Add BattlerId enum and document (#2135)

This commit is contained in:
Alex
2025-05-11 08:36:39 +02:00
committed by GitHub
parent baf5be2035
commit 51b000860b
4 changed files with 142 additions and 131 deletions

View File

@@ -23,12 +23,23 @@
* +---------------------------+
*/
#define MAX_BATTLERS_COUNT 4
enum BattlerPosition
{
B_POSITION_PLAYER_LEFT,
B_POSITION_OPPONENT_LEFT,
B_POSITION_PLAYER_RIGHT,
B_POSITION_OPPONENT_RIGHT,
MAX_POSITION_COUNT,
};
#define B_POSITION_PLAYER_LEFT 0
#define B_POSITION_OPPONENT_LEFT 1
#define B_POSITION_PLAYER_RIGHT 2
#define B_POSITION_OPPONENT_RIGHT 3
enum BattlerId
{
B_BATTLER_0,
B_BATTLER_1,
B_BATTLER_2,
B_BATTLER_3,
MAX_BATTLERS_COUNT,
};
// These macros can be used with either battler ID or positions to get the partner or the opposite mon
#define BATTLE_OPPOSITE(id) ((id) ^ BIT_SIDE)

View File

@@ -114,31 +114,31 @@ static void InitSinglePlayerBtlControllers(void)
if (gBattleTypeFlags & BATTLE_TYPE_RECORDED)
{
gBattlerControllerFuncs[0] = SetControllerToRecordedPlayer;
gBattlerPositions[0] = B_POSITION_PLAYER_LEFT;
gBattlerControllerFuncs[B_BATTLER_0] = SetControllerToRecordedPlayer;
gBattlerPositions[B_BATTLER_0] = B_POSITION_PLAYER_LEFT;
gBattlerControllerFuncs[1] = SetControllerToOpponent;
gBattlerPositions[1] = B_POSITION_OPPONENT_LEFT;
gBattlerControllerFuncs[B_BATTLER_1] = SetControllerToOpponent;
gBattlerPositions[B_BATTLER_1] = B_POSITION_OPPONENT_LEFT;
gBattlerControllerFuncs[2] = SetControllerToPlayerPartner;
gBattlerPositions[2] = B_POSITION_PLAYER_RIGHT;
gBattlerControllerFuncs[B_BATTLER_2] = SetControllerToPlayerPartner;
gBattlerPositions[B_BATTLER_2] = B_POSITION_PLAYER_RIGHT;
gBattlerControllerFuncs[3] = SetControllerToOpponent;
gBattlerPositions[3] = B_POSITION_OPPONENT_RIGHT;
gBattlerControllerFuncs[B_BATTLER_3] = SetControllerToOpponent;
gBattlerPositions[B_BATTLER_3] = B_POSITION_OPPONENT_RIGHT;
}
else
{
gBattlerControllerFuncs[0] = SetControllerToPlayer;
gBattlerPositions[0] = B_POSITION_PLAYER_LEFT;
gBattlerControllerFuncs[B_BATTLER_0] = SetControllerToPlayer;
gBattlerPositions[B_BATTLER_0] = B_POSITION_PLAYER_LEFT;
gBattlerControllerFuncs[1] = SetControllerToOpponent;
gBattlerPositions[1] = B_POSITION_OPPONENT_LEFT;
gBattlerControllerFuncs[B_BATTLER_1] = SetControllerToOpponent;
gBattlerPositions[B_BATTLER_1] = B_POSITION_OPPONENT_LEFT;
gBattlerControllerFuncs[2] = SetControllerToPlayerPartner;
gBattlerPositions[2] = B_POSITION_PLAYER_RIGHT;
gBattlerControllerFuncs[B_BATTLER_2] = SetControllerToPlayerPartner;
gBattlerPositions[B_BATTLER_2] = B_POSITION_PLAYER_RIGHT;
