mirror of
https://github.com/Ninjdai1/pokeemerald.git
synced 2024-11-16 11:37:40 +01:00
Add missing BATTLER_COORD usage
This commit is contained in:
parent
d20341646a
commit
ae2602b5a5
@ -2548,7 +2548,7 @@ static void AnimPetalDanceSmallFlower(struct Sprite* sprite)
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sprite->data[1] = sprite->x;
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sprite->data[2] = sprite->x;
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sprite->data[3] = sprite->y;
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sprite->data[4] = GetBattlerSpriteCoord(gBattleAnimAttacker, 3) + gBattleAnimArgs[2];
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sprite->data[4] = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_Y_PIC_OFFSET) + gBattleAnimArgs[2];
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InitAnimLinearTranslation(sprite);
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sprite->data[5] = 0x40;
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sprite->callback = AnimPetalDanceSmallFlower_Step;
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@ -2971,8 +2971,8 @@ static void AnimIngrainOrb(struct Sprite* sprite)
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{
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if (!sprite->data[0])
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{
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sprite->x = GetBattlerSpriteCoord(gBattleAnimAttacker, 2) + gBattleAnimArgs[0];
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sprite->y = GetBattlerSpriteCoord(gBattleAnimAttacker, 1) + gBattleAnimArgs[1];
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sprite->x = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_X_2) + gBattleAnimArgs[0];
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sprite->y = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_Y) + gBattleAnimArgs[1];
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sprite->data[1] = gBattleAnimArgs[2];
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sprite->data[2] = gBattleAnimArgs[3];
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sprite->data[3] = gBattleAnimArgs[4];
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@ -3309,8 +3309,8 @@ void AnimTask_LeafBlade(u8 taskId)
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struct Task *task = &gTasks[taskId];
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task->data[4] = GetBattlerSpriteSubpriority(gBattleAnimTarget) - 1;
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task->data[6] = GetBattlerSpriteCoord(gBattleAnimTarget, 2);
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task->data[7] = GetBattlerSpriteCoord(gBattleAnimTarget, 3);
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task->data[6] = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_X_2);
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task->data[7] = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_Y_PIC_OFFSET);
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task->data[10] = GetBattlerSpriteCoordAttr(gBattleAnimTarget, BATTLER_COORD_ATTR_WIDTH);
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task->data[11] = GetBattlerSpriteCoordAttr(gBattleAnimTarget, BATTLER_COORD_ATTR_HEIGHT);
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task->data[5] = (GetBattlerSide(gBattleAnimTarget) == B_SIDE_OPPONENT) ? 1 : -1;
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@ -3601,11 +3601,11 @@ static void AnimFlyingParticle(struct Sprite* sprite)
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sprite->oam.priority = GetBattlerSpriteBGPriority(battler) + 1;
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break;
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case 2:
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sprite->y = GetBattlerSpriteCoord(battler, 3) + gBattleAnimArgs[0];
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sprite->y = GetBattlerSpriteCoord(battler, BATTLER_COORD_Y_PIC_OFFSET) + gBattleAnimArgs[0];
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sprite->oam.priority = GetBattlerSpriteBGPriority(battler);
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break;
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case 3:
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sprite->y = GetBattlerSpriteCoord(gBattleAnimTarget, 3) + gBattleAnimArgs[0];
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sprite->y = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_Y_PIC_OFFSET) + gBattleAnimArgs[0];
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GetAnimBattlerSpriteId(ANIM_TARGET);
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sprite->oam.priority = GetBattlerSpriteBGPriority(battler) + 1;
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break;
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@ -3681,13 +3681,13 @@ static void AnimNeedleArmSpike(struct Sprite* sprite)
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{
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if (gBattleAnimArgs[0] == 0)
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{
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a = GetBattlerSpriteCoord(gBattleAnimAttacker, 2);
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b = GetBattlerSpriteCoord(gBattleAnimAttacker, 3);
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a = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_X_2);
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b = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_Y_PIC_OFFSET);
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}
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else
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{
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a = GetBattlerSpriteCoord(gBattleAnimTarget, 2);
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b = GetBattlerSpriteCoord(gBattleAnimTarget, 3);
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a = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_X_2);
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b = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_Y_PIC_OFFSET);
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}
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sprite->data[0] = gBattleAnimArgs[4];
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@ -3790,8 +3790,8 @@ static void AnimFlickeringPunch(struct Sprite* sprite)
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// arg 2: slice direction; 0 = right-to-left, 1 = left-to-right
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static void AnimCuttingSlice(struct Sprite* sprite)
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{
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sprite->x = GetBattlerSpriteCoord(gBattleAnimTarget, 0);
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sprite->y = GetBattlerSpriteCoord(gBattleAnimTarget, 1);
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sprite->x = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_X);
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sprite->y = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_Y);
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if (GetBattlerSide(gBattleAnimTarget) == B_SIDE_PLAYER)
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sprite->y += 8;
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@ -3816,32 +3816,31 @@ static void AnimCuttingSlice(struct Sprite* sprite)
