Add BattlerId enum and document (#2135)
This commit is contained in:
@@ -114,31 +114,31 @@ static void InitSinglePlayerBtlControllers(void)
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if (gBattleTypeFlags & BATTLE_TYPE_RECORDED)
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{
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gBattlerControllerFuncs[0] = SetControllerToRecordedPlayer;
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gBattlerPositions[0] = B_POSITION_PLAYER_LEFT;
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gBattlerControllerFuncs[B_BATTLER_0] = SetControllerToRecordedPlayer;
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gBattlerPositions[B_BATTLER_0] = B_POSITION_PLAYER_LEFT;
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gBattlerControllerFuncs[1] = SetControllerToOpponent;
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gBattlerPositions[1] = B_POSITION_OPPONENT_LEFT;
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gBattlerControllerFuncs[B_BATTLER_1] = SetControllerToOpponent;
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gBattlerPositions[B_BATTLER_1] = B_POSITION_OPPONENT_LEFT;
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gBattlerControllerFuncs[2] = SetControllerToPlayerPartner;
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gBattlerPositions[2] = B_POSITION_PLAYER_RIGHT;
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gBattlerControllerFuncs[B_BATTLER_2] = SetControllerToPlayerPartner;
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gBattlerPositions[B_BATTLER_2] = B_POSITION_PLAYER_RIGHT;
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gBattlerControllerFuncs[3] = SetControllerToOpponent;
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gBattlerPositions[3] = B_POSITION_OPPONENT_RIGHT;
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gBattlerControllerFuncs[B_BATTLER_3] = SetControllerToOpponent;
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gBattlerPositions[B_BATTLER_3] = B_POSITION_OPPONENT_RIGHT;
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}
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else
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{
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gBattlerControllerFuncs[0] = SetControllerToPlayer;
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gBattlerPositions[0] = B_POSITION_PLAYER_LEFT;
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gBattlerControllerFuncs[B_BATTLER_0] = SetControllerToPlayer;
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gBattlerPositions[B_BATTLER_0] = B_POSITION_PLAYER_LEFT;
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gBattlerControllerFuncs[1] = SetControllerToOpponent;
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gBattlerPositions[1] = B_POSITION_OPPONENT_LEFT;
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gBattlerControllerFuncs[B_BATTLER_1] = SetControllerToOpponent;
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gBattlerPositions[B_BATTLER_1] = B_POSITION_OPPONENT_LEFT;
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gBattlerControllerFuncs[2] = SetControllerToPlayerPartner;
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gBattlerPositions[2] = B_POSITION_PLAYER_RIGHT;
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gBattlerControllerFuncs[B_BATTLER_2] = SetControllerToPlayerPartner;
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gBattlerPositions[B_BATTLER_2] = B_POSITION_PLAYER_RIGHT;
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gBattlerControllerFuncs[3] = SetControllerToOpponent;
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gBattlerPositions[3] = B_POSITION_OPPONENT_RIGHT;
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gBattlerControllerFuncs[B_BATTLER_3] = SetControllerToOpponent;
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gBattlerPositions[B_BATTLER_3] = B_POSITION_OPPONENT_RIGHT;
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}
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gBattlersCount = MAX_BATTLERS_COUNT;
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@@ -158,16 +158,16 @@ static void InitSinglePlayerBtlControllers(void)
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gBattleMainFunc = BeginBattleIntro;
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if (gBattleTypeFlags & BATTLE_TYPE_SAFARI)
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gBattlerControllerFuncs[0] = SetControllerToSafari;
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gBattlerControllerFuncs[B_BATTLER_0] = SetControllerToSafari;
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else if (gBattleTypeFlags & BATTLE_TYPE_WALLY_TUTORIAL)
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gBattlerControllerFuncs[0] = SetControllerToWally;
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gBattlerControllerFuncs[B_BATTLER_0] = SetControllerToWally;
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else
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gBattlerControllerFuncs[0] = SetControllerToPlayer;
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gBattlerControllerFuncs[B_BATTLER_0] = SetControllerToPlayer;
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gBattlerPositions[0] = B_POSITION_PLAYER_LEFT;
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gBattlerPositions[B_BATTLER_0] = B_POSITION_PLAYER_LEFT;
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gBattlerControllerFuncs[1] = SetControllerToOpponent;
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gBattlerPositions[1] = B_POSITION_OPPONENT_LEFT;
