Add BattlerId enum and document (#2135)
This commit is contained in:
@@ -23,12 +23,23 @@
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* +---------------------------+
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* +---------------------------+
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*/
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*/
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#define MAX_BATTLERS_COUNT 4
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enum BattlerPosition
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{
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B_POSITION_PLAYER_LEFT,
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B_POSITION_OPPONENT_LEFT,
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B_POSITION_PLAYER_RIGHT,
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B_POSITION_OPPONENT_RIGHT,
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MAX_POSITION_COUNT,
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};
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#define B_POSITION_PLAYER_LEFT 0
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enum BattlerId
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#define B_POSITION_OPPONENT_LEFT 1
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{
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#define B_POSITION_PLAYER_RIGHT 2
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B_BATTLER_0,
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#define B_POSITION_OPPONENT_RIGHT 3
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B_BATTLER_1,
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B_BATTLER_2,
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B_BATTLER_3,
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MAX_BATTLERS_COUNT,
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};
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// These macros can be used with either battler ID or positions to get the partner or the opposite mon
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// These macros can be used with either battler ID or positions to get the partner or the opposite mon
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#define BATTLE_OPPOSITE(id) ((id) ^ BIT_SIDE)
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#define BATTLE_OPPOSITE(id) ((id) ^ BIT_SIDE)
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+114
-114
@@ -114,31 +114,31 @@ static void InitSinglePlayerBtlControllers(void)
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if (gBattleTypeFlags & BATTLE_TYPE_RECORDED)
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if (gBattleTypeFlags & BATTLE_TYPE_RECORDED)
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{
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{
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gBattlerControllerFuncs[0] = SetControllerToRecordedPlayer;
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gBattlerControllerFuncs[B_BATTLER_0] = SetControllerToRecordedPlayer;
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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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gBattlerControllerFuncs[B_BATTLER_1] = SetControllerToOpponent;
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gBattlerPositions[1] = B_POSITION_OPPONENT_LEFT;
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gBattlerPositions[B_BATTLER_1] = B_POSITION_OPPONENT_LEFT;
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gBattlerControllerFuncs[2] = SetControllerToPlayerPartner;
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gBattlerControllerFuncs[B_BATTLER_2] = SetControllerToPlayerPartner;
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gBattlerPositions[2] = B_POSITION_PLAYER_RIGHT;
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gBattlerPositions[B_BATTLER_2] = B_POSITION_PLAYER_RIGHT;
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gBattlerControllerFuncs[3] = SetControllerToOpponent;
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gBattlerControllerFuncs[B_BATTLER_3] = SetControllerToOpponent;
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gBattlerPositions[3] = B_POSITION_OPPONENT_RIGHT;
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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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else
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{
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{
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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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gBattlerControllerFuncs[B_BATTLER_1] = SetControllerToOpponent;
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gBattlerPositions[1] = B_POSITION_OPPONENT_LEFT;
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gBattlerPositions[B_BATTLER_1] = B_POSITION_OPPONENT_LEFT;
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gBattlerControllerFuncs[2] = SetControllerToPlayerPartner;
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gBattlerControllerFuncs[B_BATTLER_2] = SetControllerToPlayerPartner;
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gBattlerPositions[2] = B_POSITION_PLAYER_RIGHT;
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gBattlerPositions[B_BATTLER_2] = B_POSITION_PLAYER_RIGHT;
