2:
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if (++gTasks[taskId].data[10] == 4)
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if (++gTasks[taskId].tBlendTimer == 4)
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{
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gTasks[taskId].data[10] = 0;
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gTasks[taskId].data[11]--;
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SetGpuReg(REG_OFFSET_BLDALPHA, BLDALPHA_BLEND(gTasks[taskId].data[11], 16 - gTasks[taskId].data[11]));
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if (gTasks[taskId].data[11] == 0)
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gTasks[taskId].tBlendTimer = 0;
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gTasks[taskId].tBlend--;
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SetGpuReg(REG_OFFSET_BLDALPHA, BLDALPHA_BLEND(gTasks[taskId].tBlend, 16 - gTasks[taskId].tBlend));
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if (gTasks[taskId].tBlend == 0)
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{
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gTasks[taskId].data[12]++;
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gTasks[taskId].data[11] = 0;
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gTasks[taskId].tState++;
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gTasks[taskId].tFullAlphaTimer = 0;
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}
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}
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break;
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case 3:
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GetBattleAnimBg1Data(&animBg);
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ClearBattleAnimBg(animBg.bgId);
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gTasks[taskId].data[12]++;
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gTasks[taskId].tState++;
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break;
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case 4:
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if (!IsContest())
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@@ -484,21 +489,36 @@ static void AnimTask_LoadSandstormBackground_Step(u8 taskId)
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}
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}
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#undef tBlendTimer
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#undef tBlend
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#undef tFullAlphaTimer
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#undef tState
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// Animates the sprites that fly diagonally across the screen
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// in Sandstorm and Heat Wave.
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// arg 0: initial y pixel offset
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// arg 1: projectile speed
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// arg 2: y pixel drop
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// arg 3: ??? unknown (possibly a color bit)
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#define sState data[0]
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#define sVelocityX data[1] // 256ths of a pixel // init'd from gBattleAnimArgs[1]
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#define sVelocityY data[2] // 256ths of a pixel // init'd from gBattleAnimArgs[2]
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#define sFractionalX data[3] // 256ths of a pixel
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#define sFractionalY data[4] // 256ths of a pixel
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#define sMirroredX data[5] // init'd from gBattleAnimArgs[3]
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// The fields named "velocity" are arguably more like "acceleration,"
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// and the fields named "fractional" are arguably more like "velocity."
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//
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// ...is what I WOULD say if the "fractional" fields weren't AND'd with
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// 0xFF after every frame.
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static void AnimFlyingSandCrescent(struct Sprite *sprite)
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{
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if (sprite->data[0] == 0)
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if (sprite->sState == 0)
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{
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if (gBattleAnimArgs[3] != 0 && GetBattlerSide(gBattleAnimAttacker) != B_SIDE_PLAYER)
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{
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sprite->x = DISPLAY_WIDTH + 64;
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gBattleAnimArgs[1] = -gBattleAnimArgs[1];
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sprite->data[5] = 1;
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sprite->sMirroredX = 1;
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sprite->oam.matrixNum = ST_OAM_HFLIP;
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}
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else
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@@ -508,18 +528,18 @@ static void AnimFlyingSandCrescent(struct Sprite *sprite)
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sprite->y = gBattleAnimArgs[0];
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SetSubspriteTables(sprite, sFlyingSandSubspriteTable);
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sprite->data[1] = gBattleAnimArgs[1];
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sprite->data[2] = gBattleAnimArgs[2];
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sprite->data[0]++;
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sprite->sVelocityX = gBattleAnimArgs[1];
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sprite->sVelocityY = gBattleAnimArgs[2];
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sprite->sState++;
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}
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else
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{
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sprite->data[3] += sprite->data[1];
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sprite->data[4] += sprite->data[2];
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sprite->x2 += (sprite->data[3] >> 8);
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sprite->y2 += (sprite->data[4] >> 8);
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sprite->data[3] &= 0xFF;
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sprite->data[4] &= 0xFF;
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sprite->sFractionalX += sprite->sVelocityX;
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sprite->sFractionalY += sprite->sVelocityY;
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sprite->x2 += (sprite->sFractionalX >> 8);
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sprite->y2 += (sprite->sFractionalY >> 8);
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sprite->sFractionalX &= 0xFF;
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sprite->sFractionalY &= 0xFF;
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if (sprite->data[5] == 0)
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{
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@@ -535,6 +555,13 @@ static void AnimFlyingSandCrescent(struct Sprite *sprite)
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}
|
||||
}
|
||||
|
||||
#undef sState
|
||||
#undef sVelocityX
|
||||
#undef sVelocityY
|
||||
#undef sFractionalX
|
||||
#undef sFractionalY
|
||||
#undef sMirroredX
|
||||
|
||||
// Animates the rising rocks in Ancient Power.
