pokeemerald/src/battle_anim_fire.c

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37 KiB
C
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#include "global.h"
#include "battle_anim.h"
#include "constants/rgb.h"
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#include "constants/songs.h"
#include "sound.h"
#include "util.h"
#include "task.h"
#include "trig.h"
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static void AnimFireSpiralInward(struct Sprite *);
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static void AnimFireSpread(struct Sprite *);
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static void AnimFirePlume(struct Sprite *);
static void AnimLargeFlame(struct Sprite *);
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static void sub_8109028(struct Sprite *);
static void sub_8109064(struct Sprite *);
static void sub_81090D8(struct Sprite *);
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static void AnimSunlight(struct Sprite *);
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static void AnimEmberFlare(struct Sprite *);
static void AnimBurnFlame(struct Sprite *);
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static void AnimFireRing(struct Sprite *);
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static void AnimFireRing_Step1(struct Sprite *);
static void AnimFireRing_Step2(struct Sprite *);
static void AnimFireRing_Step3(struct Sprite *);
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static void UpdateFireRingCircleOffset(struct Sprite *);
static void AnimFireCross(struct Sprite *);
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static void AnimFireSpiralOutward(struct Sprite *);
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static void AnimFireSpiralOutward_Step1(struct Sprite *);
static void AnimFireSpiralOutward_Step2(struct Sprite *);
static void AnimTask_EruptionLaunchRocks_Step(u8 taskId);
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static void CreateEruptionLaunchRocks(u8 spriteId, u8 taskId, u8 a3);
static void AnimEruptionLaunchRock(struct Sprite *);
static u16 GetEruptionLaunchRockInitialYPos(u8 spriteId);
static void InitEruptionLaunchRockCoordData(struct Sprite *sprite, s16 x, s16 y);
static void UpdateEruptionLaunchRockPos(struct Sprite *);
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static void AnimEruptionFallingRock(struct Sprite *);
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static void AnimEruptionFallingRock_Step(struct Sprite *);
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static void AnimWillOWispOrb(struct Sprite *);
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static void AnimWillOWispOrb_Step(struct Sprite *);
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static void AnimWillOWispFire(struct Sprite *);
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static void AnimTask_MoveHeatWaveTargets_Step(u8 taskId);
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static void AnimLavaPlumeOrbitScatter(struct Sprite *sprite);
static void AnimLavaPlumeOrbitScatterStep(struct Sprite *sprite);
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static const union AnimCmd sAnim_FireSpiralSpread_0[] =
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{
ANIMCMD_FRAME(16, 4),
ANIMCMD_FRAME(32, 4),
ANIMCMD_FRAME(48, 4),
ANIMCMD_JUMP(0),
};
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static const union AnimCmd sAnim_FireSpiralSpread_1[] =
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{
ANIMCMD_FRAME(16, 4, .vFlip = TRUE, .hFlip = TRUE),
ANIMCMD_FRAME(32, 4, .vFlip = TRUE, .hFlip = TRUE),
ANIMCMD_FRAME(48, 4, .vFlip = TRUE, .hFlip = TRUE),
ANIMCMD_JUMP(0),
};
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static const union AnimCmd *const sAnims_FireSpiralSpread[] =
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{
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sAnim_FireSpiralSpread_0,
sAnim_FireSpiralSpread_1,
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};
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const struct SpriteTemplate gFireSpiralInwardSpriteTemplate =
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{
.tileTag = ANIM_TAG_SMALL_EMBER,
.paletteTag = ANIM_TAG_SMALL_EMBER,
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.oam = &gOamData_AffineOff_ObjNormal_32x32,
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.anims = sAnims_FireSpiralSpread,
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.images = NULL,
.affineAnims = gDummySpriteAffineAnimTable,
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.callback = AnimFireSpiralInward,
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};
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const struct SpriteTemplate gFireSpreadSpriteTemplate =
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{
.tileTag = ANIM_TAG_SMALL_EMBER,
.paletteTag = ANIM_TAG_SMALL_EMBER,
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.oam = &gOamData_AffineOff_ObjNormal_32x32,
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.anims = sAnims_FireSpiralSpread,
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.images = NULL,
.affineAnims = gDummySpriteAffineAnimTable,
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.callback = AnimFireSpread,
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};
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static const union AnimCmd sAnim_LargeFlame[] =
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{
ANIMCMD_FRAME(0, 3),
ANIMCMD_FRAME(16, 3),
ANIMCMD_FRAME(32, 3),
ANIMCMD_FRAME(48, 3),
ANIMCMD_FRAME(64, 3),
ANIMCMD_FRAME(80, 3),
ANIMCMD_FRAME(96, 3),
ANIMCMD_FRAME(112, 3),
ANIMCMD_JUMP(0),
};
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static const union AnimCmd *const sAnims_LargeFlame[] =
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{
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sAnim_LargeFlame,
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};
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static const union AnimCmd sAnim_FirePlume[] =
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{
ANIMCMD_FRAME(0, 5),
ANIMCMD_FRAME(16, 5),
ANIMCMD_FRAME(32, 5),
ANIMCMD_FRAME(48, 5),
ANIMCMD_FRAME(64, 5),
ANIMCMD_JUMP(0),
};
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static const union AnimCmd *const sAnims_FirePlume[] =
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{
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sAnim_FirePlume,
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};
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static const union AffineAnimCmd sAffineAnim_LargeFlame[] =
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{
AFFINEANIMCMD_FRAME(0x32, 0x100, 0, 0),
AFFINEANIMCMD_FRAME(0x20, 0x0, 0, 7),
AFFINEANIMCMD_END,
};
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static const union AffineAnimCmd *const sAffineAnims_LargeFlame[] =
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{
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sAffineAnim_LargeFlame,
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};
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const struct SpriteTemplate gLargeFlameSpriteTemplate =
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{
.tileTag = ANIM_TAG_FIRE,
.paletteTag = ANIM_TAG_FIRE,
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.oam = &gOamData_AffineNormal_ObjNormal_32x32,
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.anims = sAnims_LargeFlame,
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.images = NULL,
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.affineAnims = sAffineAnims_LargeFlame,
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.callback = AnimLargeFlame,