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static void AnimAirCutterSlice(struct Sprite* sprite)
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{
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u8 a;
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u8 b;
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u8 x, y;
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switch (gBattleAnimArgs[3])
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{
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case 1:
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a = GetBattlerSpriteCoord(BATTLE_PARTNER(gBattleAnimTarget), 0);
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b = GetBattlerSpriteCoord(BATTLE_PARTNER(gBattleAnimTarget), 1);
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x = GetBattlerSpriteCoord(BATTLE_PARTNER(gBattleAnimTarget), BATTLER_COORD_X);
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y = GetBattlerSpriteCoord(BATTLE_PARTNER(gBattleAnimTarget), BATTLER_COORD_Y);
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break;
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case 2:
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a = GetBattlerSpriteCoord(gBattleAnimTarget, 0);
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b = GetBattlerSpriteCoord(gBattleAnimTarget, 1);
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x = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_X);
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y = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_Y);
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if (IsBattlerSpriteVisible(BATTLE_PARTNER(gBattleAnimTarget)))
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{
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a = (GetBattlerSpriteCoord(BATTLE_PARTNER(gBattleAnimTarget), 0) + a) / 2;
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b = (GetBattlerSpriteCoord(BATTLE_PARTNER(gBattleAnimTarget), 1) + b) / 2;
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x = (GetBattlerSpriteCoord(BATTLE_PARTNER(gBattleAnimTarget), BATTLER_COORD_X) + x) / 2;
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y = (GetBattlerSpriteCoord(BATTLE_PARTNER(gBattleAnimTarget), BATTLER_COORD_Y) + y) / 2;
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}
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break;
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case 0:
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default:
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a = GetBattlerSpriteCoord(gBattleAnimTarget, 0);
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b = GetBattlerSpriteCoord(gBattleAnimTarget, 1);
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x = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_X);
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y = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_Y);
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break;
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}
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sprite->x = a;
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sprite->y = b;
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sprite->x = x;
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sprite->y = y;
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if (GetBattlerSide(gBattleAnimTarget) == B_SIDE_PLAYER)
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sprite->y += 8;
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@ -3956,8 +3955,8 @@ static void AnimProtect(struct Sprite* sprite)
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if (IsContest())
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gBattleAnimArgs[1] += 8;
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sprite->x = GetBattlerSpriteCoord2(gBattleAnimAttacker, 0) + gBattleAnimArgs[0];
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sprite->y = GetBattlerSpriteCoord2(gBattleAnimAttacker, 1) + gBattleAnimArgs[1];
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sprite->x = GetBattlerSpriteCoord2(gBattleAnimAttacker, BATTLER_COORD_X) + gBattleAnimArgs[0];
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sprite->y = GetBattlerSpriteCoord2(gBattleAnimAttacker, BATTLER_COORD_Y) + gBattleAnimArgs[1];
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if (GetBattlerSide(gBattleAnimAttacker) == B_SIDE_PLAYER || IsContest())
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sprite->oam.priority = GetBattlerSpriteBGPriority(gBattleAnimAttacker) + 1;
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else
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@ -4016,8 +4015,8 @@ static void AnimProtect_Step(struct Sprite *sprite)
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static void AnimMilkBottle(struct Sprite* sprite)
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{
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sprite->x = GetBattlerSpriteCoord(gBattleAnimTarget, 2);
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sprite->y = GetBattlerSpriteCoord(gBattleAnimTarget, 3) + 0xFFE8;
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sprite->x = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_X_2);
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sprite->y = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_Y_PIC_OFFSET) + 0xFFE8;
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sprite->data[0] = 0;
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sprite->data[1] = 0;
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sprite->data[2] = 0;
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@ -1329,8 +1329,8 @@ static void AnimVibrateBattlerBack_Step(struct Sprite *sprite)
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static void AnimVibrateBattlerBack(struct Sprite *sprite)
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{
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u8 spriteId;
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sprite->x = GetBattlerSpriteCoord(gBattleAnimAttacker, 2);
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sprite->y = GetBattlerSpriteCoord(gBattleAnimAttacker, 3);
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sprite->x = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_X_2);
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sprite->y = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_Y_PIC_OFFSET);
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spriteId = gBattlerSpriteIds[gBattleAnimTarget];
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if (GetBattlerSide(gBattleAnimAttacker) != B_SIDE_PLAYER)
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sprite->x -= gBattleAnimArgs[0];
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@ -1498,8 +1498,8 @@ static void AnimSonicBoomProjectile(struct Sprite *sprite)
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}
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InitSpritePosToAnimAttacker(sprite, TRUE);
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targetXPos = GetBattlerSpriteCoord(gBattleAnimTarget, 2) + gBattleAnimArgs[2];
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targetYPos = GetBattlerSpriteCoord(gBattleAnimTarget, 3) + gBattleAnimArgs[3];
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targetXPos = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_X_2) + gBattleAnimArgs[2];
