Sync battle anim labels with pokeruby

This commit is contained in:
DizzyEggg
2018-09-12 22:58:03 +02:00
parent 10b479a3ca
commit 8a81bd1bce
17 changed files with 6441 additions and 6245 deletions
+2 -2
View File
@@ -29,7 +29,7 @@ extern struct MusicPlayerInfo gMPlayInfo_SE2;
extern struct MusicPlayerInfo gMPlayInfo_BGM;
extern const u8 gUnknown_0831C604[];
extern const u8 * const gBattleAnims_VariousTable[];
extern const u8 * const gBattleAnims_General[];
extern const u8 * const gBattleAnims_Special[];
extern const struct CompressedSpriteSheet gMonFrontPicTable[];
extern const struct CompressedSpriteSheet gMonBackPicTable[];
@@ -437,7 +437,7 @@ bool8 TryHandleLaunchBattleTableAnimation(u8 activeBattler, u8 atkBattler, u8 de
gBattleAnimAttacker = atkBattler;
gBattleAnimTarget = defBattler;
gBattleSpritesDataPtr->animationData->animArg = argument;
LaunchBattleAnimation(gBattleAnims_VariousTable, tableId, FALSE);
LaunchBattleAnimation(gBattleAnims_General, tableId, FALSE);
taskId = CreateTask(Task_ClearBitWhenBattleTableAnimDone, 10);
gTasks[taskId].tBattlerId = activeBattler;
gBattleSpritesDataPtr->healthBoxesData[gTasks[taskId].tBattlerId].animFromTableActive = 1;