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};
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const struct SpriteTemplate gLargeFlameScatterSpriteTemplate =
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{
.tileTag = ANIM_TAG_FIRE,
.paletteTag = ANIM_TAG_FIRE,
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.oam = &gOamData_AffineOff_ObjNormal_32x32,
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.anims = sAnims_LargeFlame,
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.images = NULL,
.affineAnims = gDummySpriteAffineAnimTable,
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.callback = AnimLargeFlame,
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};
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const struct SpriteTemplate gFirePlumeSpriteTemplate =
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{
.tileTag = ANIM_TAG_FIRE_PLUME,
.paletteTag = ANIM_TAG_FIRE_PLUME,
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.oam = &gOamData_AffineOff_ObjNormal_32x32,
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.anims = sAnims_FirePlume,
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.images = NULL,
.affineAnims = gDummySpriteAffineAnimTable,
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.callback = AnimFirePlume,
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};
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// Unused
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const struct SpriteTemplate gUnknown_08595440 =
{
.tileTag = ANIM_TAG_SMALL_EMBER,
.paletteTag = ANIM_TAG_SMALL_EMBER,
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.oam = &gOamData_AffineOff_ObjNormal_32x32,
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.anims = sAnims_FirePlume,
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.images = NULL,
.affineAnims = gDummySpriteAffineAnimTable,
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.callback = AnimFirePlume,
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};
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static const union AnimCmd gUnknown_08595458[] =
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{
ANIMCMD_FRAME(16, 6),
ANIMCMD_FRAME(32, 6),
ANIMCMD_FRAME(48, 6),
ANIMCMD_JUMP(0),
};
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static const union AnimCmd *const gUnknown_08595468[] =
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{
gUnknown_08595458,
};
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// Unused
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const struct SpriteTemplate gUnknown_0859546C =
{
.tileTag = ANIM_TAG_SMALL_EMBER,
.paletteTag = ANIM_TAG_SMALL_EMBER,
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.oam = &gOamData_AffineOff_ObjNormal_32x32,
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.anims = gUnknown_08595468,
.images = NULL,
.affineAnims = gDummySpriteAffineAnimTable,
.callback = sub_8109064,
};
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static const union AffineAnimCmd sAffineAnim_SunlightRay[] =
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{
AFFINEANIMCMD_FRAME(0x50, 0x50, 0, 0),
AFFINEANIMCMD_FRAME(0x2, 0x2, 10, 1),
AFFINEANIMCMD_JUMP(1),
};
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static const union AffineAnimCmd *const sAffineAnims_SunlightRay[] =
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{
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sAffineAnim_SunlightRay,
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};
const struct SpriteTemplate gSunlightRaySpriteTemplate =
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{
.tileTag = ANIM_TAG_SUNLIGHT,
.paletteTag = ANIM_TAG_SUNLIGHT,
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.oam = &gOamData_AffineNormal_ObjBlend_32x32,
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.anims = gDummySpriteAnimTable,
.images = NULL,
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.affineAnims = sAffineAnims_SunlightRay,
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.callback = AnimSunlight,
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};
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static const union AnimCmd sAnim_BasicFire[] =
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{
ANIMCMD_FRAME(0, 4),
ANIMCMD_FRAME(16, 4),
ANIMCMD_FRAME(32, 4),
ANIMCMD_FRAME(48, 4),
ANIMCMD_FRAME(64, 4),
ANIMCMD_JUMP(0),
};
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const union AnimCmd *const gAnims_BasicFire[] =
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{
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sAnim_BasicFire,
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};
const struct SpriteTemplate gEmberSpriteTemplate =
{
.tileTag = ANIM_TAG_SMALL_EMBER,
.paletteTag = ANIM_TAG_SMALL_EMBER,
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.oam = &gOamData_AffineOff_ObjNormal_32x32,
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.anims = gDummySpriteAnimTable,
.images = NULL,
.affineAnims = gDummySpriteAffineAnimTable,
.callback = TranslateAnimSpriteToTargetMonLocation,
};
const struct SpriteTemplate gEmberFlareSpriteTemplate =
{
.tileTag = ANIM_TAG_SMALL_EMBER,
.paletteTag = ANIM_TAG_SMALL_EMBER,
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.oam = &gOamData_AffineOff_ObjNormal_32x32,
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.anims = gAnims_BasicFire,
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.images = NULL,
.affineAnims = gDummySpriteAffineAnimTable,
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.callback = AnimEmberFlare,
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};
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const union AnimCmd gIncinerateAnim1[] =
{
ANIMCMD_FRAME(0, 2),
ANIMCMD_FRAME(16, 4),
ANIMCMD_FRAME(32, 2),
ANIMCMD_JUMP(0),
};
const union AnimCmd *const gIncinerateAnims[] =
{
gIncinerateAnim1,
};
const struct SpriteTemplate gIncinerateSpriteTemplate =
{
.tileTag = ANIM_TAG_SMALL_EMBER,
.paletteTag = ANIM_TAG_SMALL_EMBER,
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.oam = &gOamData_AffineOff_ObjNormal_32x32,
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.anims = gIncinerateAnims,
.images = NULL,
.affineAnims = gDummySpriteAffineAnimTable,
.callback = TranslateAnimSpriteToTargetMonLocation,
};
const struct SpriteTemplate gBurnFlameSpriteTemplate =
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{
.tileTag = ANIM_TAG_SMALL_EMBER,
.paletteTag = ANIM_TAG_SMALL_EMBER,
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.oam = &gOamData_AffineOff_ObjNormal_32x32,
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.anims = gAnims_BasicFire,
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.images = NULL,
.affineAnims = gDummySpriteAffineAnimTable,
.callback = AnimBurnFlame,
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};
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const struct SpriteTemplate gFireBlastRingSpriteTemplate =
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{
.tileTag = ANIM_TAG_SMALL_EMBER,
.paletteTag = ANIM_TAG_SMALL_EMBER,
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.oam = &gOamData_AffineOff_ObjNormal_32x32,
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.anims = gAnims_BasicFire,
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.images = NULL,
.affineAnims = gDummySpriteAffineAnimTable,
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.callback = AnimFireRing,
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};
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static const union AnimCmd sAnim_FireBlastCross[] =
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{
ANIMCMD_FRAME(32, 6),