gBattlerControllerFuncs[3] = SetControllerToOpponent;
gBattlerPositions[3] = B_POSITION_OPPONENT_RIGHT;
gBattlerControllerFuncs[B_BATTLER_3] = SetControllerToOpponent;
gBattlerPositions[B_BATTLER_3] = B_POSITION_OPPONENT_RIGHT;
}
gBattlersCount = MAX_BATTLERS_COUNT;
@@ -158,16 +158,16 @@ static void InitSinglePlayerBtlControllers(void)
gBattleMainFunc = BeginBattleIntro;
if (gBattleTypeFlags & BATTLE_TYPE_SAFARI)
gBattlerControllerFuncs[0] = SetControllerToSafari;
gBattlerControllerFuncs[B_BATTLER_0] = SetControllerToSafari;
else if (gBattleTypeFlags & BATTLE_TYPE_WALLY_TUTORIAL)
gBattlerControllerFuncs[0] = SetControllerToWally;
gBattlerControllerFuncs[B_BATTLER_0] = SetControllerToWally;
else
gBattlerControllerFuncs[0] = SetControllerToPlayer;
gBattlerControllerFuncs[B_BATTLER_0] = SetControllerToPlayer;
gBattlerPositions[0] = B_POSITION_PLAYER_LEFT;
gBattlerPositions[B_BATTLER_0] = B_POSITION_PLAYER_LEFT;
gBattlerControllerFuncs[1] = SetControllerToOpponent;
gBattlerPositions[1] = B_POSITION_OPPONENT_LEFT;
gBattlerControllerFuncs[B_BATTLER_1] = SetControllerToOpponent;
gBattlerPositions[B_BATTLER_1] = B_POSITION_OPPONENT_LEFT;
gBattlersCount = 2;
@@ -179,32 +179,32 @@ static void InitSinglePlayerBtlControllers(void)
{
gBattleMainFunc = BeginBattleIntro;
gBattlerControllerFuncs[0] = SetControllerToRecordedPlayer;
gBattlerPositions[0] = B_POSITION_PLAYER_LEFT;
gBattlerControllerFuncs[B_BATTLER_0] = SetControllerToRecordedPlayer;
gBattlerPositions[B_BATTLER_0] = B_POSITION_PLAYER_LEFT;
gBattlerControllerFuncs[1] = SetControllerToRecordedOpponent;
gBattlerPositions[1] = B_POSITION_OPPONENT_LEFT;
gBattlerControllerFuncs[B_BATTLER_1] = SetControllerToRecordedOpponent;
gBattlerPositions[B_BATTLER_1] = B_POSITION_OPPONENT_LEFT;
gBattlersCount = 2;
}
else // see how the banks are switched
{
gBattlerControllerFuncs[1] = SetControllerToRecordedPlayer;
gBattlerPositions[1] = B_POSITION_PLAYER_LEFT;
gBattlerControllerFuncs[B_BATTLER_1] = SetControllerToRecordedPlayer;
gBattlerPositions[B_BATTLER_1] = B_POSITION_PLAYER_LEFT;
gBattlerControllerFuncs[0] = SetControllerToRecordedOpponent;
gBattlerPositions[0] = B_POSITION_OPPONENT_LEFT;
gBattlerControllerFuncs[B_BATTLER_0] = SetControllerToRecordedOpponent;
gBattlerPositions[B_BATTLER_0] = B_POSITION_OPPONENT_LEFT;
gBattlersCount = 2;
}
}
else
{
gBattlerControllerFuncs[0] = SetControllerToRecordedPlayer;
gBattlerPositions[0] = B_POSITION_PLAYER_LEFT;
gBattlerControllerFuncs[B_BATTLER_0] = SetControllerToRecordedPlayer;
gBattlerPositions[B_BATTLER_0] = B_POSITION_PLAYER_LEFT;