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gBattlerControllerFuncs[B_BATTLER_1] = SetControllerToOpponent;
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gBattlerPositions[B_BATTLER_1] = B_POSITION_OPPONENT_LEFT;
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gBattlersCount = 2;
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@@ -179,32 +179,32 @@ static void InitSinglePlayerBtlControllers(void)
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{
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gBattleMainFunc = BeginBattleIntro;
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gBattlerControllerFuncs[0] = SetControllerToRecordedPlayer;
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gBattlerPositions[0] = B_POSITION_PLAYER_LEFT;
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gBattlerControllerFuncs[B_BATTLER_0] = SetControllerToRecordedPlayer;
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gBattlerPositions[B_BATTLER_0] = B_POSITION_PLAYER_LEFT;
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gBattlerControllerFuncs[1] = SetControllerToRecordedOpponent;
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gBattlerPositions[1] = B_POSITION_OPPONENT_LEFT;
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gBattlerControllerFuncs[B_BATTLER_1] = SetControllerToRecordedOpponent;
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gBattlerPositions[B_BATTLER_1] = B_POSITION_OPPONENT_LEFT;
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gBattlersCount = 2;
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}
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else // see how the banks are switched
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{
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gBattlerControllerFuncs[1] = SetControllerToRecordedPlayer;
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gBattlerPositions[1] = B_POSITION_PLAYER_LEFT;
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gBattlerControllerFuncs[B_BATTLER_1] = SetControllerToRecordedPlayer;
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gBattlerPositions[B_BATTLER_1] = B_POSITION_PLAYER_LEFT;
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gBattlerControllerFuncs[0] = SetControllerToRecordedOpponent;
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gBattlerPositions[0] = B_POSITION_OPPONENT_LEFT;
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gBattlerControllerFuncs[B_BATTLER_0] = SetControllerToRecordedOpponent;
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gBattlerPositions[B_BATTLER_0] = B_POSITION_OPPONENT_LEFT;
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gBattlersCount = 2;
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}
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}
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else
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{
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gBattlerControllerFuncs[0] = SetControllerToRecordedPlayer;
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gBattlerPositions[0] = B_POSITION_PLAYER_LEFT;
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gBattlerControllerFuncs[B_BATTLER_0] = SetControllerToRecordedPlayer;
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gBattlerPositions[B_BATTLER_0] = B_POSITION_PLAYER_LEFT;
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gBattlerControllerFuncs[1] = SetControllerToOpponent;
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gBattlerPositions[1] = B_POSITION_OPPONENT_LEFT;
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gBattlerControllerFuncs[B_BATTLER_1] = SetControllerToOpponent;
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gBattlerPositions[B_BATTLER_1] = B_POSITION_OPPONENT_LEFT;
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}
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}
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}
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@@ -212,17 +212,17 @@ static void InitSinglePlayerBtlControllers(void)
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{
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gBattleMainFunc = BeginBattleIntro;
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gBattlerControllerFuncs[0] = SetControllerToPlayer;
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gBattlerPositions[0] = B_POSITION_PLAYER_LEFT;
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gBattlerControllerFuncs[B_BATTLER_0] = SetControllerToPlayer;
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gBattlerPositions[B_BATTLER_0] = B_POSITION_PLAYER_LEFT;
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gBattlerControllerFuncs[1] = SetControllerToOpponent;
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gBattlerPositions[1] = B_POSITION_OPPONENT_LEFT;
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gBattlerControllerFuncs[B_BATTLER_1] = SetControllerToOpponent;
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gBattlerPositions[B_BATTLER_1] = B_POSITION_OPPONENT_LEFT;
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gBattlerControllerFuncs[2] = SetControllerToPlayer;
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gBattlerPositions[2] = B_POSITION_PLAYER_RIGHT;
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gBattlerControllerFuncs[B_BATTLER_2] = SetControllerToPlayer;
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gBattlerPositions[B_BATTLER_2] = B_POSITION_PLAYER_RIGHT;
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gBattlerControllerFuncs[3] = SetControllerToOpponent;
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gBattlerPositions[3] = B_POSITION_OPPONENT_RIGHT;