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targetYPos = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_Y_PIC_OFFSET) + gBattleAnimArgs[3];
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rotation = ArcTan2Neg(targetXPos - sprite->x, targetYPos - sprite->y);
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rotation += 0xF000;
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if (IsContest())
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@ -1772,8 +1772,8 @@ static void AnimCoinThrow(struct Sprite *sprite)
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u16 var;
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InitSpritePosToAnimAttacker(sprite, TRUE);
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r6 = GetBattlerSpriteCoord(gBattleAnimTarget, 2);
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r7 = GetBattlerSpriteCoord(gBattleAnimTarget, 3) + gBattleAnimArgs[3];
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r6 = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_X_2);
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r7 = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_Y_PIC_OFFSET) + gBattleAnimArgs[3];
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if (GetBattlerSide(gBattleAnimAttacker) != B_SIDE_PLAYER)
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gBattleAnimArgs[2] = -gBattleAnimArgs[2];
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@ -2467,7 +2467,7 @@ static void AnimTask_SketchDrawMon_Step(u8 taskId)
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static void AnimPencil(struct Sprite *sprite)
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{
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sprite->x = GetBattlerSpriteCoord(gBattleAnimTarget, 0) - 16;
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sprite->x = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_X) - 16;
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sprite->y = GetBattlerYCoordWithElevation(gBattleAnimTarget) + 16;
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sprite->data[0] = 0;
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sprite->data[1] = 0;
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@ -2555,9 +2555,9 @@ static void AnimBlendThinRing(struct Sprite *sprite)
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{
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SetAverageBattlerPositions(battler, r4, &sp0, &sp1);
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if (r4 == 0)
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r4 = GetBattlerSpriteCoord(battler, 0);
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r4 = GetBattlerSpriteCoord(battler, BATTLER_COORD_X);
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else
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r4 = GetBattlerSpriteCoord(battler, 2);
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r4 = GetBattlerSpriteCoord(battler, BATTLER_COORD_X_2);
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if (GetBattlerSide(battler) != B_SIDE_PLAYER)
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gBattleAnimArgs[0] -= (sp0 - r4) - gBattleAnimArgs[0]; // This is weird.
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@ -2580,14 +2580,14 @@ static void AnimHyperVoiceRing_WaitEnd(struct Sprite *sprite)
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static void AnimHyperVoiceRing(struct Sprite *sprite)
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{
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u16 r9 = 0;
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u16 r6 = 0;
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s16 sp0 = 0;
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s16 sp1 = 0;
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u8 sp4;
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u16 startX = 0;
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u16 startY = 0;
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s16 x = 0;
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s16 y = 0;
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u8 yCoordType;
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u8 battler1;
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u8 battler2;
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u8 r10;
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u8 xCoordType;
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if (gBattleAnimArgs[5] == 0)
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{
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@ -2602,18 +2602,18 @@ static void AnimHyperVoiceRing(struct Sprite *sprite)
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if (!gBattleAnimArgs[6])
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{
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r10 = 0;
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sp4 = 1;
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xCoordType = BATTLER_COORD_X;
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yCoordType = BATTLER_COORD_Y;
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}
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else
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{
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r10 = 2;
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sp4 = 3;
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xCoordType = BATTLER_COORD_X_2;
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yCoordType = BATTLER_COORD_Y_PIC_OFFSET;
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}
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if (GetBattlerSide(battler1) != B_SIDE_PLAYER)
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{
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r9 = GetBattlerSpriteCoord(battler1, r10) + gBattleAnimArgs[0];
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startX = GetBattlerSpriteCoord(battler1, xCoordType) + gBattleAnimArgs[0];
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if (IsBattlerSpriteVisible(BATTLE_PARTNER(battler2)))
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sprite->subpriority = gSprites[gBattlerSpriteIds[BATTLE_PARTNER(battler2)]].subpriority - 1;
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else
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@ -2621,7 +2621,7 @@ static void AnimHyperVoiceRing(struct Sprite *sprite)
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}
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else
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{
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r9 = GetBattlerSpriteCoord(battler1, r10) - gBattleAnimArgs[0];
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startX = GetBattlerSpriteCoord(battler1, xCoordType) - gBattleAnimArgs[0];
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if (!IsContest() && IsBattlerSpriteVisible(BATTLE_PARTNER(battler1)))
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{
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if (gSprites[gBattlerSpriteIds[battler1]].x < gSprites[gBattlerSpriteIds[BATTLE_PARTNER(battler1)]].x)
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@ -2636,27 +2636,27 @@ static void AnimHyperVoiceRing(struct Sprite *sprite)
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}
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r6 = GetBattlerSpriteCoord(battler1, sp4) + gBattleAnimArgs[1];