gBattlerControllerFuncs[1] = SetControllerToOpponent;
gBattlerPositions[1] = B_POSITION_OPPONENT_LEFT;
gBattlerControllerFuncs[B_BATTLER_1] = SetControllerToOpponent;
gBattlerPositions[B_BATTLER_1] = B_POSITION_OPPONENT_LEFT;
}
}
}
@@ -212,17 +212,17 @@ static void InitSinglePlayerBtlControllers(void)
{
gBattleMainFunc = BeginBattleIntro;
gBattlerControllerFuncs[0] = SetControllerToPlayer;
gBattlerPositions[0] = B_POSITION_PLAYER_LEFT;
gBattlerControllerFuncs[B_BATTLER_0] = SetControllerToPlayer;
gBattlerPositions[B_BATTLER_0] = B_POSITION_PLAYER_LEFT;
gBattlerControllerFuncs[1] = SetControllerToOpponent;
gBattlerPositions[1] = B_POSITION_OPPONENT_LEFT;
gBattlerControllerFuncs[B_BATTLER_1] = SetControllerToOpponent;
gBattlerPositions[B_BATTLER_1] = B_POSITION_OPPONENT_LEFT;
gBattlerControllerFuncs[2] = SetControllerToPlayer;
gBattlerPositions[2] = B_POSITION_PLAYER_RIGHT;
gBattlerControllerFuncs[B_BATTLER_2] = SetControllerToPlayer;
gBattlerPositions[B_BATTLER_2] = B_POSITION_PLAYER_RIGHT;
gBattlerControllerFuncs[3] = SetControllerToOpponent;
gBattlerPositions[3] = B_POSITION_OPPONENT_RIGHT;
gBattlerControllerFuncs[B_BATTLER_3] = SetControllerToOpponent;
gBattlerPositions[B_BATTLER_3] = B_POSITION_OPPONENT_RIGHT;
gBattlersCount = MAX_BATTLERS_COUNT;
@@ -232,17 +232,17 @@ static void InitSinglePlayerBtlControllers(void)
{
gBattleMainFunc = BeginBattleIntro;
gBattlerControllerFuncs[0] = SetControllerToRecordedPlayer;
gBattlerPositions[0] = B_POSITION_PLAYER_LEFT;
gBattlerControllerFuncs[B_BATTLER_0] = SetControllerToRecordedPlayer;
gBattlerPositions[B_BATTLER_0] = B_POSITION_PLAYER_LEFT;
gBattlerControllerFuncs[1] = SetControllerToOpponent;
gBattlerPositions[1] = B_POSITION_OPPONENT_LEFT;
gBattlerControllerFuncs[B_BATTLER_1] = SetControllerToOpponent;
gBattlerPositions[B_BATTLER_1] = B_POSITION_OPPONENT_LEFT;
gBattlerControllerFuncs[2] = SetControllerToRecordedPlayer;
gBattlerPositions[2] = B_POSITION_PLAYER_RIGHT;
gBattlerControllerFuncs[B_BATTLER_2] = SetControllerToRecordedPlayer;
gBattlerPositions[B_BATTLER_2] = B_POSITION_PLAYER_RIGHT;
gBattlerControllerFuncs[3] = SetControllerToOpponent;
gBattlerPositions[3] = B_POSITION_OPPONENT_RIGHT;
gBattlerControllerFuncs[B_BATTLER_3] = SetControllerToOpponent;
gBattlerPositions[B_BATTLER_3] = B_POSITION_OPPONENT_RIGHT;
gBattlersCount = MAX_BATTLERS_COUNT;
@@ -330,52 +330,52 @@ static void InitSinglePlayerBtlControllers(void)
}
else if (gBattleTypeFlags & BATTLE_TYPE_IS_MASTER)
{
gBattlerControllerFuncs[0] = SetControllerToRecordedPlayer;
gBattlerPositions[0] = B_POSITION_PLAYER_LEFT;