ANIMCMD_FRAME(48, 6),
ANIMCMD_JUMP(0),
};
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static const union AnimCmd *const sAnims_FireBlastCross[] =
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{
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sAnim_FireBlastCross,
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};
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static const union AffineAnimCmd gUnknown_08595544[] =
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{
AFFINEANIMCMD_FRAME(0x0, 0x0, 0, 1),
AFFINEANIMCMD_END,
};
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static const union AffineAnimCmd gUnknown_08595554[] =
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{
AFFINEANIMCMD_FRAME(0xA0, 0xA0, 0, 0),
AFFINEANIMCMD_END,
};
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// Unused
static const union AffineAnimCmd *const gUnknown_08595564[] =
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{
gUnknown_08595544,
gUnknown_08595554,
};
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const struct SpriteTemplate gFireBlastCrossSpriteTemplate =
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{
.tileTag = ANIM_TAG_SMALL_EMBER,
.paletteTag = ANIM_TAG_SMALL_EMBER,
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.oam = &gOamData_AffineOff_ObjNormal_32x32,
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.anims = sAnims_FireBlastCross,
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.images = NULL,
.affineAnims = gDummySpriteAffineAnimTable,
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.callback = AnimFireCross,
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};
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const struct SpriteTemplate gFireSpiralOutwardSpriteTemplate =
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{
.tileTag = ANIM_TAG_SMALL_EMBER,
.paletteTag = ANIM_TAG_SMALL_EMBER,
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.oam = &gOamData_AffineOff_ObjNormal_32x32,
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.anims = gAnims_BasicFire,
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.images = NULL,
.affineAnims = gDummySpriteAffineAnimTable,
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.callback = AnimFireSpiralOutward,
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};
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const struct SpriteTemplate gWeatherBallFireDownSpriteTemplate =
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{
.tileTag = ANIM_TAG_SMALL_EMBER,
.paletteTag = ANIM_TAG_SMALL_EMBER,
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.oam = &gOamData_AffineOff_ObjNormal_32x32,
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.anims = gAnims_BasicFire,
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.images = NULL,
.affineAnims = gDummySpriteAffineAnimTable,
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.callback = AnimWeatherBallDown,
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};
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const struct SpriteTemplate gEruptionLaunchRockSpriteTemplate =
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{
.tileTag = ANIM_TAG_WARM_ROCK,
.paletteTag = ANIM_TAG_WARM_ROCK,
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.oam = &gOamData_AffineOff_ObjNormal_16x16,
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.anims = gDummySpriteAnimTable,
.images = NULL,
.affineAnims = gDummySpriteAffineAnimTable,
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.callback = AnimEruptionLaunchRock,
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};
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static const s16 sEruptionLaunchRockCoords[][2] =
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{
{-2, -5},
{-1, -1},
{ 3, -6},
{ 4, -2},
{ 2, -8},
{-5, -5},
{ 4, -7},
};
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const struct SpriteTemplate gEruptionFallingRockSpriteTemplate =
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{
.tileTag = ANIM_TAG_WARM_ROCK,
.paletteTag = ANIM_TAG_WARM_ROCK,
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.oam = &gOamData_AffineOff_ObjNormal_32x32,
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.anims = gDummySpriteAnimTable,
.images = NULL,
.affineAnims = gDummySpriteAffineAnimTable,
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.callback = AnimEruptionFallingRock,
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};
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static const union AnimCmd sAnim_WillOWispOrb_0[] =
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{
ANIMCMD_FRAME(0, 5),
ANIMCMD_FRAME(4, 5),
ANIMCMD_FRAME(8, 5),
ANIMCMD_FRAME(12, 5),
ANIMCMD_JUMP(0),
};
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static const union AnimCmd sAnim_WillOWispOrb_1[] =
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{
ANIMCMD_FRAME(16, 5),
ANIMCMD_END,
};
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static const union AnimCmd sAnim_WillOWispOrb_2[] =
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{
ANIMCMD_FRAME(20, 5),
ANIMCMD_END,
};
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static const union AnimCmd sAnim_WillOWispOrb_3[] =
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{
ANIMCMD_FRAME(20, 5),
ANIMCMD_END,
};
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static const union AnimCmd *const sAnims_WillOWispOrb[] =
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{
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sAnim_WillOWispOrb_0,
sAnim_WillOWispOrb_1,
sAnim_WillOWispOrb_2,
sAnim_WillOWispOrb_3,
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};
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const struct SpriteTemplate gWillOWispOrbSpriteTemplate =
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{
.tileTag = ANIM_TAG_WISP_ORB,
.paletteTag = ANIM_TAG_WISP_ORB,
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.oam = &gOamData_AffineOff_ObjNormal_16x16,
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.anims = sAnims_WillOWispOrb,
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.images = NULL,
.affineAnims = gDummySpriteAffineAnimTable,
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.callback = AnimWillOWispOrb,
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};
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static const union AnimCmd sAnim_WillOWispFire[] =
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{
ANIMCMD_FRAME(0, 5),
ANIMCMD_FRAME(16, 5),
ANIMCMD_FRAME(32, 5),
ANIMCMD_FRAME(48, 5),
ANIMCMD_JUMP(0),
};
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static const union AnimCmd *const sAnims_WillOWispFire[] =
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{
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sAnim_WillOWispFire,
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};
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const struct SpriteTemplate gWillOWispFireSpriteTemplate =
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{
.tileTag = ANIM_TAG_WISP_FIRE,
.paletteTag = ANIM_TAG_WISP_FIRE,
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.oam = &gOamData_AffineOff_ObjNormal_32x32,
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.anims = sAnims_WillOWispFire,
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.images = NULL,
.affineAnims = gDummySpriteAffineAnimTable,
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.callback = AnimWillOWispFire,
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};
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// Directions for shaking up/down or left/right in AnimTask_ShakeTargetInPattern
// Only first 10 values are ever accessed.