|
||||
// arg 0: initial x pixel offset
|
||||
// arg 1: initial y pixel offset
|
||||
|
||||
@@ -473,27 +473,37 @@ const struct SpriteTemplate gWeatherBallWaterDownSpriteTemplate =
|
||||
.callback = AnimWeatherBallDown,
|
||||
};
|
||||
|
||||
#define tRaindropSpawnTimer data[0]
|
||||
#define tRaindropUnused data[1]
|
||||
#define tRaindropSpawnInterval data[2]
|
||||
#define tRaindropSpawnDuration data[3] // number of frames over which we spawn raindrops
|
||||
|
||||
void AnimTask_CreateRaindrops(u8 taskId)
|
||||
{
|
||||
u8 x, y;
|
||||
|
||||
if (gTasks[taskId].data[0] == 0)
|
||||
if (gTasks[taskId].tRaindropSpawnTimer == 0)
|
||||
{
|
||||
gTasks[taskId].data[1] = gBattleAnimArgs[0];
|
||||
gTasks[taskId].data[2] = gBattleAnimArgs[1];
|
||||
gTasks[taskId].data[3] = gBattleAnimArgs[2];
|
||||
gTasks[taskId].tRaindropUnused = gBattleAnimArgs[0];
|
||||
gTasks[taskId].tRaindropSpawnInterval = gBattleAnimArgs[1];
|
||||
gTasks[taskId].tRaindropSpawnDuration = gBattleAnimArgs[2];
|
||||
}
|
||||
gTasks[taskId].data[0]++;
|
||||
if (gTasks[taskId].data[0] % gTasks[taskId].data[2] == 1)
|
||||
gTasks[taskId].tRaindropSpawnTimer++;
|
||||
if (gTasks[taskId].tRaindropSpawnTimer % gTasks[taskId].tRaindropSpawnInterval == 1)
|
||||
{
|
||||
x = Random2() % DISPLAY_WIDTH;
|
||||
y = Random2() % (DISPLAY_HEIGHT / 2);
|
||||
CreateSprite(&gRainDropSpriteTemplate, x, y, 4);
|
||||
}
|
||||
if (gTasks[taskId].data[0] == gTasks[taskId].data[3])
|
||||
if (gTasks[taskId].tRaindropSpawnTimer == gTasks[taskId].tRaindropSpawnDuration)
|
||||
DestroyAnimVisualTask(taskId);
|
||||
}
|
||||
|
||||
#undef tRaindropSpawnTimer
|
||||
#undef tRaindropUnused
|
||||
#undef tRaindropSpawnInterval
|
||||
#undef tRaindropSpawnDuration
|
||||
|
||||
static void AnimRainDrop(struct Sprite *sprite)
|
||||
{
|
||||
sprite->callback = AnimRainDrop_Step;
|
||||
@@ -503,6 +513,10 @@ static void AnimRainDrop_Step(struct Sprite *sprite)
|
||||
{
|
||||
if (++sprite->data[0] <= 13)
|
||||
{
|
||||
//
|
||||
// Make the raindrop fall, but only until it reaches the
|
||||
// impact/splash frames of its animation.
|
||||
//
|
||||
sprite->x2++;
|
||||
sprite->y2 += 4;
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user