gBattlerControllerFuncs[B_BATTLER_0] = SetControllerToRecordedPlayer;
gBattlerPositions[B_BATTLER_0] = B_POSITION_PLAYER_LEFT;
gBattlerControllerFuncs[2] = SetControllerToRecordedPlayer;
gBattlerPositions[2] = B_POSITION_PLAYER_RIGHT;
gBattlerControllerFuncs[B_BATTLER_2] = SetControllerToRecordedPlayer;
gBattlerPositions[B_BATTLER_2] = B_POSITION_PLAYER_RIGHT;
if (gBattleTypeFlags & BATTLE_TYPE_RECORDED_LINK)
{
gBattlerControllerFuncs[1] = SetControllerToRecordedOpponent;
gBattlerPositions[1] = B_POSITION_OPPONENT_LEFT;
gBattlerControllerFuncs[B_BATTLER_1] = SetControllerToRecordedOpponent;
gBattlerPositions[B_BATTLER_1] = B_POSITION_OPPONENT_LEFT;
gBattlerControllerFuncs[3] = SetControllerToRecordedOpponent;
gBattlerPositions[3] = B_POSITION_OPPONENT_RIGHT;
gBattlerControllerFuncs[B_BATTLER_3] = SetControllerToRecordedOpponent;
gBattlerPositions[B_BATTLER_3] = B_POSITION_OPPONENT_RIGHT;
}
else
{
gBattlerControllerFuncs[1] = SetControllerToOpponent;
gBattlerPositions[1] = B_POSITION_OPPONENT_LEFT;
gBattlerControllerFuncs[B_BATTLER_1] = SetControllerToOpponent;
gBattlerPositions[B_BATTLER_1] = B_POSITION_OPPONENT_LEFT;
gBattlerControllerFuncs[3] = SetControllerToOpponent;
gBattlerPositions[3] = B_POSITION_OPPONENT_RIGHT;
gBattlerControllerFuncs[B_BATTLER_3] = SetControllerToOpponent;
gBattlerPositions[B_BATTLER_3] = B_POSITION_OPPONENT_RIGHT;
}
}
else
{
gBattlerControllerFuncs[1] = SetControllerToRecordedPlayer;
gBattlerPositions[1] = B_POSITION_PLAYER_LEFT;
gBattlerControllerFuncs[B_BATTLER_1] = SetControllerToRecordedPlayer;
gBattlerPositions[B_BATTLER_1] = B_POSITION_PLAYER_LEFT;
gBattlerControllerFuncs[3] = SetControllerToRecordedPlayer;
gBattlerPositions[3] = B_POSITION_PLAYER_RIGHT;
gBattlerControllerFuncs[B_BATTLER_3] = SetControllerToRecordedPlayer;
gBattlerPositions[B_BATTLER_3] = B_POSITION_PLAYER_RIGHT;
if (gBattleTypeFlags & BATTLE_TYPE_RECORDED_LINK)
{
gBattlerControllerFuncs[0] = SetControllerToRecordedOpponent;
gBattlerPositions[0] = B_POSITION_OPPONENT_LEFT;
gBattlerControllerFuncs[B_BATTLER_0] = SetControllerToRecordedOpponent;
gBattlerPositions[B_BATTLER_0] = B_POSITION_OPPONENT_LEFT;
gBattlerControllerFuncs[2] = SetControllerToRecordedOpponent;
gBattlerPositions[2] = B_POSITION_OPPONENT_RIGHT;
gBattlerControllerFuncs[B_BATTLER_2] = SetControllerToRecordedOpponent;
gBattlerPositions[B_BATTLER_2] = B_POSITION_OPPONENT_RIGHT;
}
else
{
gBattlerControllerFuncs[0] = SetControllerToOpponent;
gBattlerPositions[0] = B_POSITION_OPPONENT_LEFT;
gBattlerControllerFuncs[B_BATTLER_0] = SetControllerToOpponent;
