Start porting ruby battle anim file
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+7
-7
@@ -378,8 +378,8 @@ static void Task_DoPokeballSendOutAnim(u8 taskId)
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gSprites[ballSpriteId].callback = SpriteCB_PlayerMonSendOut_1;
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break;
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case POKEBALL_OPPONENT_SENDOUT:
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gSprites[ballSpriteId].pos1.x = GetBattlerSpriteCoord(battlerId, BANK_X_POS);
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gSprites[ballSpriteId].pos1.y = GetBattlerSpriteCoord(battlerId, BANK_Y_POS) + 24;
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gSprites[ballSpriteId].pos1.x = GetBattlerSpriteCoord(battlerId, BATTLER_COORD_X);
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gSprites[ballSpriteId].pos1.y = GetBattlerSpriteCoord(battlerId, BATTLER_COORD_Y) + 24;
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gBattlerTarget = battlerId;
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gSprites[ballSpriteId].data[0] = 0;
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gSprites[ballSpriteId].callback = SpriteCB_OpponentMonSendOut;
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@@ -399,8 +399,8 @@ static void Task_DoPokeballSendOutAnim(u8 taskId)
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// this will perform an unused ball throw animation
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gSprites[ballSpriteId].data[0] = 0x22;
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gSprites[ballSpriteId].data[2] = GetBattlerSpriteCoord(gBattlerTarget, BANK_X_POS);
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gSprites[ballSpriteId].data[4] = GetBattlerSpriteCoord(gBattlerTarget, BANK_Y_POS) - 16;
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gSprites[ballSpriteId].data[2] = GetBattlerSpriteCoord(gBattlerTarget, BATTLER_COORD_X);
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gSprites[ballSpriteId].data[4] = GetBattlerSpriteCoord(gBattlerTarget, BATTLER_COORD_Y) - 16;
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gSprites[ballSpriteId].data[5] = -40;
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sub_80A68D4(&gSprites[ballSpriteId]);
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gSprites[ballSpriteId].oam.affineParam = taskId;
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@@ -411,7 +411,7 @@ static void Task_DoPokeballSendOutAnim(u8 taskId)
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static void SpriteCB_TestBallThrow(struct Sprite *sprite)
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{
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if (AnimateBallThrow(sprite))
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if (TranslateAnimArc(sprite))
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{
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u16 ballId;
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u8 taskId = sprite->oam.affineParam;
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@@ -922,7 +922,7 @@ static void SpriteCB_PlayerMonSendOut_2(struct Sprite *sprite)
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StartSpriteAffineAnim(sprite, 4);
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}
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r4 = sprite->data[0];
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sub_80A6F3C(sprite);
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TranslateAnimLinear(sprite);
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sprite->data[7] += sprite->sBattler / 3;
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sprite->pos2.y += Sin(HIBYTE(sprite->data[7]), sprite->data[5]);
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sprite->oam.affineParam += 0x100;
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@@ -940,7 +940,7 @@ static void SpriteCB_PlayerMonSendOut_2(struct Sprite *sprite)
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}
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else
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{
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if (AnimateBallThrow(sprite))
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if (TranslateAnimArc(sprite))
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{
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sprite->pos1.x += sprite->pos2.x;
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sprite->pos1.y += sprite->pos2.y;
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