// First pattern results in larger shakes, second results in faster oscillation
static const s8 sShakeDirsPattern0[16] =
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{
-1, -1, 0, 1, 1, 0, 0, -1, -1, 1, 1, 0, 0, -1, 0, 1,
};
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static const s8 sShakeDirsPattern1[16] =
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{
-1, 0, 1, 0, -1, 1, 0, -1, 0, 1, 0, -1, 0, 1, 0, 1,
};
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const union AffineAnimCmd gLavaPlumeAffineAnimCmd[] =
{
AFFINEANIMCMD_FRAME(0x80, 0x80, 0, 0),
AFFINEANIMCMD_FRAME(0x8, 0x8, 0, 1),
AFFINEANIMCMD_JUMP(1),
};
const union AffineAnimCmd *const gLavaPlumeAffineAnims[] =
{
gLavaPlumeAffineAnimCmd,
};
const struct SpriteTemplate gLavaPlumeSpriteTemplate =
{
.tileTag = ANIM_TAG_FIRE_PLUME,
.paletteTag = ANIM_TAG_FIRE_PLUME,
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.oam = &gOamData_AffineOff_ObjNormal_32x32,
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.anims = sAnims_FirePlume,
.images = NULL,
.affineAnims = gLavaPlumeAffineAnims,
.callback = AnimLavaPlumeOrbitScatter,
};
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static void AnimLavaPlumeOrbitScatter(struct Sprite *sprite)
{
sprite->pos1.x = GetBattlerSpriteCoord(gBattleAnimAttacker, 2);
sprite->pos1.y = GetBattlerSpriteCoord(gBattleAnimAttacker, 3);
sprite->data[0] = Sin(gBattleAnimArgs[0], 10);
sprite->data[1] = Cos(gBattleAnimArgs[0], 7);
sprite->callback = AnimLavaPlumeOrbitScatterStep;
}
static void AnimLavaPlumeOrbitScatterStep(struct Sprite *sprite)
{
sprite->pos2.x += sprite->data[0];
sprite->pos2.y += sprite->data[1];
if (sprite->pos1.x + sprite->pos2.x + 16 > 272u || sprite->pos1.y + sprite->pos2.y > 160 || sprite->pos1.y + sprite->pos2.y < -16)
DestroyAnimSprite(sprite);
}
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// For the first stage of Fire Punch
static void AnimFireSpiralInward(struct Sprite *sprite)
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{
sprite->data[0] = gBattleAnimArgs[0];
sprite->data[1] = 0x3C;
sprite->data[2] = 0x9;
sprite->data[3] = 0x1E;
sprite->data[4] = 0xFE00;
StoreSpriteCallbackInData6(sprite, DestroyAnimSprite);
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sprite->callback = TranslateSpriteInGrowingCircleOverDuration;
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sprite->callback(sprite);
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}
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// For the impact spread of fire sprites for moves like Blaze Kick or Fire Punch
static void AnimFireSpread(struct Sprite *sprite)
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{
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SetAnimSpriteInitialXOffset(sprite, gBattleAnimArgs[0]);
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sprite->pos1.y += gBattleAnimArgs[1];
sprite->data[0] = gBattleAnimArgs[4]; // duration
sprite->data[1] = gBattleAnimArgs[2]; // x
sprite->data[2] = gBattleAnimArgs[3]; // y
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sprite->callback = TranslateSpriteLinearFixedPoint;
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StoreSpriteCallbackInData6(sprite, DestroyAnimSprite);
}
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static void AnimFirePlume(struct Sprite *sprite)
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{
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SetSpriteCoordsToAnimAttackerCoords(sprite);
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if (GetBattlerSide(gBattleAnimAttacker))
{
sprite->pos1.x -= gBattleAnimArgs[0];
sprite->pos1.y += gBattleAnimArgs[1];
sprite->data[2] = -gBattleAnimArgs[4];
}
else
{
sprite->pos1.x += gBattleAnimArgs[0];
sprite->pos1.y += gBattleAnimArgs[1];
sprite->data[2] = gBattleAnimArgs[4];
}
sprite->data[1] = gBattleAnimArgs[2];
sprite->data[4] = gBattleAnimArgs[3];
sprite->data[3] = gBattleAnimArgs[5];
sprite->callback = sub_8109028;
}
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static void AnimLargeFlame(struct Sprite *sprite)
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{
if (GetBattlerSide(gBattleAnimAttacker))
{
sprite->pos1.x -= gBattleAnimArgs[0];
sprite->pos1.y += gBattleAnimArgs[1];
sprite->data[2] = gBattleAnimArgs[4];
}
else
{
sprite->pos1.x += gBattleAnimArgs[0];
sprite->pos1.y += gBattleAnimArgs[1];
sprite->data[2] = -gBattleAnimArgs[4];
}
sprite->data[1] = gBattleAnimArgs[2];
sprite->data[4] = gBattleAnimArgs[3];
sprite->data[3] = gBattleAnimArgs[5];
sprite->callback = sub_8109028;
}
static void sub_8109028(struct Sprite *sprite)
{
if (++sprite->data[0] < sprite->data[4])
{
sprite->pos2.x += sprite->data[2];
sprite->pos2.y += sprite->data[3];
}
if (sprite->data[0] == sprite->data[1])
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DestroySpriteAndMatrix(sprite);
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}
static void sub_8109064(struct Sprite *sprite)
{
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SetSpriteCoordsToAnimAttackerCoords(sprite);
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if (GetBattlerSide(gBattleAnimAttacker))
{
sprite->pos1.x -= gBattleAnimArgs[0];
}
else
{
sprite->pos1.x += gBattleAnimArgs[0];
sprite->subpriority = 8;
}
sprite->pos1.y += gBattleAnimArgs[1];
sprite->data[0] = gBattleAnimArgs[2];
sprite->data[1] = gBattleAnimArgs[3];
sprite->data[2] = gBattleAnimArgs[4];
sprite->data[3] = gBattleAnimArgs[5];
sprite->data[4] = gBattleAnimArgs[6];
sprite->data[5] = 0;
sprite->callback = sub_81090D8;
}
static void sub_81090D8(struct Sprite *sprite)
{
if (sprite->data[3])
{
if(sprite->data[5] > 10000)
sprite->subpriority = 1;
sprite->pos2.x = Sin(sprite->data[0], sprite->data[1] + (sprite->data[5] >> 8));
sprite->pos2.y = Cos(sprite->data[0], sprite->data[1] + (sprite->data[5] >> 8));
sprite->data[0] += sprite->data[2];
sprite->data[5] += sprite->data[4];
if (sprite->data[0] > 255)
sprite->data[0] -= 256;
else if (sprite->data[0] < 0)
sprite->data[0] += 256;
sprite->data[3]--;
}
else
{
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DestroySpriteAndMatrix(sprite);
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}
}
// Sunlight from Sunny Day / sunny weather
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static void AnimSunlight(struct Sprite *sprite)
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{
sprite->pos1.x = 0;
sprite->pos1.y = 0;
sprite->data[0] = 60;
sprite->data[2] = 140;
sprite->data[4] = 80;
sprite->callback = StartAnimLinearTranslation;
StoreSpriteCallbackInData6(sprite, DestroyAnimSprite);
}
//fire 2
// Animates the secondary effect of MOVE_EMBER, where the flames grow and slide
// horizontally a bit.