gBattlerPositions[B_BATTLER_0] = B_POSITION_OPPONENT_LEFT;
gBattlerControllerFuncs[2] = SetControllerToOpponent;
gBattlerPositions[2] = B_POSITION_OPPONENT_RIGHT;
gBattlerControllerFuncs[B_BATTLER_2] = SetControllerToOpponent;
gBattlerPositions[B_BATTLER_2] = B_POSITION_OPPONENT_RIGHT;
}
}
}
@@ -393,21 +393,21 @@ static void InitLinkBtlControllers(void)
{
gBattleMainFunc = BeginBattleIntro;
gBattlerControllerFuncs[0] = SetControllerToPlayer;
gBattlerPositions[0] = B_POSITION_PLAYER_LEFT;
gBattlerControllerFuncs[B_BATTLER_0] = SetControllerToPlayer;
gBattlerPositions[B_BATTLER_0] = B_POSITION_PLAYER_LEFT;
gBattlerControllerFuncs[1] = SetControllerToLinkOpponent;
gBattlerPositions[1] = B_POSITION_OPPONENT_LEFT;
gBattlerControllerFuncs[B_BATTLER_1] = SetControllerToLinkOpponent;
gBattlerPositions[B_BATTLER_1] = B_POSITION_OPPONENT_LEFT;
gBattlersCount = 2;
}
else
{
gBattlerControllerFuncs[1] = SetControllerToPlayer;
gBattlerPositions[1] = B_POSITION_PLAYER_LEFT;
gBattlerControllerFuncs[B_BATTLER_1] = SetControllerToPlayer;
gBattlerPositions[B_BATTLER_1] = B_POSITION_PLAYER_LEFT;
gBattlerControllerFuncs[0] = SetControllerToLinkOpponent;
gBattlerPositions[0] = B_POSITION_OPPONENT_LEFT;
gBattlerControllerFuncs[B_BATTLER_0] = SetControllerToLinkOpponent;
gBattlerPositions[B_BATTLER_0] = B_POSITION_OPPONENT_LEFT;
gBattlersCount = 2;
}
@@ -418,33 +418,33 @@ static void InitLinkBtlControllers(void)
{
gBattleMainFunc = BeginBattleIntro;
gBattlerControllerFuncs[0] = SetControllerToPlayer;
gBattlerPositions[0] = B_POSITION_PLAYER_LEFT;
gBattlerControllerFuncs[B_BATTLER_0] = SetControllerToPlayer;
gBattlerPositions[B_BATTLER_0] = B_POSITION_PLAYER_LEFT;
gBattlerControllerFuncs[1] = SetControllerToLinkOpponent;
gBattlerPositions[1] = B_POSITION_OPPONENT_LEFT;
gBattlerControllerFuncs[B_BATTLER_1] = SetControllerToLinkOpponent;
gBattlerPositions[B_BATTLER_1] = B_POSITION_OPPONENT_LEFT;
gBattlerControllerFuncs[2] = SetControllerToPlayer;
gBattlerPositions[2] = B_POSITION_PLAYER_RIGHT;
gBattlerControllerFuncs[B_BATTLER_2] = SetControllerToPlayer;
gBattlerPositions[B_BATTLER_2] = B_POSITION_PLAYER_RIGHT;
gBattlerControllerFuncs[3] = SetControllerToLinkOpponent;
gBattlerPositions[3] = B_POSITION_OPPONENT_RIGHT;
gBattlerControllerFuncs[B_BATTLER_3] = SetControllerToLinkOpponent;
gBattlerPositions[B_BATTLER_3] = B_POSITION_OPPONENT_RIGHT;
gBattlersCount = MAX_BATTLERS_COUNT;
}
else
{
gBattlerControllerFuncs[1] = SetControllerToPlayer;
gBattlerPositions[1] = B_POSITION_PLAYER_LEFT;
gBattlerControllerFuncs[B_BATTLER_1] = SetControllerToPlayer;