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gBattlerControllerFuncs[3] = SetControllerToOpponent;
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gBattlerControllerFuncs[B_BATTLER_3] = SetControllerToOpponent;
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gBattlerPositions[3] = B_POSITION_OPPONENT_RIGHT;
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gBattlerPositions[B_BATTLER_3] = B_POSITION_OPPONENT_RIGHT;
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}
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}
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gBattlersCount = MAX_BATTLERS_COUNT;
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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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gBattleMainFunc = BeginBattleIntro;
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if (gBattleTypeFlags & BATTLE_TYPE_SAFARI)
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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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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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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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gBattlerControllerFuncs[B_BATTLER_1] = SetControllerToOpponent;
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gBattlerPositions[1] = B_POSITION_OPPONENT_LEFT;
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gBattlerPositions[B_BATTLER_1] = B_POSITION_OPPONENT_LEFT;
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gBattlersCount = 2;
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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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{
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gBattleMainFunc = BeginBattleIntro;
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gBattleMainFunc = BeginBattleIntro;
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gBattlerControllerFuncs[0] = SetControllerToRecordedPlayer;
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gBattlerControllerFuncs[B_BATTLER_0] = SetControllerToRecordedPlayer;
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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] = SetControllerToRecordedOpponent;
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gBattlerControllerFuncs[B_BATTLER_1] = SetControllerToRecordedOpponent;
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gBattlerPositions[1] = B_POSITION_OPPONENT_LEFT;
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gBattlerPositions[B_BATTLER_1] = B_POSITION_OPPONENT_LEFT;
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gBattlersCount = 2;
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gBattlersCount = 2;
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}
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}
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else // see how the banks are switched
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else // see how the banks are switched
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{
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{
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gBattlerControllerFuncs[1] = SetControllerToRecordedPlayer;
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gBattlerControllerFuncs[B_BATTLER_1] = SetControllerToRecordedPlayer;
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gBattlerPositions[1] = B_POSITION_PLAYER_LEFT;
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gBattlerPositions[B_BATTLER_1] = B_POSITION_PLAYER_LEFT;
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gBattlerControllerFuncs[0] = SetControllerToRecordedOpponent;
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gBattlerControllerFuncs[B_BATTLER_0] = SetControllerToRecordedOpponent;
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gBattlerPositions[0] = B_POSITION_OPPONENT_LEFT;
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gBattlerPositions[B_BATTLER_0] = B_POSITION_OPPONENT_LEFT;
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gBattlersCount = 2;
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gBattlersCount = 2;
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}
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}
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}
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}
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else
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else
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{
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{
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gBattlerControllerFuncs[0] = SetControllerToRecordedPlayer;
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gBattlerControllerFuncs[B_BATTLER_0] = SetControllerToRecordedPlayer;
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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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gBattlerControllerFuncs[B_BATTLER_1] = SetControllerToOpponent;
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gBattlerPositions[1] = B_POSITION_OPPONENT_LEFT;