// arg 0: initial x pixel offset
// arg 1: initial y pixel offset
// arg 2: target x pixel offset
// arg 3: target y pixel offset
// arg 4: duration
// arg 5: ? (todo: something related to which mon the pixel offsets are based on)
// arg 6: ? (todo: something related to which mon the pixel offsets are based on)
static void AnimEmberFlare(struct Sprite *sprite)
{
if (GetBattlerSide(gBattleAnimAttacker) == GetBattlerSide(gBattleAnimTarget)
&& (gBattleAnimAttacker == GetBattlerAtPosition(B_POSITION_PLAYER_RIGHT)
|| gBattleAnimAttacker == GetBattlerAtPosition(B_POSITION_OPPONENT_RIGHT)))
gBattleAnimArgs[2] = -gBattleAnimArgs[2];
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sprite->callback = AnimTravelDiagonally;
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sprite->callback(sprite);
}
static void AnimBurnFlame(struct Sprite *sprite)
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{
gBattleAnimArgs[0] = -gBattleAnimArgs[0];
gBattleAnimArgs[2] = -gBattleAnimArgs[2];
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sprite->callback = AnimTravelDiagonally;
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}
// Animates the a fire sprite in the first-half of the MOVE_FIRE_BLAST
// animation. The fire sprite first moves in a circle around the mon,
// and then it is translated towards the target mon, while still rotating.
// Lastly, it moves in a circle around the target mon.
// arg 0: initial x pixel offset
// arg 1: initial y pixel offset
// arg 2: initial wave offset
//void AnimFireRing(struct Sprite *sprite)
void AnimFireRing(struct Sprite *sprite)
{
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InitSpritePosToAnimAttacker(sprite, 1);
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sprite->data[7] = gBattleAnimArgs[2];
sprite->data[0] = 0;
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sprite->callback = AnimFireRing_Step1;
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}
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static void AnimFireRing_Step1(struct Sprite *sprite)
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{
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UpdateFireRingCircleOffset(sprite);
if (++sprite->data[0] == 0x12)
{
sprite->data[0] = 0x19;
sprite->data[1] = sprite->pos1.x;
sprite->data[2] = GetBattlerSpriteCoord(gBattleAnimTarget, 2);
sprite->data[3] = sprite->pos1.y;
sprite->data[4] = GetBattlerSpriteCoord(gBattleAnimTarget, 3);
InitAnimLinearTranslation(sprite);
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sprite->callback = AnimFireRing_Step2;
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}
}
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static void AnimFireRing_Step2(struct Sprite *sprite)
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{
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if (AnimTranslateLinear(sprite))
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{
sprite->data[0] = 0;
sprite->pos1.x = GetBattlerSpriteCoord(gBattleAnimTarget, 2);
sprite->pos1.y = GetBattlerSpriteCoord(gBattleAnimTarget, 3);
sprite->pos2.y = 0;
sprite->pos2.x = 0;
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sprite->callback = AnimFireRing_Step3;
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sprite->callback(sprite);
}
else
{
sprite->pos2.x += Sin(sprite->data[7], 28);
sprite->pos2.y += Cos(sprite->data[7], 28);
sprite->data[7] = (sprite->data[7] + 20) & 0xFF;
}
}
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static void AnimFireRing_Step3(struct Sprite *sprite)
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{
UpdateFireRingCircleOffset(sprite);
if (++sprite->data[0] == 0x1F)
DestroyAnimSprite(sprite);
}
static void UpdateFireRingCircleOffset(struct Sprite *sprite)
{
sprite->pos2.x = Sin(sprite->data[7], 28);
sprite->pos2.y = Cos(sprite->data[7], 28);
sprite->data[7] = (sprite->data[7] + 20) & 0xFF;
}
// arg 0: initial x pixel offset
// arg 1: initial y pixel offset
// arg 2: duration
// arg 3: x delta
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// arg 4: y delta
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// AnimFireCross(struct Sprite *sprite)
static void AnimFireCross(struct Sprite *sprite)
{
sprite->pos1.x += gBattleAnimArgs[0];
sprite->pos1.y += gBattleAnimArgs[1];
sprite->data[0] = gBattleAnimArgs[2];
sprite->data[1] = gBattleAnimArgs[3];
sprite->data[2] = gBattleAnimArgs[4];
StoreSpriteCallbackInData6(sprite, DestroyAnimSprite);
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sprite->callback = TranslateSpriteLinear;
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}
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static void AnimFireSpiralOutward(struct Sprite *sprite)
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{
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InitSpritePosToAnimAttacker(sprite, 1);
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sprite->data[1] = gBattleAnimArgs[2];
sprite->data[0] = gBattleAnimArgs[3];
sprite->invisible = TRUE;
sprite->callback = WaitAnimForDuration;
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StoreSpriteCallbackInData6(sprite, AnimFireSpiralOutward_Step1);
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}
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static void AnimFireSpiralOutward_Step1(struct Sprite *sprite)
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{
sprite->invisible = FALSE;
sprite->data[0] = sprite->data[1];
sprite->data[1] = 0;
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sprite->callback = AnimFireSpiralOutward_Step2;
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sprite->callback(sprite);
}
