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https://github.com/Ninjdai1/pokeemerald.git
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commit
56ec3b6461
@ -34,7 +34,7 @@ extern const struct SpriteTemplate gBallSpriteTemplates[];
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#define POKEBALL_OPPONENT_SENDOUT 0xFE
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#define POKEBALL_OPPONENT_SENDOUT 0xFE
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u8 DoPokeballSendOutAnimation(s16 pan, u8 kindOfThrow);
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u8 DoPokeballSendOutAnimation(s16 pan, u8 kindOfThrow);
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void CreatePokeballSpriteToReleaseMon(u8 monSpriteId, u8 monPalNum, u8 x, u8 y, u8 oamPriority, u8 subpriortiy, u8 delay, u32 fadePalettes, u16 species);
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void CreatePokeballSpriteToReleaseMon(u8 monSpriteId, u8 monPalNum, u8 x, u8 y, u8 oamPriority, u8 subpriority, u8 delay, u32 fadePalettes, u16 species);
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u8 CreateTradePokeballSprite(u8 monSpriteId, u8 monPalNum, u8 x, u8 y, u8 oamPriority, u8 subPriority, u8 delay, u32 fadePalettes);
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u8 CreateTradePokeballSprite(u8 monSpriteId, u8 monPalNum, u8 x, u8 y, u8 oamPriority, u8 subPriority, u8 delay, u32 fadePalettes);
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void StartHealthboxSlideIn(u8 battler);
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void StartHealthboxSlideIn(u8 battler);
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void DoHitAnimHealthboxEffect(u8 battler);
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void DoHitAnimHealthboxEffect(u8 battler);
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@ -1028,13 +1028,13 @@ static u8 LaunchBallFadeMonTaskForPokeball(bool8 unFadeLater, u8 spritePalNum, u
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#define sTrigIdx data[7]
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#define sTrigIdx data[7]
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// Pokeball in Birch intro, and when receiving via trade
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// Pokeball in Birch intro, and when receiving via trade
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void CreatePokeballSpriteToReleaseMon(u8 monSpriteId, u8 monPalNum, u8 x, u8 y, u8 oamPriority, u8 subpriortiy, u8 delay, u32 fadePalettes, u16 species)
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void CreatePokeballSpriteToReleaseMon(u8 monSpriteId, u8 monPalNum, u8 x, u8 y, u8 oamPriority, u8 subpriority, u8 delay, u32 fadePalettes, u16 species)
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{
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{
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u8 spriteId;
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u8 spriteId;
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LoadCompressedSpriteSheetUsingHeap(&gBallSpriteSheets[BALL_POKE]);
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LoadCompressedSpriteSheetUsingHeap(&gBallSpriteSheets[BALL_POKE]);
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LoadCompressedSpritePaletteUsingHeap(&gBallSpritePalettes[BALL_POKE]);
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LoadCompressedSpritePaletteUsingHeap(&gBallSpritePalettes[BALL_POKE]);
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spriteId = CreateSprite(&gBallSpriteTemplates[BALL_POKE], x, y, subpriortiy);
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spriteId = CreateSprite(&gBallSpriteTemplates[BALL_POKE], x, y, subpriority);
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gSprites[spriteId].sMonSpriteId = monSpriteId;
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gSprites[spriteId].sMonSpriteId = monSpriteId;
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gSprites[spriteId].sFinalMonX = gSprites[monSpriteId].x;
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gSprites[spriteId].sFinalMonX = gSprites[monSpriteId].x;
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