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gBattlerControllerFuncs[B_BATTLER_3] = SetControllerToOpponent;
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gBattlerPositions[B_BATTLER_3] = B_POSITION_OPPONENT_RIGHT;
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gBattlersCount = MAX_BATTLERS_COUNT;
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@@ -232,17 +232,17 @@ static void InitSinglePlayerBtlControllers(void)
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{
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gBattleMainFunc = BeginBattleIntro;
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gBattlerControllerFuncs[0] = SetControllerToRecordedPlayer;
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gBattlerPositions[0] = B_POSITION_PLAYER_LEFT;
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gBattlerControllerFuncs[B_BATTLER_0] = SetControllerToRecordedPlayer;
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gBattlerPositions[B_BATTLER_0] = B_POSITION_PLAYER_LEFT;
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gBattlerControllerFuncs[1] = SetControllerToOpponent;
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gBattlerPositions[1] = B_POSITION_OPPONENT_LEFT;
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gBattlerControllerFuncs[B_BATTLER_1] = SetControllerToOpponent;
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gBattlerPositions[B_BATTLER_1] = B_POSITION_OPPONENT_LEFT;
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gBattlerControllerFuncs[2] = SetControllerToRecordedPlayer;
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gBattlerPositions[2] = B_POSITION_PLAYER_RIGHT;
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gBattlerControllerFuncs[B_BATTLER_2] = SetControllerToRecordedPlayer;
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gBattlerPositions[B_BATTLER_2] = B_POSITION_PLAYER_RIGHT;
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gBattlerControllerFuncs[3] = SetControllerToOpponent;
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gBattlerPositions[3] = B_POSITION_OPPONENT_RIGHT;
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gBattlerControllerFuncs[B_BATTLER_3] = SetControllerToOpponent;
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gBattlerPositions[B_BATTLER_3] = B_POSITION_OPPONENT_RIGHT;
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gBattlersCount = MAX_BATTLERS_COUNT;
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@@ -330,52 +330,52 @@ static void InitSinglePlayerBtlControllers(void)
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}
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else if (gBattleTypeFlags & BATTLE_TYPE_IS_MASTER)
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{
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gBattlerControllerFuncs[0] = SetControllerToRecordedPlayer;
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gBattlerPositions[0] = B_POSITION_PLAYER_LEFT;
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gBattlerControllerFuncs[B_BATTLER_0] = SetControllerToRecordedPlayer;
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gBattlerPositions[B_BATTLER_0] = B_POSITION_PLAYER_LEFT;
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gBattlerControllerFuncs[2] = SetControllerToRecordedPlayer;
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gBattlerPositions[2] = B_POSITION_PLAYER_RIGHT;
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gBattlerControllerFuncs[B_BATTLER_2] = SetControllerToRecordedPlayer;
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gBattlerPositions[B_BATTLER_2] = B_POSITION_PLAYER_RIGHT;
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if (gBattleTypeFlags & BATTLE_TYPE_RECORDED_LINK)
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{
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gBattlerControllerFuncs[1] = SetControllerToRecordedOpponent;
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gBattlerPositions[1] = B_POSITION_OPPONENT_LEFT;
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gBattlerControllerFuncs[B_BATTLER_1] = SetControllerToRecordedOpponent;
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gBattlerPositions[B_BATTLER_1] = B_POSITION_OPPONENT_LEFT;
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gBattlerControllerFuncs[3] = SetControllerToRecordedOpponent;
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gBattlerPositions[3] = B_POSITION_OPPONENT_RIGHT;
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gBattlerControllerFuncs[B_BATTLER_3] = SetControllerToRecordedOpponent;
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gBattlerPositions[B_BATTLER_3] = B_POSITION_OPPONENT_RIGHT;
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}
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else
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{
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gBattlerControllerFuncs[1] = SetControllerToOpponent;
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gBattlerPositions[1] = B_POSITION_OPPONENT_LEFT;
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gBattlerControllerFuncs[B_BATTLER_1] = SetControllerToOpponent;
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gBattlerPositions[B_BATTLER_1] = B_POSITION_OPPONENT_LEFT;
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gBattlerControllerFuncs[3] = SetControllerToOpponent;
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gBattlerPositions[3] = B_POSITION_OPPONENT_RIGHT;
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gBattlerControllerFuncs[B_BATTLER_3] = SetControllerToOpponent;