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static void AnimFireSpiralOutward_Step2(struct Sprite *sprite)
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{
sprite->pos2.x = Sin(sprite->data[1], sprite->data[2] >> 8);
sprite->pos2.y = Cos(sprite->data[1], sprite->data[2] >> 8);
sprite->data[1] = (sprite->data[1] + 10) & 0xFF;
sprite->data[2] += 0xD0;
if (--sprite->data[0] == -1)
DestroyAnimSprite(sprite);
}
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// Animates first stage of Eruption where the attacker squishes and launches rocks away from themself
void AnimTask_EruptionLaunchRocks(u8 taskId)
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{
struct Task *task = &gTasks[taskId];
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task->data[15] = GetAnimBattlerSpriteId(ANIM_ATTACKER);
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task->data[0] = 0;
task->data[1] = 0;
task->data[2] = 0;
task->data[3] = 0;
task->data[4] = gSprites[task->data[15]].pos1.y;
task->data[5] = GetBattlerSide(gBattleAnimAttacker);
task->data[6] = 0;
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PrepareBattlerSpriteForRotScale(task->data[15], ST_OAM_OBJ_NORMAL);
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task->func = AnimTask_EruptionLaunchRocks_Step;
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}
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static void AnimTask_EruptionLaunchRocks_Step(u8 taskId) // animate Move_ERUPTION?
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{
struct Task *task = &gTasks[taskId];
switch (task->data[0])
{
case 0:
sub_80A805C(task, task->data[15], 0x100, 0x100, 0xE0, 0x200, 0x20);
task->data[0]++;
case 1:
if (++task->data[1] > 1)
{
task->data[1] = 0;
if (++task->data[2] & 0x1)
gSprites[task->data[15]].pos2.x = 3;
else
gSprites[task->data[15]].pos2.x = -3;
}
if (task->data[5])
{
if (++task->data[3] > 4)
{
task->data[3] = 0;
gSprites[task->data[15]].pos1.y++;
}
}
if(!sub_80A80C8(task))
{
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SetBattlerSpriteYOffsetFromYScale(task->data[15]);
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gSprites[task->data[15]].pos2.x = 0;
task->data[1] = 0;
task->data[2] = 0;
task->data[3] = 0;
task->data[0]++;
}
break;
case 2:
if (++task->data[1] > 4)
{
if (task->data[5])
sub_80A805C(task, task->data[15], 0xE0, 0x200, 0x180, 0xF0, 0x6);
else
sub_80A805C(task, task->data[15], 0xE0, 0x200, 0x180, 0xC0, 0x6);
task->data[1] = 0;
task->data[0]++;
}
break;
case 3:
if (!sub_80A80C8(task))
{
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CreateEruptionLaunchRocks(task->data[15], taskId, 6);
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task->data[0]++;
}
break;
case 4:
if (++task->data[1] > 1)
{
task->data[1] = 0;
if (++task->data[2] & 1)
gSprites[task->data[15]].pos2.y += 3;
else
gSprites[task->data[15]].pos2.y -= 3;
}
if (++task->data[3] > 0x18)
{
if (task->data[5])
sub_80A805C(task, task->data[15], 0x180, 0xF0, 0x100, 0x100, 0x8);
else
sub_80A805C(task, task->data[15], 0x180, 0xC0, 0x100, 0x100, 0x8);
if (task->data[2] & 1)
gSprites[task->data[15]].pos2.y -= 3;
task->data[1] = 0;
task->data[2] = 0;
task->data[3] = 0;
task->data[0]++;
}
break;
case 5:
if (task->data[5])
gSprites[task->data[15]].pos1.y--;
if (!sub_80A80C8(task))
{
gSprites[task->data[15]].pos1.y = task->data[4];
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ResetSpriteRotScale(task->data[15]);
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task->data[2] = 0;
task->data[0]++;
}
break;
case 6:
if (!task->data[6])
DestroyAnimVisualTask(taskId);
break;
default:
break;
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}
}
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static void CreateEruptionLaunchRocks(u8 spriteId, u8 taskId, u8 a3)
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{
u16 i, j;
s8 sign;
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u16 y = GetEruptionLaunchRockInitialYPos(spriteId);
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u16 x = gSprites[spriteId].pos1.x;
if(!GetBattlerSide(gBattleAnimAttacker))
{
x -= 0xC;
sign = 1;
}
else
{
x += 0x10;
sign = -1;
}
for (i = 0, j = 0; i <= 6; i++)
{
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u8 spriteId = CreateSprite(&gEruptionLaunchRockSpriteTemplate, x, y, 2);
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if (spriteId != 0x40)
{
gSprites[spriteId].oam.tileNum += j * 4 + 0x40;
if (++j >= 5)
j = 0;
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InitEruptionLaunchRockCoordData(&gSprites[spriteId], sEruptionLaunchRockCoords[i][0] * sign, sEruptionLaunchRockCoords[i][1]);
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gSprites[spriteId].data[6] = taskId;
gSprites[spriteId].data[7] = a3;
gTasks[taskId].data[a3]++;
}
}
}
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static void AnimEruptionLaunchRock(struct Sprite *sprite)
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{
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UpdateEruptionLaunchRockPos(sprite);
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if (sprite->invisible)
{
gTasks[sprite->data[6]].data[sprite->data[7]]--;
DestroySprite(sprite);
}
}
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static u16 GetEruptionLaunchRockInitialYPos(u8 spriteId)
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{
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u16 y = gSprites[spriteId].pos1.y + gSprites[spriteId].pos2.y + gSprites[spriteId].centerToCornerVecY;
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if (GetBattlerSide(gBattleAnimAttacker) == B_SIDE_PLAYER)
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{