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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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}
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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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{
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gBattleMainFunc = BeginBattleIntro;
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gBattleMainFunc = BeginBattleIntro;
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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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gBattlerControllerFuncs[B_BATTLER_1] = SetControllerToOpponent;
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gBattlerPositions[1] = B_POSITION_OPPONENT_LEFT;
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gBattlerPositions[B_BATTLER_1] = B_POSITION_OPPONENT_LEFT;
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gBattlerControllerFuncs[2] = SetControllerToPlayer;
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gBattlerControllerFuncs[B_BATTLER_2] = SetControllerToPlayer;
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gBattlerPositions[2] = B_POSITION_PLAYER_RIGHT;
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gBattlerPositions[B_BATTLER_2] = B_POSITION_PLAYER_RIGHT;
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gBattlerControllerFuncs[3] = SetControllerToOpponent;
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gBattlerControllerFuncs[B_BATTLER_3] = SetControllerToOpponent;
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gBattlerPositions[3] = B_POSITION_OPPONENT_RIGHT;
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gBattlerPositions[B_BATTLER_3] = B_POSITION_OPPONENT_RIGHT;
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gBattlersCount = MAX_BATTLERS_COUNT;
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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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{
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gBattleMainFunc = BeginBattleIntro;
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gBattleMainFunc = BeginBattleIntro;
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gBattlerControllerFuncs[0] = SetControllerToRecordedPlayer;
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gBattlerControllerFuncs[B_BATTLER_0] = SetControllerToRecordedPlayer;
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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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gBattlerControllerFuncs[B_BATTLER_1] = SetControllerToOpponent;
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gBattlerPositions[1] = B_POSITION_OPPONENT_LEFT;
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gBattlerPositions[B_BATTLER_1] = B_POSITION_OPPONENT_LEFT;
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gBattlerControllerFuncs[2] = SetControllerToRecordedPlayer;
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gBattlerControllerFuncs[B_BATTLER_2] = SetControllerToRecordedPlayer;
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gBattlerPositions[2] = B_POSITION_PLAYER_RIGHT;
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gBattlerPositions[B_BATTLER_2] = B_POSITION_PLAYER_RIGHT;
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gBattlerControllerFuncs[3] = SetControllerToOpponent;
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gBattlerControllerFuncs[B_BATTLER_3] = SetControllerToOpponent;
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gBattlerPositions[3] = B_POSITION_OPPONENT_RIGHT;
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gBattlerPositions[B_BATTLER_3] = B_POSITION_OPPONENT_RIGHT;
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gBattlersCount = MAX_BATTLERS_COUNT;
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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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}
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else if (gBattleTypeFlags & BATTLE_TYPE_IS_MASTER)
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else if (gBattleTypeFlags & BATTLE_TYPE_IS_MASTER)
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{
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{
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gBattlerControllerFuncs[0] = SetControllerToRecordedPlayer;
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gBattlerControllerFuncs[B_BATTLER_0] = SetControllerToRecordedPlayer;
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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[2] = SetControllerToRecordedPlayer;
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gBattlerControllerFuncs[B_BATTLER_2] = SetControllerToRecordedPlayer;
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gBattlerPositions[2] = B_POSITION_PLAYER_RIGHT;
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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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if (gBattleTypeFlags & BATTLE_TYPE_RECORDED_LINK)
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{
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{
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gBattlerControllerFuncs[1] = SetControllerToRecordedOpponent;