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startY = GetBattlerSpriteCoord(battler1, yCoordType) + gBattleAnimArgs[1];
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if (!IsContest() && IsBattlerSpriteVisible(BATTLE_PARTNER(battler2)))
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{
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SetAverageBattlerPositions(battler2, gBattleAnimArgs[6], &sp0, &sp1);
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SetAverageBattlerPositions(battler2, gBattleAnimArgs[6], &x, &y);
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}
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else
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{
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sp0 = GetBattlerSpriteCoord(battler2, r10);
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sp1 = GetBattlerSpriteCoord(battler2, sp4);
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x = GetBattlerSpriteCoord(battler2, xCoordType);
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y = GetBattlerSpriteCoord(battler2, yCoordType);
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}
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if (GetBattlerSide(battler2))
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sp0 += gBattleAnimArgs[3];
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x += gBattleAnimArgs[3];
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else
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sp0 -= gBattleAnimArgs[3];
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x -= gBattleAnimArgs[3];
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sp1 += gBattleAnimArgs[4];
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sprite->x = sprite->data[1] = r9;
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sprite->y = sprite->data[3] = r6;
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sprite->data[2] = sp0;
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sprite->data[4] = sp1;
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y += gBattleAnimArgs[4];
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sprite->x = sprite->data[1] = startX;
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sprite->y = sprite->data[3] = startY;
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sprite->data[2] = x;
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sprite->data[4] = y;
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sprite->data[0] = gBattleAnimArgs[0];
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InitAnimLinearTranslation(sprite);
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sprite->callback = AnimHyperVoiceRing_WaitEnd;
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@ -2923,8 +2923,8 @@ void AnimTask_SpeedDust(u8 taskId)
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task->data[7] = 0;
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task->data[8] = 0;
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task->data[13] = 0;
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task->data[14] = GetBattlerSpriteCoord(gBattleAnimAttacker, ANIM_ATTACKER);
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task->data[15] = GetBattlerSpriteCoord(gBattleAnimAttacker, ANIM_TARGET);
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task->data[14] = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_X);
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task->data[15] = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_Y);
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task->func = AnimTask_SpeedDust_Step;
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}
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@ -3047,8 +3047,8 @@ static void AnimHealBellMusicNote(struct Sprite *sprite)
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gBattleAnimArgs[2] = -gBattleAnimArgs[2];
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sprite->data[0] = gBattleAnimArgs[4];
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sprite->data[2] = GetBattlerSpriteCoord(gBattleAnimAttacker, 0) + gBattleAnimArgs[2];
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sprite->data[4] = GetBattlerSpriteCoord(gBattleAnimAttacker, 1) + gBattleAnimArgs[3];
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sprite->data[2] = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_X) + gBattleAnimArgs[2];
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sprite->data[4] = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_Y) + gBattleAnimArgs[3];
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sprite->callback = StartAnimLinearTranslation;
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StoreSpriteCallbackInData6(sprite, DestroyAnimSprite);
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SetMusicNotePalette(sprite, gBattleAnimArgs[5], gBattleAnimArgs[6]);
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@ -3165,9 +3165,9 @@ static void AnimRedHeartProjectile(struct Sprite *sprite)
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InitSpritePosToAnimAttacker(sprite, TRUE);
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sprite->data[0] = 95;
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sprite->data[1] = sprite->x;
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sprite->data[2] = GetBattlerSpriteCoord(gBattleAnimTarget, 2);
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sprite->data[2] = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_X_2);
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sprite->data[3] = sprite->y;
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sprite->data[4] = GetBattlerSpriteCoord(gBattleAnimTarget, 3);
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sprite->data[4] = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_Y_PIC_OFFSET);
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InitAnimLinearTranslation(sprite);
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sprite->callback = AnimRedHeartProjectile_Step;
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}
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@ -3402,8 +3402,8 @@ static void AnimTask_ScaryFace_Step(u8 taskId)
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// arg 1: initial wave offset
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static void AnimOrbitFast(struct Sprite *sprite)
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{
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sprite->x = GetBattlerSpriteCoord(gBattleAnimAttacker, 2);
|
||||
sprite->y = GetBattlerSpriteCoord(gBattleAnimAttacker, 3);
|
||||
sprite->x = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_X_2);
|
||||
sprite->y = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_Y_PIC_OFFSET);
|
||||
sprite->affineAnimPaused = 1;
|
||||
sprite->data[0] = gBattleAnimArgs[0];
|
||||
sprite->data[1] = gBattleAnimArgs[1];
|
||||
@ -3453,8 +3453,8 @@ static void AnimOrbitFast_Step(struct Sprite *sprite)
|
||||
// arg 0: initial wave offset
|
||||
static void AnimOrbitScatter(struct Sprite *sprite)
|
||||
{
|
||||
sprite->x = GetBattlerSpriteCoord(gBattleAnimAttacker, 2);
|
||||
sprite->y = GetBattlerSpriteCoord(gBattleAnimAttacker, 3);
|
||||
sprite->x = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_X_2);
|
||||
sprite->y = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_Y_PIC_OFFSET);
|
||||
sprite->data[0] = Sin(gBattleAnimArgs[0], 10);
|
||||
sprite->data[1] = Cos(gBattleAnimArgs[0], 7);
|
||||
sprite->callback = AnimOrbitScatter_Step;
