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https://github.com/Ninjdai1/pokeemerald.git
synced 2024-12-27 04:04:17 +01:00
Clean up battle anim effects file
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bcb17af751
commit
7133f5db94
@ -5315,21 +5315,19 @@ static void sub_8102D8C(s16 a, s16 b, s16* c, s16* d, s8 e)
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static void sub_8102DE4(struct Sprite* sprite)
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{
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int b;
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s16 a;
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int c;
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s16 y, yDelta;
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u8 index;
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sprite->data[0]++;
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b = sprite->data[0] * 5 - ((sprite->data[0] * 5 / 256) << 8);
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yDelta = sprite->data[0] * 5 - ((sprite->data[0] * 5 / 256) << 8);
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sprite->data[4] += sprite->data[6];
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sprite->data[5] += sprite->data[7];
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sprite->pos1.x = sprite->data[4] >> 4;
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sprite->pos1.y = sprite->data[5] >> 4;
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sprite->pos2.y = Sin(b, 15);
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a = (u16)sprite->pos1.y;
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c = (u16)sprite->pos1.x;
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sprite->pos2.y = Sin(yDelta, 15);
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if ((u32)((c + 16) << 16) > (0x110) << 16 || a < -16 || a > 0x80)
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y = sprite->pos1.y;
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if (sprite->pos1.x < -16 || sprite->pos1.x > 256 || y < -16 || y > 128)
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{
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DestroySpriteAndMatrix(sprite);
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}
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@ -5350,12 +5348,8 @@ static void sub_8102DE4(struct Sprite* sprite)
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void sub_8102EB0(struct Sprite* sprite)
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{
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int a;
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if (GetBattlerSide(gBattleAnimAttacker) == B_SIDE_OPPONENT)
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{
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a = gBattleAnimArgs[1];
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*(u16 *)&gBattleAnimArgs[1] = -a;
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}
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gBattleAnimArgs[1] *= -1;
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sprite->pos1.x = GetBattlerSpriteCoord(gBattleAnimAttacker, 2) + gBattleAnimArgs[1];
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sprite->pos1.y = GetBattlerSpriteCoord(gBattleAnimAttacker, 3) + gBattleAnimArgs[2];
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@ -5541,8 +5535,8 @@ static void sub_8103300(struct Sprite* sprite)
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static void sub_8103320(struct Sprite* sprite)
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{
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s16 temp;
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s16 temp2;
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s16 x1, x2;
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sprite->data[1] += 4;
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if (sprite->data[1] > 254)
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{
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@ -5564,20 +5558,21 @@ static void sub_8103320(struct Sprite* sprite)
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if (sprite->data[1] > 0x9F)
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sprite->subpriority = sprite->data[2];
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temp = gSineTable[sprite->data[1]];
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sprite->pos2.x = (temp2 = temp >> 3) + (temp2 >> 1);
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x1 = gSineTable[sprite->data[1]];
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x2 = x1 >> 3;
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sprite->pos2.x = (x1 >> 3) + (x2 >> 1);
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}
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void sub_8103390(struct Sprite* sprite)
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{
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u8 bank;
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u8 battler;
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if (gBattleAnimArgs[0] == 0)
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bank = gBattleAnimAttacker;
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battler = gBattleAnimAttacker;
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else
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bank = gBattleAnimTarget;
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battler = gBattleAnimTarget;
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sub_810310C(bank, sprite);
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if (GetBattlerSide(bank) == B_SIDE_PLAYER)
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sub_810310C(battler, sprite);
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if (GetBattlerSide(battler) == B_SIDE_PLAYER)
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{
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StartSpriteAnim(sprite, 0);
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sprite->data[0] = 2;
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@ -2504,13 +2504,10 @@ void sub_815BE04(struct Sprite *sprite)
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static void sub_815BF44(struct Sprite *sprite)
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{
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int var0;
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s8 var1;
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var0 = (u16)sprite->data[2] + (u16)sprite->data[3];
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var1 = var0 >> 8;
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sprite->pos2.y -= var1;
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sprite->data[3] = var0 & 0xFF;
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s16 delta = sprite->data[3] + sprite->data[2];
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sprite->pos2.y -= delta >> 8;
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sprite->data[3] += sprite->data[2];
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sprite->data[3] &= 0xFF;
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if (sprite->data[4] == 0 && sprite->pos2.y < -8)
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{
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gSprites[sprite->data[6]].invisible = 0;
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@ -2543,19 +2540,12 @@ static void sub_815BFF4(struct Sprite *sprite)
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static void sub_815C050(struct Sprite *sprite)
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{
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u16 d2;
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register u16 d3 asm("r1");
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int var0;
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s8 var1;
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if (!sprite->invisible)
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{
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d2 = sprite->data[2];
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d3 = sprite->data[3];
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var0 = d2 + d3;
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var1 = var0 >> 8;
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sprite->pos2.y -= var1;
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sprite->data[3] = var0 & 0xFF;
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s16 delta = sprite->data[3] + sprite->data[2];
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sprite->pos2.y -= delta >> 8;
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sprite->data[3] += sprite->data[2];
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sprite->data[3] &= 0xFF;
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if (--sprite->data[1] == -1)
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{
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sprite->invisible = 1;
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