gBattlerPositions[B_BATTLER_1] = B_POSITION_PLAYER_LEFT;
gBattlerControllerFuncs[0] = SetControllerToLinkOpponent;
gBattlerPositions[0] = B_POSITION_OPPONENT_LEFT;
gBattlerControllerFuncs[B_BATTLER_0] = SetControllerToLinkOpponent;
gBattlerPositions[B_BATTLER_0] = B_POSITION_OPPONENT_LEFT;
gBattlerControllerFuncs[3] = SetControllerToPlayer;
gBattlerPositions[3] = B_POSITION_PLAYER_RIGHT;
gBattlerControllerFuncs[B_BATTLER_3] = SetControllerToPlayer;
gBattlerPositions[B_BATTLER_3] = B_POSITION_PLAYER_RIGHT;
gBattlerControllerFuncs[2] = SetControllerToLinkOpponent;
gBattlerPositions[2] = B_POSITION_OPPONENT_RIGHT;
gBattlerControllerFuncs[B_BATTLER_2] = SetControllerToLinkOpponent;
gBattlerPositions[B_BATTLER_2] = B_POSITION_OPPONENT_RIGHT;
gBattlersCount = MAX_BATTLERS_COUNT;
}
@@ -455,33 +455,33 @@ static void InitLinkBtlControllers(void)
{
gBattleMainFunc = BeginBattleIntro;
gBattlerControllerFuncs[0] = SetControllerToPlayer;
gBattlerPositions[0] = B_POSITION_PLAYER_LEFT;
gBattlerControllerFuncs[B_BATTLER_0] = SetControllerToPlayer;
gBattlerPositions[B_BATTLER_0] = B_POSITION_PLAYER_LEFT;
gBattlerControllerFuncs[1] = SetControllerToOpponent;
gBattlerPositions[1] = B_POSITION_OPPONENT_LEFT;
gBattlerControllerFuncs[B_BATTLER_1] = SetControllerToOpponent;
gBattlerPositions[B_BATTLER_1] = B_POSITION_OPPONENT_LEFT;
gBattlerControllerFuncs[2] = SetControllerToLinkPartner;
gBattlerPositions[2] = B_POSITION_PLAYER_RIGHT;
gBattlerControllerFuncs[B_BATTLER_2] = SetControllerToLinkPartner;
gBattlerPositions[B_BATTLER_2] = B_POSITION_PLAYER_RIGHT;
gBattlerControllerFuncs[3] = SetControllerToOpponent;
gBattlerPositions[3] = B_POSITION_OPPONENT_RIGHT;
gBattlerControllerFuncs[B_BATTLER_3] = SetControllerToOpponent;
gBattlerPositions[B_BATTLER_3] = B_POSITION_OPPONENT_RIGHT;
gBattlersCount = MAX_BATTLERS_COUNT;
}
else
{
gBattlerControllerFuncs[0] = SetControllerToLinkPartner;
gBattlerPositions[0] = B_POSITION_PLAYER_LEFT;
gBattlerControllerFuncs[B_BATTLER_0] = SetControllerToLinkPartner;
gBattlerPositions[B_BATTLER_0] = B_POSITION_PLAYER_LEFT;
gBattlerControllerFuncs[1] = SetControllerToLinkOpponent;
gBattlerPositions[1] = B_POSITION_OPPONENT_LEFT;
gBattlerControllerFuncs[B_BATTLER_1] = SetControllerToLinkOpponent;
gBattlerPositions[B_BATTLER_1] = B_POSITION_OPPONENT_LEFT;
gBattlerControllerFuncs[2] = SetControllerToPlayer;
gBattlerPositions[2] = B_POSITION_PLAYER_RIGHT;
gBattlerControllerFuncs[B_BATTLER_2] = SetControllerToPlayer;
gBattlerPositions[B_BATTLER_2] = B_POSITION_PLAYER_RIGHT;
gBattlerControllerFuncs[3] = SetControllerToLinkOpponent;