|
||||
@ -3479,8 +3479,8 @@ static void AnimSpitUpOrb_Step(struct Sprite *sprite)
|
||||
|
||||
static void AnimSpitUpOrb(struct Sprite *sprite)
|
||||
{
|
||||
sprite->x = GetBattlerSpriteCoord(gBattleAnimAttacker, 2);
|
||||
sprite->y = GetBattlerSpriteCoord(gBattleAnimAttacker, 3);
|
||||
sprite->x = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_X_2);
|
||||
sprite->y = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_Y_PIC_OFFSET);
|
||||
sprite->data[0] = Sin(gBattleAnimArgs[0], 10);
|
||||
sprite->data[1] = Cos(gBattleAnimArgs[0], 7);
|
||||
sprite->data[2] = gBattleAnimArgs[1];
|
||||
@ -3617,13 +3617,13 @@ static void AnimMovementWaves(struct Sprite *sprite)
|
||||
{
|
||||
if (!gBattleAnimArgs[0])
|
||||
{
|
||||
sprite->x = GetBattlerSpriteCoord(gBattleAnimAttacker, 2);
|
||||
sprite->y = GetBattlerSpriteCoord(gBattleAnimAttacker, 3);
|
||||
sprite->x = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_X_2);
|
||||
sprite->y = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_Y_PIC_OFFSET);
|
||||
}
|
||||
else
|
||||
{
|
||||
sprite->x = GetBattlerSpriteCoord(gBattleAnimTarget, 2);
|
||||
sprite->y = GetBattlerSpriteCoord(gBattleAnimTarget, 3);
|
||||
sprite->x = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_X_2);
|
||||
sprite->y = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_Y_PIC_OFFSET);
|
||||
}
|
||||
|
||||
if (!gBattleAnimArgs[1])
|
||||
@ -3671,8 +3671,8 @@ static void AnimJaggedMusicNote(struct Sprite *sprite)
|
||||
if (GetBattlerSide(battler) == B_SIDE_OPPONENT)
|
||||
gBattleAnimArgs[1] *= -1;
|
||||
|
||||
sprite->x = GetBattlerSpriteCoord(battler, 2) + gBattleAnimArgs[1];
|
||||
sprite->y = GetBattlerSpriteCoord(battler, 3) + gBattleAnimArgs[2];
|
||||
sprite->x = GetBattlerSpriteCoord(battler, BATTLER_COORD_X_2) + gBattleAnimArgs[1];
|
||||
sprite->y = GetBattlerSpriteCoord(battler, BATTLER_COORD_Y_PIC_OFFSET) + gBattleAnimArgs[2];
|
||||
sprite->data[0] = 0;
|
||||
sprite->data[1] = (u16)sprite->x << 3;
|
||||
sprite->data[2] = (u16)sprite->y << 3;
|
||||
@ -3804,8 +3804,8 @@ static void AnimGuardRing(struct Sprite *sprite)
|
||||
}
|
||||
else
|
||||
{
|
||||
sprite->x = GetBattlerSpriteCoord(gBattleAnimAttacker, 0);
|
||||
sprite->y = GetBattlerSpriteCoord(gBattleAnimAttacker, 1) + 40;
|
||||
sprite->x = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_X);
|
||||
sprite->y = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_Y) + 40;
|
||||
}
|
||||
|
||||
sprite->data[0] = 13;
|
||||
|
@ -1211,8 +1211,8 @@ static void AnimBlackSmoke_Step(struct Sprite *sprite)
|
||||
void AnimTask_SmokescreenImpact(u8 taskId)
|
||||
{
|
||||
SmokescreenImpact(
|
||||
GetBattlerSpriteCoord(gBattleAnimTarget, 2) + 8,
|
||||
GetBattlerSpriteCoord(gBattleAnimTarget, 3) + 8,
|
||||
GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_X_2) + 8,
|
||||
GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_Y_PIC_OFFSET) + 8,
|
||||
0);
|
||||
DestroyAnimVisualTask(taskId);
|
||||
}
|
||||
@ -1247,8 +1247,8 @@ static void AnimWhiteHalo_Step2(struct Sprite *sprite)
|
||||
static void AnimTealAlert(struct Sprite *sprite)
|
||||
{
|
||||
u16 rotation;
|
||||
u8 x = GetBattlerSpriteCoord(gBattleAnimTarget, 2);
|
||||
u8 y = GetBattlerSpriteCoord(gBattleAnimTarget, 3);
|
||||
u8 x = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_X_2);
|
||||
u8 y = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_Y_PIC_OFFSET);
|
||||
|
||||
InitSpritePosToAnimTarget(sprite, TRUE);
|
||||
|
||||
@ -1608,8 +1608,8 @@ static void AnimClappingHand(struct Sprite *sprite)
|
||||
{
|
||||
if (gBattleAnimArgs[3] == 0)
|
||||
{
|
||||
sprite->x = GetBattlerSpriteCoord(gBattleAnimAttacker, 0);
|
||||
sprite->y = GetBattlerSpriteCoord(gBattleAnimAttacker, 1);
|
||||
sprite->x = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_X);
|
||||
sprite->y = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_Y);
|
||||
}
|
||||
|
||||
sprite->x += gBattleAnimArgs[0];
|
||||
@ -1710,13 +1710,13 @@ static void AnimRapidSpin(struct Sprite *sprite)
|
||||
{
|
||||
if (gBattleAnimArgs[0] == 0)
|
||||
{
|
||||
sprite->x = GetBattlerSpriteCoord(gBattleAnimAttacker, 0) + gBattleAnimArgs[1];
|
||||
sprite->y = GetBattlerSpriteCoord(gBattleAnimAttacker, 1);
|
||||
sprite->x = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_X) + gBattleAnimArgs[1];
|
||||
sprite->y = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_Y);
|
||||
}
|
||||
else
|
||||
{
|
||||
sprite->x = GetBattlerSpriteCoord(gBattleAnimTarget, 0) + gBattleAnimArgs[1];
|
||||
sprite->y = GetBattlerSpriteCoord(gBattleAnimTarget, 1);
|
||||
sprite->x = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_X) + gBattleAnimArgs[1];
|
||||
sprite->y = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_Y);
|
||||
}
|
||||
|
||||
sprite->y2 = gBattleAnimArgs[2];
|
||||
@ -1896,8 +1896,8 @@ void AnimTask_TormentAttacker(u8 taskId)
|
||||
|
||||
task->data[0] = 0;
|
||||
task->data[1] = 0;
|
||||
task->data[2] = GetBattlerSpriteCoord(gBattleAnimAttacker, 2);
|
||||
task->data[3] = GetBattlerSpriteCoord(gBattleAnimAttacker, 3);
|
||||
task->data[2] = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_X_2);
|
||||
task->data[3] = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_Y_PIC_OFFSET);
|
||||
task->data[4] = 32;
|
||||
task->data[5] = -20;
|
||||
task->data[6] = 0;
|
||||
@ -2038,8 +2038,8 @@ static void AnimTriAttackTriangle(struct Sprite *sprite)
|
||||
sprite->x2 = 0;
|
||||
sprite->y2 = 0;
|
||||
sprite->data[0] = 20;
|
||||
sprite->data[2] = GetBattlerSpriteCoord(gBattleAnimTarget, 2);
|
||||
sprite->data[4] = GetBattlerSpriteCoord(gBattleAnimTarget, 3);
|
||||
sprite->data[2] = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_X_2);
|
||||
sprite->data[4] = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_Y_PIC_OFFSET);
|
||||
sprite->callback = StartAnimLinearTranslation;
|
||||
}
|
||||
}
|
||||
@ -2066,8 +2066,8 @@ static void AnimBatonPassPokeball(struct Sprite *sprite)
|
||||
switch (sprite->data[0])
|
||||
{
|
||||
case 0:
|
||||
sprite->x = GetBattlerSpriteCoord(gBattleAnimAttacker, 2);
|
||||
sprite->y = GetBattlerSpriteCoord(gBattleAnimAttacker, 3);
|
||||
sprite->x = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_X_2);
|
||||
sprite->y = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_Y_PIC_OFFSET);
|
||||
PrepareBattlerSpriteForRotScale(spriteId, ST_OAM_OBJ_NORMAL);
|
||||
sprite->data[1] = 256;
|
||||
sprite->data[2] = 256;
|
||||
@ -2222,7 +2222,7 @@ static void AnimSwallowBlueOrb(struct Sprite *sprite)
|
||||
case 0:
|
||||
InitSpritePosToAnimAttacker(sprite, FALSE);
|
||||
sprite->data[1] = 0x900;
|
||||
sprite->data[2] = GetBattlerSpriteCoord(gBattleAnimAttacker, 3);
|
||||
sprite->data[2] = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_Y_PIC_OFFSET);
|
||||
sprite->data[0]++;
|
||||
break;
|
||||
case 1:
|
||||
@ -2476,8 +2476,8 @@ static void AnimGreenStar(struct Sprite *sprite)
|
||||
if (xOffset > 31)
|
||||
xOffset = 32 - xOffset;
|
||||
|
||||
sprite->x = GetBattlerSpriteCoord(gBattleAnimAttacker, 0) + xOffset;
|
||||
sprite->y = GetBattlerSpriteCoord(gBattleAnimAttacker, 1) + 32;
|
||||
sprite->x = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_X) + xOffset;
|
||||
sprite->y = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_Y) + 32;
|
||||
sprite->data[1] = gBattleAnimArgs[0];
|
||||
sprite->data[2] = gBattleAnimArgs[1];
|
||||
|
||||
@ -3246,8 +3246,8 @@ void AnimTask_RolePlaySilhouette(u8 taskId)
|
||||
}
|
||||
}
|
||||
|
||||
coord1 = GetBattlerSpriteCoord(gBattleAnimAttacker, 0);