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gBattlerControllerFuncs[B_BATTLER_1] = SetControllerToRecordedOpponent;
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gBattlerPositions[1] = B_POSITION_OPPONENT_LEFT;
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gBattlerPositions[B_BATTLER_1] = B_POSITION_OPPONENT_LEFT;
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gBattlerControllerFuncs[3] = SetControllerToRecordedOpponent;
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gBattlerControllerFuncs[B_BATTLER_3] = SetControllerToRecordedOpponent;
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gBattlerPositions[3] = B_POSITION_OPPONENT_RIGHT;
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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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else
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{
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{
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gBattlerControllerFuncs[1] = SetControllerToOpponent;
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gBattlerControllerFuncs[B_BATTLER_1] = SetControllerToOpponent;
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gBattlerPositions[1] = B_POSITION_OPPONENT_LEFT;
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gBattlerPositions[B_BATTLER_1] = B_POSITION_OPPONENT_LEFT;
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gBattlerControllerFuncs[3] = SetControllerToOpponent;
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gBattlerControllerFuncs[B_BATTLER_3] = SetControllerToOpponent;
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gBattlerPositions[3] = B_POSITION_OPPONENT_RIGHT;
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gBattlerPositions[B_BATTLER_3] = B_POSITION_OPPONENT_RIGHT;
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}
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}
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}
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}
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else
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else
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{
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{
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gBattlerControllerFuncs[1] = SetControllerToRecordedPlayer;
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gBattlerControllerFuncs[B_BATTLER_1] = SetControllerToRecordedPlayer;
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gBattlerPositions[1] = B_POSITION_PLAYER_LEFT;
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gBattlerPositions[B_BATTLER_1] = B_POSITION_PLAYER_LEFT;
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gBattlerControllerFuncs[3] = SetControllerToRecordedPlayer;
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gBattlerControllerFuncs[B_BATTLER_3] = SetControllerToRecordedPlayer;
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gBattlerPositions[3] = B_POSITION_PLAYER_RIGHT;
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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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if (gBattleTypeFlags & BATTLE_TYPE_RECORDED_LINK)
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{
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{
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gBattlerControllerFuncs[0] = SetControllerToRecordedOpponent;
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gBattlerControllerFuncs[B_BATTLER_0] = SetControllerToRecordedOpponent;
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gBattlerPositions[0] = B_POSITION_OPPONENT_LEFT;
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gBattlerPositions[B_BATTLER_0] = B_POSITION_OPPONENT_LEFT;
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gBattlerControllerFuncs[2] = SetControllerToRecordedOpponent;
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gBattlerControllerFuncs[B_BATTLER_2] = SetControllerToRecordedOpponent;
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gBattlerPositions[2] = B_POSITION_OPPONENT_RIGHT;
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gBattlerPositions[B_BATTLER_2] = B_POSITION_OPPONENT_RIGHT;
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}
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}
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else
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else
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{
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{
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gBattlerControllerFuncs[0] = SetControllerToOpponent;
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gBattlerControllerFuncs[B_BATTLER_0] = SetControllerToOpponent;
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gBattlerPositions[0] = B_POSITION_OPPONENT_LEFT;
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gBattlerPositions[B_BATTLER_0] = B_POSITION_OPPONENT_LEFT;
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gBattlerControllerFuncs[2] = SetControllerToOpponent;
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gBattlerControllerFuncs[B_BATTLER_2] = SetControllerToOpponent;
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gBattlerPositions[2] = B_POSITION_OPPONENT_RIGHT;
