document bounce effect

This commit is contained in:
DizzyEggg
2018-06-20 23:07:51 +02:00
parent 94752d4207
commit ab36efdaf4
17 changed files with 330 additions and 299 deletions

View File

@@ -33,7 +33,7 @@
#define B_ACTION_SAFARI_GO_NEAR 7
#define B_ACTION_SAFARI_RUN 8
// The exact purposes of these are unclear
#define B_ACTION_UNKNOWN9 9
#define B_ACTION_WALLY_THROW 9
#define B_ACTION_EXEC_SCRIPT 10 // when executing an action
#define B_ACTION_CANCEL_PARTNER 12 // when choosing an action
#define B_ACTION_FINISHED 12 // when executing an action
@@ -150,29 +150,29 @@ struct DisableStruct
/*0x08*/ u8 protectUses;
/*0x09*/ u8 stockpileCounter;
/*0x0A*/ u8 substituteHP;
/*0x0B*/ u8 disableTimer1 : 4;
/*0x0B*/ u8 disableTimer2 : 4;
/*0x0B*/ u8 disableTimer1:4;
/*0x0B*/ u8 disableTimer2:4;
/*0x0C*/ u8 encoredMovePos;
/*0x0D*/ u8 unkD;
/*0x0E*/ u8 encoreTimer1 : 4;
/*0x0E*/ u8 encoreTimer2 : 4;
/*0x0F*/ u8 perishSongTimer1 : 4;
/*0x0F*/ u8 perishSongTimer2 : 4;
/*0x0E*/ u8 encoreTimer1:4;
/*0x0E*/ u8 encoreTimer2:4;
/*0x0F*/ u8 perishSongTimer1:4;
/*0x0F*/ u8 perishSongTimer2:4;
/*0x10*/ u8 furyCutterCounter;
/*0x11*/ u8 rolloutCounter1 : 4;
/*0x11*/ u8 rolloutCounter2 : 4;
/*0x12*/ u8 chargeTimer1 : 4;
/*0x12*/ u8 chargeTimer2 : 4;
/*0x11*/ u8 rolloutCounter1:4;
/*0x11*/ u8 rolloutCounter2:4;
/*0x12*/ u8 chargeTimer1:4;
/*0x12*/ u8 chargeTimer2:4;
/*0x13*/ u8 tauntTimer1:4;
/*0x13*/ u8 tauntTimer2:4;
/*0x14*/ u8 battlerPreventingEscape;
/*0x15*/ u8 battlerWithSureHit;
/*0x16*/ u8 isFirstTurn;
/*0x17*/ u8 unk17;
/*0x18*/ u8 truantCounter : 1;
/*0x18*/ u8 truantUnknownBit : 1;
/*0x18*/ u8 unk18_a_2 : 2;
/*0x18*/ u8 unk18_b : 4;
/*0x18*/ u8 truantCounter:1;
/*0x18*/ u8 truantUnknownBit:1;
/*0x18*/ u8 unk18_a_2:2;
/*0x18*/ u8 unk18_b:4;
/*0x19*/ u8 rechargeCounter;
/*0x1A*/ u8 unk1A[2];
};
@@ -201,12 +201,12 @@ struct ProtectStruct
u32 flag2Unknown:1; // 0x2
u32 flinchImmobility:1; // 0x4
u32 notFirstStrike:1; // 0x8
u32 flag_x10 : 1; // 0x10
u32 flag_x20 : 1; // 0x20
u32 flag_x40 : 1; // 0x40
u32 flag_x80 : 1; // 0x80
u32 flag_x10:1; // 0x10
u32 flag_x20:1; // 0x20
u32 flag_x40:1; // 0x40
u32 flag_x80:1; // 0x80
/* field_3 */
u32 field3 : 8;
u32 field3:8;
/* field_4 */ u32 physicalDmg;
/* field_8 */ u32 specialDmg;
@@ -217,14 +217,14 @@ struct ProtectStruct
struct SpecialStatus
{
u8 statLowered : 1; // 0x1
u8 lightningRodRedirected : 1; // 0x2
u8 statLowered:1; // 0x1
u8 lightningRodRedirected:1; // 0x2
u8 restoredBankSprite: 1; // 0x4
u8 intimidatedPoke : 1; // 0x8
u8 traced : 1; // 0x10
u8 flag20 : 1;
u8 flag40 : 1;
u8 focusBanded : 1;
u8 intimidatedPoke:1; // 0x8
u8 traced:1; // 0x10
u8 flag20:1;
u8 flag40:1;
u8 focusBanded:1;
u8 field1[3];
s32 dmg;
s32 physicalDmg;
@@ -629,11 +629,11 @@ u8 GetBattlerAtPosition(u8 bank);
struct BattleSpriteInfo
{
u16 invisible : 1; // 0x1
u16 lowHpSong : 1; // 0x2
u16 behindSubstitute : 1; // 0x4
u16 flag_x8 : 1; // 0x8
u16 hpNumbersNoBars : 1; // 0x10
u16 invisible:1; // 0x1
u16 lowHpSong:1; // 0x2
u16 behindSubstitute:1; // 0x4
u16 flag_x8:1; // 0x8
u16 hpNumbersNoBars:1; // 0x10
u16 transformSpecies;
};
@@ -647,12 +647,12 @@ struct BattleAnimationInfo
u8 field_6;
u8 field_7;
u8 ballThrowCaseId;
u8 field_9_x1 : 1;
u8 field_9_x2 : 1;
u8 field_9_x1C : 3;
u8 field_9_x20 : 1;
u8 field_9_x40 : 1;
u8 field_9_x80 : 1;
u8 field_9_x1:1;
u8 field_9_x2:1;
u8 field_9_x1C:3;
u8 field_9_x20:1;
u8 field_9_x40:1;
u8 field_9_x80:1;
u8 field_A;
u8 field_B;
u8 field_C;
@@ -663,21 +663,21 @@ struct BattleAnimationInfo
struct BattleHealthboxInfo
{
u8 flag_x1 : 1;
u8 flag_x2 : 1;
u8 flag_x4 : 1;
u8 ballAnimActive : 1; // 0x8
u8 statusAnimActive : 1; // x10
u8 animFromTableActive : 1; // x20
u8 specialAnimActive : 1; //x40
u8 flag_x80 : 1;
u8 field_1_x1 : 1;
u8 field_1_x1E : 4;
u8 field_1_x20 : 1;
u8 field_1_x40 : 1;
u8 field_1_x80 : 1;
u8 field_2;
u8 field_3;
u8 flag_x1:1;
u8 healthboxIsBouncing:1;
u8 battlerIsBouncing:1;
u8 ballAnimActive:1; // 0x8
u8 statusAnimActive:1; // x10
u8 animFromTableActive:1; // x20
u8 specialAnimActive:1; //x40
u8 flag_x80:1;
u8 field_1_x1:1;
u8 field_1_x1E:4;
u8 field_1_x20:1;
u8 field_1_x40:1;
u8 field_1_x80:1;
u8 healthboxBounceSpriteId;
u8 battlerBounceSpriteId;
u8 animationState;
u8 field_5;
u8 field_6;