|
||||
coord2 = GetBattlerSpriteCoord(gBattleAnimAttacker, 1);
|
||||
coord1 = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_X);
|
||||
coord2 = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_Y);
|
||||
spriteId = CreateAdditionalMonSpriteForMoveAnim(species, isBackPic, 0, coord1 + xOffset, coord2, 5, personality, otId, gBattleAnimTarget, TRUE);
|
||||
|
||||
gSprites[spriteId].oam.priority = priority;
|
||||
@ -4165,7 +4165,7 @@ static void AnimSmellingSaltsHand(struct Sprite *sprite)
|
||||
sprite->oam.tileNum += 16;
|
||||
sprite->data[6] = gBattleAnimArgs[2];
|
||||
sprite->data[7] = gBattleAnimArgs[1] == 0 ? -1 : 1;
|
||||
sprite->y = GetBattlerSpriteCoord(battler, 3);
|
||||
sprite->y = GetBattlerSpriteCoord(battler, BATTLER_COORD_Y_PIC_OFFSET);
|
||||
if (gBattleAnimArgs[1] == 0)
|
||||
{
|
||||
sprite->oam.matrixNum |= ST_OAM_HFLIP;
|
||||
@ -4280,12 +4280,12 @@ static void AnimSmellingSaltExclamation(struct Sprite *sprite)
|
||||
{
|
||||
if (gBattleAnimArgs[0] == ANIM_ATTACKER)
|
||||
{
|
||||
sprite->x = GetBattlerSpriteCoord(gBattleAnimAttacker, 2);
|
||||
sprite->x = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_X_2);
|
||||
sprite->y = GetBattlerSpriteCoordAttr(gBattleAnimAttacker, BATTLER_COORD_ATTR_TOP);
|
||||
}
|
||||
else
|
||||
{
|
||||
sprite->x = GetBattlerSpriteCoord(gBattleAnimTarget, 2);
|
||||
sprite->x = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_X_2);
|
||||
sprite->y = GetBattlerSpriteCoordAttr(gBattleAnimTarget, BATTLER_COORD_ATTR_TOP);
|
||||
}
|
||||
|
||||
@ -4426,9 +4426,9 @@ void AnimTask_HelpingHandAttackerMovement(u8 taskId)
|
||||
{
|
||||
if (IsDoubleBattle() == TRUE)
|
||||
{
|
||||
int x = GetBattlerSpriteCoord(gBattleAnimAttacker, 0);
|
||||
int y = GetBattlerSpriteCoord(BATTLE_PARTNER(gBattleAnimAttacker), 0);
|
||||
if (x > y)
|
||||
int attackerX = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_X);
|
||||
int partnerX = GetBattlerSpriteCoord(BATTLE_PARTNER(gBattleAnimAttacker), BATTLER_COORD_X);
|
||||
if (attackerX > partnerX)
|
||||
task->data[14] = 1;
|
||||
else
|
||||
task->data[14] = -1;
|
||||
@ -4566,24 +4566,24 @@ static void AnimForesightMagnifyingGlass_Step(struct Sprite *sprite)
|
||||
sprite->data[6] = 0;
|
||||
case 0:
|
||||
case 4:
|
||||
x = GetBattlerSpriteCoordAttr(sprite->data[7], 5) - 4;
|
||||
y = GetBattlerSpriteCoordAttr(sprite->data[7], 3) - 4;
|
||||
x = GetBattlerSpriteCoordAttr(sprite->data[7], BATTLER_COORD_ATTR_RIGHT) - 4;
|
||||
y = GetBattlerSpriteCoordAttr(sprite->data[7], BATTLER_COORD_ATTR_BOTTOM) - 4;
|
||||
break;
|
||||
case 1:
|
||||
x = GetBattlerSpriteCoordAttr(sprite->data[7], 5) - 4;
|
||||
y = GetBattlerSpriteCoordAttr(sprite->data[7], 2) + 4;
|
||||
x = GetBattlerSpriteCoordAttr(sprite->data[7], BATTLER_COORD_ATTR_RIGHT) - 4;
|
||||
y = GetBattlerSpriteCoordAttr(sprite->data[7], BATTLER_COORD_ATTR_TOP) + 4;
|
||||
break;
|
||||
case 2:
|
||||
x = GetBattlerSpriteCoordAttr(sprite->data[7], 4) + 4;
|
||||
y = GetBattlerSpriteCoordAttr(sprite->data[7], 3) - 4;
|
||||
x = GetBattlerSpriteCoordAttr(sprite->data[7], BATTLER_COORD_ATTR_LEFT) + 4;
|
||||
y = GetBattlerSpriteCoordAttr(sprite->data[7], BATTLER_COORD_ATTR_BOTTOM) - 4;
|
||||
break;
|
||||
case 3:
|
||||
x = GetBattlerSpriteCoordAttr(sprite->data[7], 4) + 4;
|
||||
y = GetBattlerSpriteCoordAttr(sprite->data[7], 2) - 4;
|
||||
x = GetBattlerSpriteCoordAttr(sprite->data[7], BATTLER_COORD_ATTR_LEFT) + 4;
|
||||
y = GetBattlerSpriteCoordAttr(sprite->data[7], BATTLER_COORD_ATTR_TOP) - 4;
|
||||
break;
|
||||
case 5:
|
||||
x = GetBattlerSpriteCoord(sprite->data[7], 2);
|
||||
y = GetBattlerSpriteCoord(sprite->data[7], 3);
|
||||
x = GetBattlerSpriteCoord(sprite->data[7], BATTLER_COORD_X_2);
|
||||
y = GetBattlerSpriteCoord(sprite->data[7], BATTLER_COORD_Y_PIC_OFFSET);
|
||||
break;
|
||||
}
|
||||
|
||||
@ -4814,7 +4814,7 @@ static void AnimBlockX(struct Sprite *sprite)
|
||||
y = -96;
|
||||
}
|
||||
|
||||
sprite->y = GetBattlerSpriteCoord(gBattleAnimTarget, 3);
|
||||
sprite->y = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_Y_PIC_OFFSET);
|
||||
sprite->y2 = y;
|
||||
sprite->callback = AnimBlockX_Step;
|
||||
}
|
||||
|
@ -682,8 +682,8 @@ static void AnimElectricity(struct Sprite *sprite)
|
||||
// The vertical falling thunder bolt used in Thunder Wave/Shock/Bolt
|
||||
void AnimTask_ElectricBolt(u8 taskId)
|
||||
{
|
||||
gTasks[taskId].data[0] = GetBattlerSpriteCoord(gBattleAnimTarget, 0) + gBattleAnimArgs[0];
|
||||
gTasks[taskId].data[1] = GetBattlerSpriteCoord(gBattleAnimTarget, 1) + gBattleAnimArgs[1];
|
||||
gTasks[taskId].data[0] = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_X) + gBattleAnimArgs[0];
|
||||
gTasks[taskId].data[1] = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_Y) + gBattleAnimArgs[1];
|
||||
gTasks[taskId].data[2] = gBattleAnimArgs[2];
|
||||
gTasks[taskId].func = AnimTask_ElectricBolt_Step;
|
||||
}
|
||||
|
@ -478,8 +478,8 @@ static void AnimFistOrFootRandomPos(struct Sprite *sprite)
|
||||
gBattleAnimArgs[2] = Random2() % 5;
|
||||
|
||||
StartSpriteAnim(sprite, gBattleAnimArgs[2]);
|
||||
sprite->x = GetBattlerSpriteCoord(battler, 2);
|
||||
sprite->y = GetBattlerSpriteCoord(battler, 3);
|
||||
sprite->x = GetBattlerSpriteCoord(battler, BATTLER_COORD_X_2);
|
||||
sprite->y = GetBattlerSpriteCoord(battler, BATTLER_COORD_Y_PIC_OFFSET);
|
||||
|
||||
xMod = GetBattlerSpriteCoordAttr(battler, BATTLER_COORD_ATTR_WIDTH) / 2;
|
||||
yMod = GetBattlerSpriteCoordAttr(battler, BATTLER_COORD_ATTR_HEIGHT) / 4;
|
||||
@ -646,8 +646,8 @@ static void AnimStompFoot_Step(struct Sprite *sprite)
|
||||
if (--sprite->data[0] == -1)
|
||||
{
|
||||
sprite->data[0] = 6;
|
||||
sprite->data[2] = GetBattlerSpriteCoord(gBattleAnimTarget, 2);
|
||||
sprite->data[4] = GetBattlerSpriteCoord(gBattleAnimTarget, 3);
|
||||
sprite->data[2] = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_X_2);
|
||||
sprite->data[4] = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_Y_PIC_OFFSET);
|
||||
|
||||
sprite->callback = StartAnimLinearTranslation;
|
||||
StoreSpriteCallbackInData6(sprite, AnimStompFoot_End);
|
||||
@ -691,13 +691,13 @@ static void AnimBrickBreakWall(struct Sprite *sprite)
|
||||
{
|
||||
if (gBattleAnimArgs[0] == ANIM_ATTACKER)
|
||||
{
|
||||
sprite->x = GetBattlerSpriteCoord(gBattleAnimAttacker, 0);
|
||||
sprite->y = GetBattlerSpriteCoord(gBattleAnimAttacker, 1);
|
||||
sprite->x = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_X);
|
||||
sprite->y = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_Y);
|
||||
}
|
||||
else
|
||||
{
|
||||
sprite->x = GetBattlerSpriteCoord(gBattleAnimTarget, 0);
|
||||
sprite->y = GetBattlerSpriteCoord(gBattleAnimTarget, 1);
|
||||
sprite->x = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_X);
|
||||
sprite->y = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_Y);
|
||||
}
|
||||
|
||||
sprite->x += gBattleAnimArgs[1];
|
||||
@ -745,13 +745,13 @@ static void AnimBrickBreakWallShard(struct Sprite *sprite)
|
||||
{
|
||||
if (gBattleAnimArgs[0] == ANIM_ATTACKER)
|
||||
{
|
||||
sprite->x = GetBattlerSpriteCoord(gBattleAnimAttacker, 0) + gBattleAnimArgs[2];
|
||||
sprite->y = GetBattlerSpriteCoord(gBattleAnimAttacker, 1) + gBattleAnimArgs[3];
|
||||
sprite->x = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_X) + gBattleAnimArgs[2];
|
||||
sprite->y = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_Y) + gBattleAnimArgs[3];
|
||||
}
|
||||
else
|
||||
{
|
||||
sprite->x = GetBattlerSpriteCoord(gBattleAnimTarget, 0) + gBattleAnimArgs[2];
