use sound panning constants in battle_anim_scripts

This commit is contained in:
garak
2018-10-19 15:57:19 -04:00
parent 72f9afcbf4
commit 901f3ff557
14 changed files with 1051 additions and 1039 deletions

View File

@@ -1402,7 +1402,7 @@ static void OpponentHandleFaintAnimation(void)
if (!gBattleSpritesDataPtr->healthBoxesData[gActiveBattler].specialAnimActive)
{
gBattleSpritesDataPtr->healthBoxesData[gActiveBattler].animationState = 0;
PlaySE12WithPanning(SE_POKE_DEAD, PAN_SIDE_OPPONENT);
PlaySE12WithPanning(SE_POKE_DEAD, SOUND_PAN_TARGET);
gSprites[gBattlerSpriteIds[gActiveBattler]].callback = SpriteCB_FaintOpponentMon;
gBattlerControllerFuncs[gActiveBattler] = sub_805FAC4;
}
@@ -1810,9 +1810,9 @@ static void OpponentHandlePlaySE(void)
s8 pan;
if (GetBattlerSide(gActiveBattler) == B_SIDE_PLAYER)
pan = PAN_SIDE_PLAYER;
pan = SOUND_PAN_ATTACKER;
else
pan = PAN_SIDE_OPPONENT;
pan = SOUND_PAN_TARGET;
PlaySE12WithPanning(gBattleBufferA[gActiveBattler][1] | (gBattleBufferA[gActiveBattler][2] << 8), pan);
OpponentBufferExecCompleted();