gBattlerPositions[3] = B_POSITION_OPPONENT_RIGHT;
gBattlerControllerFuncs[B_BATTLER_3] = SetControllerToLinkOpponent;
gBattlerPositions[B_BATTLER_3] = B_POSITION_OPPONENT_RIGHT;
gBattlersCount = MAX_BATTLERS_COUNT;
}

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@@ -778,11 +778,11 @@ bool8 BattleLoadAllHealthBoxesGfx(u8 state)
}
else if (state == 4)
{
LoadCompressedSpriteSheet(&sSpriteSheets_HealthBar[gBattlerPositions[0]]);
LoadCompressedSpriteSheet(&sSpriteSheets_HealthBar[gBattlerPositions[B_BATTLER_0]]);
}
else if (state == 5)
{
LoadCompressedSpriteSheet(&sSpriteSheets_HealthBar[gBattlerPositions[1]]);
LoadCompressedSpriteSheet(&sSpriteSheets_HealthBar[gBattlerPositions[B_BATTLER_1]]);
}
else
{
@@ -800,13 +800,13 @@ bool8 BattleLoadAllHealthBoxesGfx(u8 state)
else if (state == 5)
LoadCompressedSpriteSheet(&sSpriteSheets_DoublesOpponentHealthbox[1]);
else if (state == 6)
LoadCompressedSpriteSheet(&sSpriteSheets_HealthBar[gBattlerPositions[0]]);
LoadCompressedSpriteSheet(&sSpriteSheets_HealthBar[gBattlerPositions[B_BATTLER_0]]);
else if (state == 7)
LoadCompressedSpriteSheet(&sSpriteSheets_HealthBar[gBattlerPositions[1]]);
LoadCompressedSpriteSheet(&sSpriteSheets_HealthBar[gBattlerPositions[B_BATTLER_1]]);
else if (state == 8)
LoadCompressedSpriteSheet(&sSpriteSheets_HealthBar[gBattlerPositions[2]]);
LoadCompressedSpriteSheet(&sSpriteSheets_HealthBar[gBattlerPositions[B_BATTLER_2]]);
else if (state == 9)
LoadCompressedSpriteSheet(&sSpriteSheets_HealthBar[gBattlerPositions[3]]);
LoadCompressedSpriteSheet(&sSpriteSheets_HealthBar[gBattlerPositions[B_BATTLER_3]]);
else
retVal = TRUE;
}

View File

@@ -1347,13 +1347,13 @@ static bool8 SetupContestGraphics(u8 *stateVar)
CreateApplauseMeterSprite();
CreateJudgeAttentionEyeTask();
CreateUnusedBlendTask();
gBattlerPositions[0] = B_POSITION_PLAYER_LEFT;
gBattlerPositions[1] = B_POSITION_OPPONENT_LEFT;
gBattlerPositions[2] = B_POSITION_OPPONENT_RIGHT;
gBattlerPositions[3] = B_POSITION_PLAYER_RIGHT;
gBattlerPositions[B_BATTLER_0] = B_POSITION_PLAYER_LEFT;
gBattlerPositions[B_BATTLER_1] = B_POSITION_OPPONENT_LEFT;
gBattlerPositions[B_BATTLER_2] = B_POSITION_OPPONENT_RIGHT;
gBattlerPositions[B_BATTLER_3] = B_POSITION_PLAYER_RIGHT;
gBattleTypeFlags = 0;
gBattlerAttacker = B_POSITION_PLAYER_RIGHT;
gBattlerTarget = B_POSITION_OPPONENT_RIGHT;
gBattlerAttacker = B_BATTLER_2;
gBattlerTarget = B_BATTLER_3;
// Unclear why judge sprite is assigned here
// Overwritten in APPEALSTATE_SLIDE_MON_IN with the attacking contest mon
gBattlerSpriteIds[gBattlerAttacker] = CreateJudgeSprite();