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y = ((y << 16) + 0x4A0000) >> 16;
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}
else
{
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y = ((y << 16) + 0x2C0000) >> 16;
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}
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return y;
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}
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static void InitEruptionLaunchRockCoordData(struct Sprite *sprite, s16 x, s16 y)
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{
sprite->data[0] = 0;
sprite->data[1] = 0;
sprite->data[2] = (u16)sprite->pos1.x * 8;
sprite->data[3] = (u16)sprite->pos1.y * 8;
sprite->data[4] = x * 8;
sprite->data[5] = y * 8;
}
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static void UpdateEruptionLaunchRockPos(struct Sprite *sprite)
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{
int var1;
if (++sprite->data[0] > 2)
{
sprite->data[0] = 0;
++sprite->data[1];
var1 = (u16)sprite->data[1] * (u16)sprite->data[1];
sprite->data[3] += var1;
}
sprite->data[2] += sprite->data[4];
sprite->pos1.x = sprite->data[2] >> 3;
sprite->data[3] += sprite->data[5];
sprite->pos1.y = sprite->data[3] >> 3;
if (sprite->pos1.x < -8 || sprite->pos1.x > 0xf8 || sprite->pos1.y < -8 || sprite->pos1.y > 120)
sprite->invisible = TRUE;
}
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static void AnimEruptionFallingRock(struct Sprite *sprite)
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{
sprite->pos1.x = gBattleAnimArgs[0];
sprite->pos1.y = gBattleAnimArgs[1];
sprite->data[0] = 0;
sprite->data[1] = 0;
sprite->data[2] = 0;
sprite->data[6] = gBattleAnimArgs[2];
sprite->data[7] = gBattleAnimArgs[3];
sprite->oam.tileNum += gBattleAnimArgs[4] * 16;
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sprite->callback = AnimEruptionFallingRock_Step;
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}
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static void AnimEruptionFallingRock_Step(struct Sprite *sprite)
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{
switch (sprite->data[0])
{
case 0:
if (sprite->data[6] != 0)
{
sprite->data[6]--;
return;
}
sprite->data[0]++;
// fall through
case 1:
sprite->pos1.y += 8;
if (sprite->pos1.y >= sprite->data[7])
{
sprite->pos1.y = sprite->data[7];
sprite->data[0]++;
}
break;
case 2:
if (++sprite->data[1] > 1)
{
sprite->data[1] = 0;
if ((++sprite->data[2] & 1) != 0)
{
sprite->pos2.y = -3;
}
else
{
sprite->pos2.y = 3;
}
}
if (++sprite->data[3] > 16)
{
DestroyAnimSprite(sprite);
}
break;
}
}
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static void AnimWillOWispOrb(struct Sprite *sprite)
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{
switch (sprite->data[0])
{
case 0:
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InitSpritePosToAnimAttacker(sprite, 0);
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StartSpriteAnim(sprite, gBattleAnimArgs[2]);
sprite->data[7] = gBattleAnimArgs[2];
if (GetBattlerSide(gBattleAnimAttacker) != B_SIDE_PLAYER)
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{
sprite->data[4] = 4;
}
else
{
sprite->data[4] = -4;
}
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sprite->oam.priority = GetBattlerSpriteBGPriority(gBattleAnimTarget);
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sprite->data[0]++;
break;
case 1:
sprite->data[1] += 192;
if (GetBattlerSide(gBattleAnimAttacker) != B_SIDE_PLAYER)
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{
sprite->pos2.y = -(sprite->data[1] >> 8);
}
else
{
sprite->pos2.y = sprite->data[1] >> 8;
}
sprite->pos2.x = Sin(sprite->data[2], sprite->data[4]);
sprite->data[2] = (sprite->data[2] + 4) & 0xFF;
if (++sprite->data[3] == 1)
{
sprite->data[3] = 0;
sprite->data[0]++;
}
break;
case 2:
sprite->pos2.x = Sin(sprite->data[2], sprite->data[4]);
sprite->data[2] = (sprite->data[2] + 4) & 0xFF;
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if (++sprite->data[3] == 31)
{
sprite->pos1.x += sprite->pos2.x;
sprite->pos1.y += sprite->pos2.y;
sprite->pos2.y = 0;
sprite->pos2.x = 0;
sprite->data[0] = 256;
sprite->data[1] = sprite->pos1.x;
sprite->data[2] = GetBattlerSpriteCoord(gBattleAnimTarget, 2);
sprite->data[3] = sprite->pos1.y;
sprite->data[4] = GetBattlerSpriteCoord(gBattleAnimTarget, 3);
sub_80A6FD4(sprite);
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sprite->callback = AnimWillOWispOrb_Step;
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}
break;
}
}
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static void AnimWillOWispOrb_Step(struct Sprite *sprite)
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{
s16 initialData5;
s16 newData5;
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if (!AnimTranslateLinear(sprite))
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{
sprite->pos2.x += Sin(sprite->data[5], 16);
initialData5 = sprite->data[5];
sprite->data[5] = (sprite->data[5] + 4) & 0xFF;
newData5 = sprite->data[5];
if ((initialData5 == 0 || initialData5 > 196) && newData5 > 0 && sprite->data[7] == 0)
{
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PlaySE12WithPanning(SE_W172, gAnimCustomPanning);
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}
}
else
{
DestroyAnimSprite(sprite);
}
}
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static void AnimWillOWispFire(struct Sprite *sprite)
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{
if (!sprite->data[0])
{
sprite->data[1] = gBattleAnimArgs[0];
sprite->data[0] += 1;
}
sprite->data[3] += 0xC0 * 2;
sprite->data[4] += 0xA0;
sprite->pos2.x = Sin(sprite->data[1], sprite->data[3] >> 8);