|
||||
sprite->y = GetBattlerSpriteCoord(gBattleAnimTarget, 1) + gBattleAnimArgs[3];
|
||||
sprite->x = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_X) + gBattleAnimArgs[2];
|
||||
sprite->y = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_Y) + gBattleAnimArgs[3];
|
||||
}
|
||||
|
||||
sprite->oam.tileNum += gBattleAnimArgs[1] * 16;
|
||||
@ -796,8 +796,8 @@ static void AnimSuperpowerOrb(struct Sprite *sprite)
|
||||
{
|
||||
if (gBattleAnimArgs[0] == ANIM_ATTACKER)
|
||||
{
|
||||
sprite->x = GetBattlerSpriteCoord(gBattlerAttacker, 2);
|
||||
sprite->y = GetBattlerSpriteCoord(gBattlerAttacker, 3);
|
||||
sprite->x = GetBattlerSpriteCoord(gBattlerAttacker, BATTLER_COORD_X_2);
|
||||
sprite->y = GetBattlerSpriteCoord(gBattlerAttacker, BATTLER_COORD_Y_PIC_OFFSET);
|
||||
sprite->oam.priority = GetBattlerSpriteBGPriority(gBattleAnimAttacker);
|
||||
sprite->data[7] = gBattleAnimTarget;
|
||||
}
|
||||
@ -821,9 +821,9 @@ static void AnimSuperpowerOrb_Step(struct Sprite *sprite)
|
||||
|
||||
sprite->data[0] = 16;
|
||||
sprite->data[1] = sprite->x;
|
||||
sprite->data[2] = GetBattlerSpriteCoord(sprite->data[7], 2);
|
||||
sprite->data[2] = GetBattlerSpriteCoord(sprite->data[7], BATTLER_COORD_X_2);
|
||||
sprite->data[3] = sprite->y;
|
||||
sprite->data[4] = GetBattlerSpriteCoord(sprite->data[7], 3);
|
||||
sprite->data[4] = GetBattlerSpriteCoord(sprite->data[7], BATTLER_COORD_Y_PIC_OFFSET);
|
||||
|
||||
InitAnimLinearTranslation(sprite);
|
||||
StoreSpriteCallbackInData6(sprite, DestroySpriteAndMatrix);
|
||||
@ -865,10 +865,10 @@ static void AnimSuperpowerRock_Step1(struct Sprite *sprite)
|
||||
}
|
||||
else
|
||||
{
|
||||
s16 pos0 = GetBattlerSpriteCoord(gBattleAnimAttacker, 2);
|
||||
s16 pos1 = GetBattlerSpriteCoord(gBattleAnimAttacker, 3);
|
||||
s16 pos2 = GetBattlerSpriteCoord(gBattleAnimTarget, 2);
|
||||
s16 pos3 = GetBattlerSpriteCoord(gBattleAnimTarget, 3);
|
||||
s16 pos0 = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_X_2);
|
||||
s16 pos1 = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_Y_PIC_OFFSET);
|
||||
s16 pos2 = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_X_2);
|
||||
s16 pos3 = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_Y_PIC_OFFSET);
|
||||
|
||||
sprite->data[0] = pos2 - pos0;
|
||||
sprite->data[1] = pos3 - pos1;
|
||||
@ -899,8 +899,8 @@ static void AnimSuperpowerFireball(struct Sprite *sprite)
|
||||
|
||||
if (gBattleAnimArgs[0] == ANIM_ATTACKER)
|
||||
{
|
||||
sprite->x = GetBattlerSpriteCoord(gBattlerAttacker, 2);
|
||||
sprite->y = GetBattlerSpriteCoord(gBattlerAttacker, 3);
|
||||
sprite->x = GetBattlerSpriteCoord(gBattlerAttacker, BATTLER_COORD_X_2);
|
||||
sprite->y = GetBattlerSpriteCoord(gBattlerAttacker, BATTLER_COORD_Y_PIC_OFFSET);
|
||||
battler = gBattleAnimTarget;
|
||||
sprite->oam.priority = GetBattlerSpriteBGPriority(gBattleAnimAttacker);
|
||||
}
|
||||
@ -917,9 +917,9 @@ static void AnimSuperpowerFireball(struct Sprite *sprite)
|
||||
|
||||
sprite->data[0] = 16;
|
||||
sprite->data[1] = sprite->x;
|
||||
sprite->data[2] = GetBattlerSpriteCoord(battler, 2);
|
||||
sprite->data[2] = GetBattlerSpriteCoord(battler, BATTLER_COORD_X_2);
|
||||
sprite->data[3] = sprite->y;
|
||||
sprite->data[4] = GetBattlerSpriteCoord(battler, 3);
|
||||
sprite->data[4] = GetBattlerSpriteCoord(battler, BATTLER_COORD_Y_PIC_OFFSET);
|
||||
|
||||
InitAnimLinearTranslation(sprite);
|
||||
StoreSpriteCallbackInData6(sprite, DestroyAnimSprite);
|
||||
@ -938,8 +938,8 @@ static void AnimArmThrustHit(struct Sprite *sprite)
|
||||
{
|
||||
u8 turn;
|
||||
|
||||
sprite->x = GetBattlerSpriteCoord(gBattleAnimTarget, 2);
|
||||
sprite->y = GetBattlerSpriteCoord(gBattleAnimTarget, 3);
|
||||
sprite->x = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_X_2);
|
||||
sprite->y = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_Y_PIC_OFFSET);
|
||||
sprite->data[1] = gBattleAnimArgs[3];
|
||||
sprite->data[2] = gBattleAnimArgs[0];
|
||||
sprite->data[3] = gBattleAnimArgs[1];
|
||||
|
@ -665,9 +665,9 @@ static void AnimFireRing_Step1(struct Sprite *sprite)
|
||||
{
|
||||
sprite->data[0] = 0x19;
|
||||
sprite->data[1] = sprite->x;
|
||||
sprite->data[2] = GetBattlerSpriteCoord(gBattleAnimTarget, 2);
|
||||
sprite->data[2] = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_X_2);
|
||||
sprite->data[3] = sprite->y;
|
||||
sprite->data[4] = GetBattlerSpriteCoord(gBattleAnimTarget, 3);
|
||||
sprite->data[4] = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_Y_PIC_OFFSET);
|
||||
|
||||
InitAnimLinearTranslation(sprite);
|
||||
|
||||
@ -681,8 +681,8 @@ static void AnimFireRing_Step2(struct Sprite *sprite)
|
||||
{
|
||||
sprite->data[0] = 0;
|
||||
|
||||
sprite->x = GetBattlerSpriteCoord(gBattleAnimTarget, 2);
|
||||
sprite->y = GetBattlerSpriteCoord(gBattleAnimTarget, 3);
|
||||
sprite->x = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_X_2);
|
||||
sprite->y = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_Y_PIC_OFFSET);
|
||||
sprite->y2 = 0;
|
||||
sprite->x2 = 0;
|
||||
|
||||
@ -1101,9 +1101,9 @@ static void AnimWillOWispOrb(struct Sprite *sprite)
|
||||
|
||||
sprite->data[0] = 256;
|
||||
sprite->data[1] = sprite->x;
|
||||
sprite->data[2] = GetBattlerSpriteCoord(gBattleAnimTarget, 2);
|
||||
sprite->data[2] = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_X_2);
|
||||
sprite->data[3] = sprite->y;
|
||||
sprite->data[4] = GetBattlerSpriteCoord(gBattleAnimTarget, 3);
|
||||
sprite->data[4] = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_Y_PIC_OFFSET);
|
||||
|
||||
InitAnimLinearTranslationWithSpeed(sprite);
|
||||
sprite->callback = AnimWillOWispOrb_Step;
|
||||
|
@ -895,8 +895,8 @@ static void AnimFallingFeather_Step(struct Sprite *sprite)
|
||||
static void AnimUnusedBubbleThrow(struct Sprite *sprite)
|
||||
{
|
||||
sprite->oam.priority = GetBattlerSpriteBGPriority(gBattleAnimTarget);
|
||||
sprite->x = GetBattlerSpriteCoord(gBattleAnimAttacker, 2);
|
||||
sprite->y = GetBattlerSpriteCoord(gBattleAnimAttacker, 3);
|
||||
sprite->x = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_X_2);
|
||||
sprite->y = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_Y_PIC_OFFSET);
|
||||
sprite->callback = TranslateAnimSpriteToTargetMonLocation;
|
||||
}
|
||||
|
||||
@ -955,8 +955,8 @@ void AnimTask_DrillPeckHitSplats(u8 task)
|
||||
gBattleAnimArgs[3] = 3;
|
||||
|
||||
CreateSpriteAndAnimate(&gFlashingHitSplatSpriteTemplate,
|
||||
GetBattlerSpriteCoord(gBattleAnimTarget, 2),
|
||||
GetBattlerSpriteCoord(gBattleAnimTarget, 3),
|
||||
GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_X_2),
|
||||
GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_Y_PIC_OFFSET),
|
||||
3);
|
||||
}
|
||||
|
||||
@ -987,7 +987,7 @@ static void AnimBounceBallLand(struct Sprite *sprite)
|
||||
switch (sprite->data[0])
|
||||
{
|
||||
case 0:
|
||||
sprite->y = GetBattlerSpriteCoord(gBattleAnimTarget, 1);
|
||||
sprite->y = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_Y);
|
||||
sprite->y2 = -sprite->y - 32;
|
||||
sprite->data[0]++;
|
||||
break;
|
||||
@ -1056,13 +1056,13 @@ static void AnimDiveWaterSplash(struct Sprite *sprite)
|
||||
case 0:
|
||||
if (!gBattleAnimArgs[0])
|
||||
{
|
||||
sprite->x = GetBattlerSpriteCoord(gBattleAnimAttacker, 0);
|
||||
sprite->y = GetBattlerSpriteCoord(gBattleAnimAttacker, 1);
|
||||
sprite->x = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_X);
|
||||
sprite->y = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_Y);
|
||||
}
|
||||
else
|
||||
{
|
||||