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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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}
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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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{
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gBattleMainFunc = BeginBattleIntro;
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gBattleMainFunc = BeginBattleIntro;
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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] = SetControllerToLinkOpponent;
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gBattlerControllerFuncs[B_BATTLER_1] = SetControllerToLinkOpponent;
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gBattlerPositions[1] = B_POSITION_OPPONENT_LEFT;
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gBattlerPositions[B_BATTLER_1] = B_POSITION_OPPONENT_LEFT;
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gBattlersCount = 2;
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gBattlersCount = 2;
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}
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}
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else
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else
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{
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{
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gBattlerControllerFuncs[1] = SetControllerToPlayer;
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gBattlerControllerFuncs[B_BATTLER_1] = SetControllerToPlayer;
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gBattlerPositions[1] = B_POSITION_PLAYER_LEFT;
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gBattlerPositions[B_BATTLER_1] = B_POSITION_PLAYER_LEFT;
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gBattlerControllerFuncs[0] = SetControllerToLinkOpponent;
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gBattlerControllerFuncs[B_BATTLER_0] = SetControllerToLinkOpponent;
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gBattlerPositions[0] = B_POSITION_OPPONENT_LEFT;
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gBattlerPositions[B_BATTLER_0] = B_POSITION_OPPONENT_LEFT;
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gBattlersCount = 2;
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gBattlersCount = 2;
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}
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}
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@@ -418,33 +418,33 @@ static void InitLinkBtlControllers(void)
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{
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{
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gBattleMainFunc = BeginBattleIntro;
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gBattleMainFunc = BeginBattleIntro;
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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] = SetControllerToLinkOpponent;
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gBattlerControllerFuncs[B_BATTLER_1] = SetControllerToLinkOpponent;
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gBattlerPositions[1] = B_POSITION_OPPONENT_LEFT;
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gBattlerPositions[B_BATTLER_1] = B_POSITION_OPPONENT_LEFT;
|
||||||
|
|
||||||
gBattlerControllerFuncs[2] = SetControllerToPlayer;
|
gBattlerControllerFuncs[B_BATTLER_2] = SetControllerToPlayer;
|
||||||
gBattlerPositions[2] = B_POSITION_PLAYER_RIGHT;
|
gBattlerPositions[B_BATTLER_2] = B_POSITION_PLAYER_RIGHT;
|
||||||
|
|
||||||
gBattlerControllerFuncs[3] = SetControllerToLinkOpponent;
|
gBattlerControllerFuncs[B_BATTLER_3] = SetControllerToLinkOpponent;
|
||||||
gBattlerPositions[3] = B_POSITION_OPPONENT_RIGHT;
|
gBattlerPositions[B_BATTLER_3] = B_POSITION_OPPONENT_RIGHT;
|
||||||
|
|
||||||
gBattlersCount = MAX_BATTLERS_COUNT;
|
gBattlersCount = MAX_BATTLERS_COUNT;
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
gBattlerControllerFuncs[1] = SetControllerToPlayer;
|
gBattlerControllerFuncs[B_BATTLER_1] = SetControllerToPlayer;
|
||||||
gBattlerPositions[1] = B_POSITION_PLAYER_LEFT;
|
gBattlerPositions[B_BATTLER_1] = B_POSITION_PLAYER_LEFT;
|
||||||
|
|
||||||
gBattlerControllerFuncs[0] = SetControllerToLinkOpponent;
|
gBattlerControllerFuncs[B_BATTLER_0] = SetControllerToLinkOpponent;
|
||||||
gBattlerPositions[0] = B_POSITION_OPPONENT_LEFT;
|
gBattlerPositions[B_BATTLER_0] = B_POSITION_OPPONENT_LEFT;
|
||||||
|
|
||||||
gBattlerControllerFuncs[3] = SetControllerToPlayer;
|
gBattlerControllerFuncs[B_BATTLER_3] = SetControllerToPlayer;
|
||||||
gBattlerPositions[3] = B_POSITION_PLAYER_RIGHT;
|
gBattlerPositions[B_BATTLER_3] = B_POSITION_PLAYER_RIGHT;
|
||||||
|
|
||||||
gBattlerControllerFuncs[2] = SetControllerToLinkOpponent;
|
gBattlerControllerFuncs[B_BATTLER_2] = SetControllerToLinkOpponent;
|
||||||
gBattlerPositions[2] = B_POSITION_OPPONENT_RIGHT;
|
gBattlerPositions[B_BATTLER_2] = B_POSITION_OPPONENT_RIGHT;
|
||||||
|
|
||||||
gBattlersCount = MAX_BATTLERS_COUNT;
|
gBattlersCount = MAX_BATTLERS_COUNT;
|
||||||
}
|
}
|
||||||
@@ -455,33 +455,33 @@ static void InitLinkBtlControllers(void)
|
|||||||
{
|
{
|
||||||
gBattleMainFunc = BeginBattleIntro;
|
gBattleMainFunc = BeginBattleIntro;
|
||||||
|
|
||||||