sprite->pos2.y = Cos(sprite->data[1], sprite->data[4] >> 8);
sprite->data[1] = (sprite->data[1] + 7) & 0xFF;
if (!IsContest())
{
if (sprite->data[1] < 64 || sprite->data[1] > 195)
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sprite->oam.priority = GetBattlerSpriteBGPriority(gBattleAnimTarget);
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else
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sprite->oam.priority = GetBattlerSpriteBGPriority(gBattleAnimTarget) + 1;
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}
else
{
if (sprite->data[1] < 64 || sprite->data[1] > 195)
sprite->subpriority = 0x1D;
else
sprite->subpriority = 0x1F;
}
if (++sprite->data[2] > 0x14)
sprite->invisible ^= 1;
if (sprite->data[2] == 0x1E)
DestroyAnimSprite(sprite);
}
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void AnimTask_MoveHeatWaveTargets(u8 taskId)
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{
struct Task *task = &gTasks[taskId];
task->data[12] = !GetBattlerSide(gBattleAnimAttacker) ? 1 : -1;
task->data[13] = IsBattlerSpriteVisible(gBattleAnimTarget ^ 2) + 1;
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task->data[14] = GetAnimBattlerSpriteId(ANIM_TARGET);
task->data[15] = GetAnimBattlerSpriteId(ANIM_DEF_PARTNER);
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task->func = AnimTask_MoveHeatWaveTargets_Step;
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}
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static void AnimTask_MoveHeatWaveTargets_Step(u8 taskId)
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{
struct Task *task = &gTasks[taskId];
switch (task->data[0])
{
case 0:
task->data[10] += task->data[12] * 2;
if (++task->data[1] >= 2)
{
task->data[1] = 0;
task->data[2]++;
if (task->data[2] & 1)
task->data[11] = 2;
else
task->data[11] = -2;
}
for (task->data[3] = 0; task->data[3] < task->data[13]; task->data[3]++)
{
gSprites[task->data[task->data[3] + 14]].pos2.x = task->data[10] + task->data[11];
}
if (++task->data[9] == 16)
{
task->data[9] = 0;
task->data[0]++;
}
break;
case 1:
if (++task->data[1] >= 5)
{
task->data[1] = 0;
task->data[2]++;
if (task->data[2] & 1)
task->data[11] = 2;
else
task->data[11] = -2;
}
for (task->data[3] = 0; task->data[3] < task->data[13]; task->data[3]++)
{
gSprites[task->data[task->data[3] + 14]].pos2.x = task->data[10] + task->data[11];
}
if (++task->data[9] == 96)
{
task->data[9] = 0;
task->data[0]++;
}
break;
case 2:
task->data[10] -= task->data[12] * 2;
if (++task->data[1] >= 2)
{
task->data[1] = 0;
task->data[2]++;
if (task->data[2] & 1)
task->data[11] = 2;
else
task->data[11] = -2;
}
for (task->data[3] = 0; task->data[3] < task->data[13]; task->data[3]++)
{
gSprites[task->data[task->data[3] + 14]].pos2.x = task->data[10] + task->data[11];
}
if (++task->data[9] == 16)
{
task->data[0]++;
}
break;
case 3:
for (task->data[3] = 0; task->data[3] < task->data[13]; task->data[3]++)
{
gSprites[task->data[task->data[3] + 14]].pos2.x = 0;
}
DestroyAnimVisualTask(taskId);
break;
}
}
// Used to add a color mask to the battle interface / HUD in Heat Wave.
// arg 0: opacity
// arg 1: color code
void AnimTask_BlendBackground(u8 taskId)
{
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struct BattleAnimBgData animBg;
sub_80A6B30(&animBg);
BlendPalette(animBg.paletteId * 16, 16, gBattleAnimArgs[0], gBattleAnimArgs[1]); // u16 palOffset, u16 numEntries, u8 coeff, u16 blendColor
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DestroyAnimVisualTask(taskId);
}
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#define tShakeNum data[0]
#define tMaxShakes data[1]
#define tShakeOffset data[2] // Never read, gBattleAnimArgs[1] is used directly instead
#define tVertical data[3]
#define tPatternId data[4]
// Shakes target horizontally or vertically tMaxShakes times, following a set pattern of alternations
void AnimTask_ShakeTargetInPattern(u8 taskId)
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{
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s8 dir;
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u8 spriteId;
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if (gTasks[taskId].tShakeNum == 0)
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{
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gTasks[taskId].tMaxShakes = gBattleAnimArgs[0];
gTasks[taskId].tShakeOffset = gBattleAnimArgs[1];
gTasks[taskId].tVertical = gBattleAnimArgs[2];
gTasks[taskId].tPatternId = gBattleAnimArgs[3];
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}
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gTasks[taskId].tShakeNum++;
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spriteId = gBattlerSpriteIds[gBattleAnimTarget];
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if (gTasks[taskId].tPatternId == 0)
dir = sShakeDirsPattern0[gTasks[taskId].tShakeNum % 10];
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else
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dir = sShakeDirsPattern1[gTasks[taskId].tShakeNum % 10];
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if (gTasks[taskId].tVertical == TRUE)
gSprites[spriteId].pos2.y = gBattleAnimArgs[1] * dir < 0 ? -(gBattleAnimArgs[1] * dir) : gBattleAnimArgs[1] * dir;
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else
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gSprites[spriteId].pos2.x = gBattleAnimArgs[1] * dir;
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if (gTasks[taskId].tShakeNum == gTasks[taskId].tMaxShakes)
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{
gSprites[spriteId].pos2.x = 0;
gSprites[spriteId].pos2.y = 0;
DestroyAnimVisualTask(taskId);
}
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}