start working on battle controllers, especially player
This commit is contained in:
@@ -6118,22 +6118,22 @@ static void atk5A_yesnoboxlearnmove(void)
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sub_814F9EC(gText_BattleYesNoChoice, 0xC);
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gBattleScripting.learnMoveState++;
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gBattleCommunication[CURSOR_POSITION] = 0;
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BattleCreateCursorAt(0);
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BattleCreateYesNoCursorAt(0);
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break;
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case 1:
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if (gMain.newKeys & DPAD_UP && gBattleCommunication[CURSOR_POSITION] != 0)
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{
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PlaySE(SE_SELECT);
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BattleDestroyCursorAt(gBattleCommunication[CURSOR_POSITION]);
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BattleDestroyYesNoCursorAt(gBattleCommunication[CURSOR_POSITION]);
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gBattleCommunication[CURSOR_POSITION] = 0;
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BattleCreateCursorAt(0);
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BattleCreateYesNoCursorAt(0);
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}
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if (gMain.newKeys & DPAD_DOWN && gBattleCommunication[CURSOR_POSITION] == 0)
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{
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PlaySE(SE_SELECT);
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BattleDestroyCursorAt(gBattleCommunication[CURSOR_POSITION]);
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BattleDestroyYesNoCursorAt(gBattleCommunication[CURSOR_POSITION]);
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gBattleCommunication[CURSOR_POSITION] = 1;
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BattleCreateCursorAt(1);
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BattleCreateYesNoCursorAt(1);
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}
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if (gMain.newKeys & A_BUTTON)
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{
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@@ -6235,22 +6235,22 @@ static void atk5B_yesnoboxstoplearningmove(void)
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sub_814F9EC(gText_BattleYesNoChoice, 0xC);
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gBattleScripting.learnMoveState++;
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gBattleCommunication[CURSOR_POSITION] = 0;
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BattleCreateCursorAt(0);
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BattleCreateYesNoCursorAt(0);
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break;
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case 1:
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if (gMain.newKeys & DPAD_UP && gBattleCommunication[CURSOR_POSITION] != 0)
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{
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PlaySE(SE_SELECT);
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BattleDestroyCursorAt(gBattleCommunication[CURSOR_POSITION]);
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BattleDestroyYesNoCursorAt(gBattleCommunication[CURSOR_POSITION]);
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gBattleCommunication[CURSOR_POSITION] = 0;
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BattleCreateCursorAt(0);
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BattleCreateYesNoCursorAt(0);
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}
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if (gMain.newKeys & DPAD_DOWN && gBattleCommunication[CURSOR_POSITION] == 0)
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{
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PlaySE(SE_SELECT);
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BattleDestroyCursorAt(gBattleCommunication[CURSOR_POSITION]);
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BattleDestroyYesNoCursorAt(gBattleCommunication[CURSOR_POSITION]);
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gBattleCommunication[CURSOR_POSITION] = 1;
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BattleCreateCursorAt(1);
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BattleCreateYesNoCursorAt(1);
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}
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if (gMain.newKeys & A_BUTTON)
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{
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@@ -6531,22 +6531,22 @@ static void atk67_yesnobox(void)
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sub_814F9EC(gText_BattleYesNoChoice, 0xC);
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gBattleCommunication[0]++;
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gBattleCommunication[CURSOR_POSITION] = 0;
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BattleCreateCursorAt(0);
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BattleCreateYesNoCursorAt(0);
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break;
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case 1:
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if (gMain.newKeys & DPAD_UP && gBattleCommunication[CURSOR_POSITION] != 0)
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{
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PlaySE(SE_SELECT);
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BattleDestroyCursorAt(gBattleCommunication[CURSOR_POSITION]);
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BattleDestroyYesNoCursorAt(gBattleCommunication[CURSOR_POSITION]);
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gBattleCommunication[CURSOR_POSITION] = 0;
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BattleCreateCursorAt(0);
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BattleCreateYesNoCursorAt(0);
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}
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if (gMain.newKeys & DPAD_DOWN && gBattleCommunication[CURSOR_POSITION] == 0)
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{
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PlaySE(SE_SELECT);
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BattleDestroyCursorAt(gBattleCommunication[CURSOR_POSITION]);
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BattleDestroyYesNoCursorAt(gBattleCommunication[CURSOR_POSITION]);
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gBattleCommunication[CURSOR_POSITION] = 1;
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BattleCreateCursorAt(1);
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BattleCreateYesNoCursorAt(1);
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}
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if (gMain.newKeys & B_BUTTON)
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{
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@@ -11286,7 +11286,7 @@ void sub_8056A3C(u8 xStart, u8 yStart, u8 xEnd, u8 yEnd, u8 flags)
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}
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}
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void BattleCreateCursorAt(u8 cursorPosition)
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void BattleCreateYesNoCursorAt(u8 cursorPosition)
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{
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u16 src[2];
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src[0] = 1;
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@@ -11296,7 +11296,7 @@ void BattleCreateCursorAt(u8 cursorPosition)
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CopyBgTilemapBufferToVram(0);
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}
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void BattleDestroyCursorAt(u8 cursorPosition)
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void BattleDestroyYesNoCursorAt(u8 cursorPosition)
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{
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u16 src[2];
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src[0] = 0x1016;
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@@ -11315,22 +11315,22 @@ static void atkF3_nickname_caught_poke(void)
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sub_814F9EC(gText_BattleYesNoChoice, 0xC);
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gBattleCommunication[MULTIUSE_STATE]++;
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gBattleCommunication[CURSOR_POSITION] = 0;
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BattleCreateCursorAt(0);
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BattleCreateYesNoCursorAt(0);
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break;
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case 1:
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if (gMain.newKeys & DPAD_UP && gBattleCommunication[CURSOR_POSITION] != 0)
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{
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PlaySE(SE_SELECT);
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BattleDestroyCursorAt(gBattleCommunication[CURSOR_POSITION]);
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BattleDestroyYesNoCursorAt(gBattleCommunication[CURSOR_POSITION]);
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gBattleCommunication[CURSOR_POSITION] = 0;
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BattleCreateCursorAt(0);
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BattleCreateYesNoCursorAt(0);
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}
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if (gMain.newKeys & DPAD_DOWN && gBattleCommunication[CURSOR_POSITION] == 0)
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{
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PlaySE(SE_SELECT);
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BattleDestroyCursorAt(gBattleCommunication[CURSOR_POSITION]);
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BattleDestroyYesNoCursorAt(gBattleCommunication[CURSOR_POSITION]);
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gBattleCommunication[CURSOR_POSITION] = 1;
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BattleCreateCursorAt(1);
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BattleCreateYesNoCursorAt(1);
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}
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if (gMain.newKeys & A_BUTTON)
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{
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