more renaming
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@@ -33,7 +33,7 @@ extern u8 gBankSpriteIds[BATTLE_BANKS_COUNT];
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extern u8 gActionSelectionCursor[BATTLE_BANKS_COUNT];
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extern u8 gMoveSelectionCursor[BATTLE_BANKS_COUNT];
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extern u8 gAbsentBankFlags;
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extern u8 gNoOfAllBanks;
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extern u8 gBattleBanksCount;
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extern bool8 gDoingBattleAnim;
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extern u8 gPlayerDpadHoldFrames;
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extern void (*gBattleBankFunc[BATTLE_BANKS_COUNT])(void);
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@@ -358,7 +358,7 @@ static void HandleInputChooseAction(void)
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{
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if ((gBattleTypeFlags & BATTLE_TYPE_DOUBLE)
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&& GetBankPosition(gActiveBank) == B_POSITION_PLAYER_RIGHT
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&& !(gAbsentBankFlags & gBitTable[GetBankByIdentity(B_POSITION_PLAYER_LEFT)])
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&& !(gAbsentBankFlags & gBitTable[GetBankByPosition(B_POSITION_PLAYER_LEFT)])
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&& !(gBattleTypeFlags & BATTLE_TYPE_MULTI))
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{
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if (gBattleBufferA[gActiveBank][1] == ACTION_USE_ITEM)
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@@ -397,14 +397,14 @@ static void HandleInputChooseTarget(void)
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// what a weird loop
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i = 0;
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if (gNoOfAllBanks != 0)
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if (gBattleBanksCount != 0)
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{
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do
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{
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if (i != gMultiUsePlayerCursor)
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dp11b_obj_free(i, 1);
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i++;
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} while (i < gNoOfAllBanks);
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} while (i < gBattleBanksCount);
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}
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if (gMain.heldKeys & DPAD_ANY && gSaveBlock2Ptr->optionsButtonMode == 2)
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@@ -447,8 +447,8 @@ static void HandleInputChooseTarget(void)
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{
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if (--i < 0)
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i = 4; // UB: array out of range
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gMultiUsePlayerCursor = GetBankByIdentity(identities[i]);
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} while (gMultiUsePlayerCursor == gNoOfAllBanks);
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gMultiUsePlayerCursor = GetBankByPosition(identities[i]);
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} while (gMultiUsePlayerCursor == gBattleBanksCount);
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i = 0;
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switch (GetBankPosition(gMultiUsePlayerCursor))
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@@ -489,8 +489,8 @@ static void HandleInputChooseTarget(void)
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{
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if (++i > 3)
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i = 0;
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gMultiUsePlayerCursor = GetBankByIdentity(identities[i]);
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} while (gMultiUsePlayerCursor == gNoOfAllBanks);
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gMultiUsePlayerCursor = GetBankByPosition(identities[i]);
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} while (gMultiUsePlayerCursor == gBattleBanksCount);
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i = 0;
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switch (GetBankPosition(gMultiUsePlayerCursor))
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@@ -545,7 +545,7 @@ static void HandleInputChooseMove(void)
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if (moveTarget & MOVE_TARGET_x10)
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gMultiUsePlayerCursor = gActiveBank;
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else
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gMultiUsePlayerCursor = GetBankByIdentity((GetBankPosition(gActiveBank) & BIT_SIDE) ^ BIT_SIDE);
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gMultiUsePlayerCursor = GetBankByPosition((GetBankPosition(gActiveBank) & BIT_SIDE) ^ BIT_SIDE);
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if (!gBattleBufferA[gActiveBank][1]) // not a double battle
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{
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@@ -579,10 +579,10 @@ static void HandleInputChooseMove(void)
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if (moveTarget & (MOVE_TARGET_x10 | MOVE_TARGET_USER))
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gMultiUsePlayerCursor = gActiveBank;
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else if (gAbsentBankFlags & gBitTable[GetBankByIdentity(B_POSITION_OPPONENT_LEFT)])
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gMultiUsePlayerCursor = GetBankByIdentity(B_POSITION_OPPONENT_RIGHT);
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else if (gAbsentBankFlags & gBitTable[GetBankByPosition(B_POSITION_OPPONENT_LEFT)])
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gMultiUsePlayerCursor = GetBankByPosition(B_POSITION_OPPONENT_RIGHT);
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else
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gMultiUsePlayerCursor = GetBankByIdentity(B_POSITION_OPPONENT_LEFT);
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gMultiUsePlayerCursor = GetBankByPosition(B_POSITION_OPPONENT_LEFT);
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gSprites[gBankSpriteIds[gMultiUsePlayerCursor]].callback = sub_8039AD8;
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}
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@@ -905,7 +905,7 @@ static void sub_80586F8(void)
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gMain.inBattle = 0;
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gMain.callback1 = gPreBattleCallback1;
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SetMainCallback2(sub_8038D64);
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if (gBattleOutcome == BATTLE_WON)
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if (gBattleOutcome == B_OUTCOME_WON)
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sub_817E3F4();
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FreeAllWindowBuffers();
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}
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@@ -918,7 +918,7 @@ static void sub_80586F8(void)
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gMain.inBattle = 0;
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gMain.callback1 = gPreBattleCallback1;
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SetMainCallback2(sub_8038D64);
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if (gBattleOutcome == BATTLE_WON)
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if (gBattleOutcome == B_OUTCOME_WON)
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sub_817E3F4();
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FreeAllWindowBuffers();
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}
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@@ -2463,7 +2463,7 @@ static void PlayerHandleSuccessBallThrowAnim(void)
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{
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gBattleSpritesDataPtr->animationData->ballThrowCaseId = BALL_3_SHAKES_SUCCESS;
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gDoingBattleAnim = TRUE;
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InitAndLaunchSpecialAnimation(gActiveBank, gActiveBank, GetBankByIdentity(B_POSITION_OPPONENT_LEFT), B_ANIM_BALL_THROW);
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InitAndLaunchSpecialAnimation(gActiveBank, gActiveBank, GetBankByPosition(B_POSITION_OPPONENT_LEFT), B_ANIM_BALL_THROW);
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gBattleBankFunc[gActiveBank] = CompleteOnSpecialAnimDone;
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}
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@@ -2473,7 +2473,7 @@ static void PlayerHandleBallThrowAnim(void)
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gBattleSpritesDataPtr->animationData->ballThrowCaseId = ballThrowCaseId;
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gDoingBattleAnim = TRUE;
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InitAndLaunchSpecialAnimation(gActiveBank, gActiveBank, GetBankByIdentity(B_POSITION_OPPONENT_LEFT), B_ANIM_BALL_THROW);
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InitAndLaunchSpecialAnimation(gActiveBank, gActiveBank, GetBankByPosition(B_POSITION_OPPONENT_LEFT), B_ANIM_BALL_THROW);
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gBattleBankFunc[gActiveBank] = CompleteOnSpecialAnimDone;
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}
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