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;
|
gBattlerControllerFuncs[B_BATTLER_1] = SetControllerToOpponent;
|
||||||
gBattlerPositions[1] = B_POSITION_OPPONENT_LEFT;
|
gBattlerPositions[B_BATTLER_1] = B_POSITION_OPPONENT_LEFT;
|
||||||
|
|
||||||
gBattlerControllerFuncs[2] = SetControllerToLinkPartner;
|
gBattlerControllerFuncs[B_BATTLER_2] = SetControllerToLinkPartner;
|
||||||
gBattlerPositions[2] = B_POSITION_PLAYER_RIGHT;
|
gBattlerPositions[B_BATTLER_2] = B_POSITION_PLAYER_RIGHT;
|
||||||
|
|
||||||
gBattlerControllerFuncs[3] = SetControllerToOpponent;
|
gBattlerControllerFuncs[B_BATTLER_3] = SetControllerToOpponent;
|
||||||
gBattlerPositions[3] = B_POSITION_OPPONENT_RIGHT;
|
gBattlerPositions[B_BATTLER_3] = B_POSITION_OPPONENT_RIGHT;
|
||||||
|
|
||||||
gBattlersCount = MAX_BATTLERS_COUNT;
|
gBattlersCount = MAX_BATTLERS_COUNT;
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
gBattlerControllerFuncs[0] = SetControllerToLinkPartner;
|
gBattlerControllerFuncs[B_BATTLER_0] = SetControllerToLinkPartner;
|
||||||
gBattlerPositions[0] = B_POSITION_PLAYER_LEFT;
|
gBattlerPositions[B_BATTLER_0] = B_POSITION_PLAYER_LEFT;
|
||||||
|
|
||||||
gBattlerControllerFuncs[1] = SetControllerToLinkOpponent;
|
gBattlerControllerFuncs[B_BATTLER_1] = SetControllerToLinkOpponent;
|
||||||
gBattlerPositions[1] = B_POSITION_OPPONENT_LEFT;
|
gBattlerPositions[B_BATTLER_1] = B_POSITION_OPPONENT_LEFT;
|
||||||
|
|
||||||
gBattlerControllerFuncs[2] = SetControllerToPlayer;
|
gBattlerControllerFuncs[B_BATTLER_2] = SetControllerToPlayer;
|
||||||
gBattlerPositions[2] = B_POSITION_PLAYER_RIGHT;
|
gBattlerPositions[B_BATTLER_2] = B_POSITION_PLAYER_RIGHT;
|
||||||
|
|
||||||
gBattlerControllerFuncs[3] = SetControllerToLinkOpponent;
|
gBattlerControllerFuncs[B_BATTLER_3] = SetControllerToLinkOpponent;
|
||||||
gBattlerPositions[3] = B_POSITION_OPPONENT_RIGHT;
|
gBattlerPositions[B_BATTLER_3] = B_POSITION_OPPONENT_RIGHT;
|
||||||
|
|
||||||
gBattlersCount = MAX_BATTLERS_COUNT;
|
gBattlersCount = MAX_BATTLERS_COUNT;
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -778,11 +778,11 @@ bool8 BattleLoadAllHealthBoxesGfx(u8 state)
|
|||||||
}
|
}
|
||||||
else if (state == 4)
|
else if (state == 4)
|
||||||
{
|
{
|
||||||
LoadCompressedSpriteSheet(&sSpriteSheets_HealthBar[gBattlerPositions[0]]);
|
LoadCompressedSpriteSheet(&sSpriteSheets_HealthBar[gBattlerPositions[B_BATTLER_0]]);
|
||||||
}
|
}
|
||||||
else if (state == 5)
|
else if (state == 5)
|
||||||
{
|
{
|
||||||
LoadCompressedSpriteSheet(&sSpriteSheets_HealthBar[gBattlerPositions[1]]);
|
LoadCompressedSpriteSheet(&sSpriteSheets_HealthBar[gBattlerPositions[B_BATTLER_1]]);
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
@@ -800,13 +800,13 @@ bool8 BattleLoadAllHealthBoxesGfx(u8 state)
|
|||||||
else if (state == 5)
|
else if (state == 5)
|
||||||
LoadCompressedSpriteSheet(&sSpriteSheets_DoublesOpponentHealthbox[1]);
|
LoadCompressedSpriteSheet(&sSpriteSheets_DoublesOpponentHealthbox[1]);
|
||||||
else if (state == 6)
|
else if (state == 6)
|
||||||
LoadCompressedSpriteSheet(&sSpriteSheets_HealthBar[gBattlerPositions[0]]);
|
LoadCompressedSpriteSheet(&sSpriteSheets_HealthBar[gBattlerPositions[B_BATTLER_0]]);
|
||||||
else if (state == 7)
|
else if (state == 7)
|
||||||
LoadCompressedSpriteSheet(&sSpriteSheets_HealthBar[gBattlerPositions[1]]);
|
LoadCompressedSpriteSheet(&sSpriteSheets_HealthBar[gBattlerPositions[B_BATTLER_1]]);
|
||||||
else if (state == 8)
|
else if (state == 8)
|
||||||
LoadCompressedSpriteSheet(&sSpriteSheets_HealthBar[gBattlerPositions[2]]);
|
LoadCompressedSpriteSheet(&sSpriteSheets_HealthBar[gBattlerPositions[B_BATTLER_2]]);
|
||||||
else if (state == 9)
|
else if (state == 9)
|
||||||
LoadCompressedSpriteSheet(&sSpriteSheets_HealthBar[gBattlerPositions[3]]);
|
LoadCompressedSpriteSheet(&sSpriteSheets_HealthBar[gBattlerPositions[B_BATTLER_3]]);
|
||||||
else
|
else
|
||||||
retVal = TRUE;
|
retVal = TRUE;
|
||||||
}
|
}
|
||||||
|
|||||||
+6
-6
@@ -1347,13 +1347,13 @@ static bool8 SetupContestGraphics(u8 *stateVar)
|
|||||||
CreateApplauseMeterSprite();
|
CreateApplauseMeterSprite();
|
||||||
CreateJudgeAttentionEyeTask();
|
CreateJudgeAttentionEyeTask();
|
||||||
CreateUnusedBlendTask();
|
CreateUnusedBlendTask();
|
||||||
gBattlerPositions[0] = B_POSITION_PLAYER_LEFT;
|
gBattlerPositions[B_BATTLER_0] = B_POSITION_PLAYER_LEFT;
|
||||||
gBattlerPositions[1] = B_POSITION_OPPONENT_LEFT;
|
gBattlerPositions[B_BATTLER_1] = B_POSITION_OPPONENT_LEFT;
|
||||||
gBattlerPositions[2] = B_POSITION_OPPONENT_RIGHT;
|
gBattlerPositions[B_BATTLER_2] = B_POSITION_OPPONENT_RIGHT;
|
||||||
gBattlerPositions[3] = B_POSITION_PLAYER_RIGHT;
|
gBattlerPositions[B_BATTLER_3] = B_POSITION_PLAYER_RIGHT;
|
||||||
gBattleTypeFlags = 0;
|
gBattleTypeFlags = 0;
|
||||||
gBattlerAttacker = B_POSITION_PLAYER_RIGHT;
|
gBattlerAttacker = B_BATTLER_2;
|
||||||
gBattlerTarget = B_POSITION_OPPONENT_RIGHT;
|
gBattlerTarget = B_BATTLER_3;
|
||||||
// Unclear why judge sprite is assigned here
|
// Unclear why judge sprite is assigned here
|
||||||
// Overwritten in APPEALSTATE_SLIDE_MON_IN with the attacking contest mon
|
// Overwritten in APPEALSTATE_SLIDE_MON_IN with the attacking contest mon
|
||||||
gBattlerSpriteIds[gBattlerAttacker] = CreateJudgeSprite();
|
gBattlerSpriteIds[gBattlerAttacker] = CreateJudgeSprite();
|
||||||
|
|||||||
Reference in New Issue
Block a user