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gBattlerPositions[B_BATTLER_3] = B_POSITION_OPPONENT_RIGHT;
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}
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}
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else
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{
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gBattlerControllerFuncs[1] = SetControllerToRecordedPlayer;
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gBattlerPositions[1] = B_POSITION_PLAYER_LEFT;
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gBattlerControllerFuncs[B_BATTLER_1] = SetControllerToRecordedPlayer;
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gBattlerPositions[B_BATTLER_1] = B_POSITION_PLAYER_LEFT;
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gBattlerControllerFuncs[3] = SetControllerToRecordedPlayer;
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gBattlerPositions[3] = B_POSITION_PLAYER_RIGHT;
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gBattlerControllerFuncs[B_BATTLER_3] = SetControllerToRecordedPlayer;
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gBattlerPositions[B_BATTLER_3] = B_POSITION_PLAYER_RIGHT;
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if (gBattleTypeFlags & BATTLE_TYPE_RECORDED_LINK)
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{
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gBattlerControllerFuncs[0] = SetControllerToRecordedOpponent;
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gBattlerPositions[0] = B_POSITION_OPPONENT_LEFT;
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gBattlerControllerFuncs[B_BATTLER_0] = SetControllerToRecordedOpponent;
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gBattlerPositions[B_BATTLER_0] = B_POSITION_OPPONENT_LEFT;
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gBattlerControllerFuncs[2] = SetControllerToRecordedOpponent;
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gBattlerPositions[2] = B_POSITION_OPPONENT_RIGHT;
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gBattlerControllerFuncs[B_BATTLER_2] = SetControllerToRecordedOpponent;
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gBattlerPositions[B_BATTLER_2] = B_POSITION_OPPONENT_RIGHT;
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}
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else
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{
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gBattlerControllerFuncs[0] = SetControllerToOpponent;
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gBattlerPositions[0] = B_POSITION_OPPONENT_LEFT;
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gBattlerControllerFuncs[B_BATTLER_0] = SetControllerToOpponent;
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gBattlerPositions[B_BATTLER_0] = B_POSITION_OPPONENT_LEFT;
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gBattlerControllerFuncs[2] = SetControllerToOpponent;
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gBattlerPositions[2] = B_POSITION_OPPONENT_RIGHT;
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gBattlerControllerFuncs[B_BATTLER_2] = SetControllerToOpponent;
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gBattlerPositions[B_BATTLER_2] = B_POSITION_OPPONENT_RIGHT;
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}
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}
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}
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@@ -393,21 +393,21 @@ static void InitLinkBtlControllers(void)
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{
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gBattleMainFunc = BeginBattleIntro;
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gBattlerControllerFuncs[0] = SetControllerToPlayer;
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gBattlerPositions[0] = B_POSITION_PLAYER_LEFT;
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gBattlerControllerFuncs[B_BATTLER_0] = SetControllerToPlayer;
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gBattlerPositions[B_BATTLER_0] = B_POSITION_PLAYER_LEFT;
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gBattlerControllerFuncs[1] = SetControllerToLinkOpponent;
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gBattlerPositions[1] = B_POSITION_OPPONENT_LEFT;
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gBattlerControllerFuncs[B_BATTLER_1] = SetControllerToLinkOpponent;
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gBattlerPositions[B_BATTLER_1] = B_POSITION_OPPONENT_LEFT;
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gBattlersCount = 2;
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}
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else
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{
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gBattlerControllerFuncs[1] = SetControllerToPlayer;
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gBattlerPositions[1] = B_POSITION_PLAYER_LEFT;
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gBattlerControllerFuncs[B_BATTLER_1] = SetControllerToPlayer;
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gBattlerPositions[B_BATTLER_1] = B_POSITION_PLAYER_LEFT;
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gBattlerControllerFuncs[0] = SetControllerToLinkOpponent;
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gBattlerPositions[0] = B_POSITION_OPPONENT_LEFT;
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gBattlerControllerFuncs[B_BATTLER_0] = SetControllerToLinkOpponent;
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gBattlerPositions[B_BATTLER_0] = B_POSITION_OPPONENT_LEFT;
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gBattlersCount = 2;
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}
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@@ -418,33 +418,33 @@ static void InitLinkBtlControllers(void)
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{
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gBattleMainFunc = BeginBattleIntro;
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gBattlerControllerFuncs[0] = SetControllerToPlayer;
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gBattlerPositions[0] = B_POSITION_PLAYER_LEFT;
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gBattlerControllerFuncs[B_BATTLER_0] = SetControllerToPlayer;
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gBattlerPositions[B_BATTLER_0] = B_POSITION_PLAYER_LEFT;
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gBattlerControllerFuncs[1] = SetControllerToLinkOpponent;
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gBattlerPositions[1] = B_POSITION_OPPONENT_LEFT;
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gBattlerControllerFuncs[B_BATTLER_1] = SetControllerToLinkOpponent;
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gBattlerPositions[B_BATTLER_1] = B_POSITION_OPPONENT_LEFT;
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gBattlerControllerFuncs[2] = SetControllerToPlayer;
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gBattlerPositions[2] = B_POSITION_PLAYER_RIGHT;
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gBattlerControllerFuncs[B_BATTLER_2] = SetControllerToPlayer;
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gBattlerPositions[B_BATTLER_2] = B_POSITION_PLAYER_RIGHT;
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gBattlerControllerFuncs[3] = SetControllerToLinkOpponent;
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gBattlerPositions[3] = B_POSITION_OPPONENT_RIGHT;
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gBattlerControllerFuncs[B_BATTLER_3] = SetControllerToLinkOpponent;
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gBattlerPositions[B_BATTLER_3] = B_POSITION_OPPONENT_RIGHT;
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gBattlersCount = MAX_BATTLERS_COUNT;
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}
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else
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{
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gBattlerControllerFuncs[1] = SetControllerToPlayer;
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gBattlerPositions[1] = B_POSITION_PLAYER_LEFT;
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gBattlerControllerFuncs[B_BATTLER_1] = SetControllerToPlayer;
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gBattlerPositions[B_BATTLER_1] = B_POSITION_PLAYER_LEFT;
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gBattlerControllerFuncs[0] = SetControllerToLinkOpponent;
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gBattlerPositions[0] = B_POSITION_OPPONENT_LEFT;
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gBattlerControllerFuncs[B_BATTLER_0] = SetControllerToLinkOpponent;
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gBattlerPositions[B_BATTLER_0] = B_POSITION_OPPONENT_LEFT;
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gBattlerControllerFuncs[3] = SetControllerToPlayer;
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gBattlerPositions[3] = B_POSITION_PLAYER_RIGHT;
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gBattlerControllerFuncs[B_BATTLER_3] = SetControllerToPlayer;
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gBattlerPositions[B_BATTLER_3] = B_POSITION_PLAYER_RIGHT;
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gBattlerControllerFuncs[2] = SetControllerToLinkOpponent;
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gBattlerPositions[2] = B_POSITION_OPPONENT_RIGHT;
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gBattlerControllerFuncs[B_BATTLER_2] = SetControllerToLinkOpponent;
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gBattlerPositions[B_BATTLER_2] = B_POSITION_OPPONENT_RIGHT;
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gBattlersCount = MAX_BATTLERS_COUNT;
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}
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@@ -455,33 +455,33 @@ static void InitLinkBtlControllers(void)
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{
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gBattleMainFunc = BeginBattleIntro;
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gBattlerControllerFuncs[0] = SetControllerToPlayer;
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gBattlerPositions[0] = B_POSITION_PLAYER_LEFT;
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gBattlerControllerFuncs[B_BATTLER_0] = SetControllerToPlayer;
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gBattlerPositions[B_BATTLER_0] = B_POSITION_PLAYER_LEFT;
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gBattlerControllerFuncs[1] = SetControllerToOpponent;
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gBattlerPositions[1] = B_POSITION_OPPONENT_LEFT;
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gBattlerControllerFuncs[B_BATTLER_1] = SetControllerToOpponent;
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gBattlerPositions[B_BATTLER_1] = B_POSITION_OPPONENT_LEFT;
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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;
|
||||
}
|
||||
|
||||
@@ -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;
|
||||
}
|
||||
|
||||
@@ -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();
|
||||
|
||||
Reference in New Issue
Block a user