sprite->x = GetBattlerSpriteCoord(gBattleAnimTarget, 0);
|
||||
sprite->y = GetBattlerSpriteCoord(gBattleAnimTarget, 1);
|
||||
sprite->x = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_X);
|
||||
sprite->y = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_Y);
|
||||
}
|
||||
|
||||
sprite->data[1] = 0x200;
|
||||
@ -1123,13 +1123,13 @@ static void AnimSprayWaterDroplet(struct Sprite *sprite)
|
||||
|
||||
if (gBattleAnimArgs[1] == 0)
|
||||
{
|
||||
sprite->x = GetBattlerSpriteCoord(gBattleAnimAttacker, 0);
|
||||
sprite->y = GetBattlerSpriteCoord(gBattleAnimAttacker, 1) + 32;
|
||||
sprite->x = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_X);
|
||||
sprite->y = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_Y) + 32;
|
||||
}
|
||||
else
|
||||
{
|
||||
sprite->x = GetBattlerSpriteCoord(gBattleAnimTarget, 0);
|
||||
sprite->y = GetBattlerSpriteCoord(gBattleAnimTarget, 1) + 32;
|
||||
sprite->x = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_X);
|
||||
sprite->y = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_Y) + 32;
|
||||
}
|
||||
|
||||
sprite->callback = AnimSprayWaterDroplet_Step;
|
||||
@ -1190,8 +1190,8 @@ static void AnimSkyAttackBird(struct Sprite *sprite)
|
||||
s16 posx = sprite->x;
|
||||
s16 posy = sprite->y;
|
||||
|
||||
sprite->x = GetBattlerSpriteCoord(gBattleAnimAttacker, 2);
|
||||
sprite->y = GetBattlerSpriteCoord(gBattleAnimAttacker, 3);
|
||||
sprite->x = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_X_2);
|
||||
sprite->y = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_Y_PIC_OFFSET);
|
||||
|
||||
sprite->data[4] = sprite->x << 4;
|
||||
sprite->data[5] = sprite->y << 4;
|
||||
|
@ -222,9 +222,9 @@ static void AnimConfuseRayBallBounce(struct Sprite *sprite)
|
||||
InitSpritePosToAnimAttacker(sprite, TRUE);
|
||||
sprite->data[0] = gBattleAnimArgs[2];
|
||||
sprite->data[1] = sprite->x;
|
||||
sprite->data[2] = GetBattlerSpriteCoord(gBattleAnimTarget, 2);
|
||||
sprite->data[2] = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_X_2);
|
||||
sprite->data[3] = sprite->y;
|
||||
sprite->data[4] = GetBattlerSpriteCoord(gBattleAnimTarget, 3);
|
||||
sprite->data[4] = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_Y_PIC_OFFSET);
|
||||
InitAnimLinearTranslationWithSpeed(sprite);
|
||||
sprite->callback = AnimConfuseRayBallBounce_Step1;
|
||||
sprite->data[6] = 16;
|
||||
@ -400,8 +400,8 @@ static void AnimShadowBall(struct Sprite *sprite)
|
||||
s16 oldPosX = sprite->x;
|
||||
s16 oldPosY = sprite->y;
|
||||
|
||||
sprite->x = GetBattlerSpriteCoord(gBattleAnimAttacker, 2);
|
||||
sprite->y = GetBattlerSpriteCoord(gBattleAnimAttacker, 3);
|
||||
sprite->x = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_X_2);
|
||||
sprite->y = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_Y_PIC_OFFSET);
|
||||
sprite->data[0] = 0;
|
||||
sprite->data[1] = gBattleAnimArgs[0];
|
||||
sprite->data[2] = gBattleAnimArgs[1];
|
||||
@ -431,8 +431,8 @@ static void AnimShadowBall_Step(struct Sprite *sprite)
|
||||
sprite->data[2] -= 1;
|
||||
if (sprite->data[2] > 0)
|
||||
break;
|
||||
sprite->data[1] = GetBattlerSpriteCoord(gBattleAnimTarget, 2);
|
||||
sprite->data[2] = GetBattlerSpriteCoord(gBattleAnimTarget, 3);
|
||||
sprite->data[1] = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_X_2);
|
||||
sprite->data[2] = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_Y_PIC_OFFSET);
|
||||
sprite->data[4] = sprite->x << 4;
|
||||
sprite->data[5] = sprite->y << 4;
|
||||
sprite->data[6] = ((sprite->data[1] - sprite->x) << 4) / sprite->data[3];
|
||||
@ -447,8 +447,8 @@ static void AnimShadowBall_Step(struct Sprite *sprite)
|
||||
sprite->data[3] -= 1;
|
||||
if (sprite->data[3] > 0)
|
||||
break;
|
||||
sprite->x = GetBattlerSpriteCoord(gBattleAnimTarget, 2);
|
||||
sprite->y = GetBattlerSpriteCoord(gBattleAnimTarget, 3);
|
||||
sprite->x = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_X_2);
|
||||
sprite->y = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_Y_PIC_OFFSET);
|
||||
sprite->data[0] += 1;
|
||||
break;
|
||||
case 3:
|
||||
@ -747,17 +747,17 @@ static void AnimDestinyBondWhiteShadow(struct Sprite *sprite)
|
||||
|
||||
if (gBattleAnimArgs[0] == 0)
|
||||
{
|
||||
battler1X = GetBattlerSpriteCoord(gBattleAnimAttacker, 0);
|
||||
battler1Y = GetBattlerSpriteCoord(gBattleAnimAttacker, 1) + 28;
|
||||
battler2X = GetBattlerSpriteCoord(gBattleAnimTarget, 0);
|
||||
battler2Y = GetBattlerSpriteCoord(gBattleAnimTarget, 1) + 28;
|
||||
battler1X = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_X);
|
||||
battler1Y = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_Y) + 28;
|
||||
battler2X = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_X);
|
||||
battler2Y = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_Y) + 28;
|
||||
}
|
||||
else
|
||||
{
|
||||
battler1X = GetBattlerSpriteCoord(gBattleAnimTarget, 0);
|
||||
battler1Y = GetBattlerSpriteCoord(gBattleAnimTarget, 1) + 28;
|
||||
battler2X = GetBattlerSpriteCoord(gBattleAnimAttacker, 0);
|
||||
battler2Y = GetBattlerSpriteCoord(gBattleAnimAttacker, 1) + 28;
|
||||
battler1X = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_X);
|
||||
battler1Y = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_Y) + 28;
|
||||
battler2X = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_X);
|
||||
battler2Y = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_Y) + 28;
|
||||
}
|
||||
|
||||
yDiff = battler2Y - battler1Y;
|
||||
@ -807,7 +807,7 @@ void AnimTask_DestinyBondWhiteShadow(u8 taskId)
|
||||
task->data[9] = 16;
|
||||
task->data[10] = gBattleAnimArgs[0];
|
||||
|
||||
baseX = GetBattlerSpriteCoord(gBattleAnimAttacker, 2);
|
||||
baseX = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_X_2);
|
||||
baseY = GetBattlerSpriteCoordAttr(gBattleAnimAttacker, BATTLER_COORD_ATTR_BOTTOM);
|
||||
if (!IsContest())
|
||||
{
|
||||
@ -820,7 +820,7 @@ void AnimTask_DestinyBondWhiteShadow(u8 taskId)
|
||||
spriteId = CreateSprite(&gDestinyBondWhiteShadowSpriteTemplate, baseX, baseY, 55);
|
||||
if (spriteId != MAX_SPRITES)
|
||||
{
|
||||
x = GetBattlerSpriteCoord(battler, 2);
|
||||
x = GetBattlerSpriteCoord(battler, BATTLER_COORD_X_2);
|
||||
y = GetBattlerSpriteCoordAttr(battler, BATTLER_COORD_ATTR_BOTTOM);
|
||||
gSprites[spriteId].data[0] = baseX << 4;
|
||||
gSprites[spriteId].data[1] = baseY << 4;
|
||||
@ -1175,7 +1175,7 @@ void AnimTask_GrudgeFlames(u8 taskId)
|
||||
|
||||
task->data[0] = 0;
|
||||
task->data[1] = 16;
|
||||
task->data[9] = GetBattlerSpriteCoord(gBattleAnimAttacker, 2);
|
||||
task->data[9] = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_X_2);
|
||||
task->data[10] = GetBattlerYCoordWithElevation(gBattleAnimAttacker);
|
||||
task->data[11] = (GetBattlerSpriteCoordAttr(gBattleAnimAttacker, BATTLER_COORD_ATTR_WIDTH) / 2) + 8;
|
||||
task->data[7] = 0;
|
||||
|
@ -141,11 +141,11 @@ const struct SpriteTemplate gDirtMoundSpriteTemplate =
|
||||
// a boomerang. After hitting the target mon, it comes back to the user.
|
||||
static void AnimBonemerangProjectile(struct Sprite *sprite)
|
||||
{
|
||||
sprite->x = GetBattlerSpriteCoord(gBattleAnimAttacker, 2);
|
||||
sprite->y = GetBattlerSpriteCoord(gBattleAnimAttacker, 3);
|
||||
sprite->x = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_X_2);
|
||||
sprite->y = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_Y_PIC_OFFSET);
|
||||
sprite->data[0] = 20;
|
||||
sprite->data[2] = GetBattlerSpriteCoord(gBattleAnimTarget, 2);
|
||||
sprite->data[4] = GetBattlerSpriteCoord(gBattleAnimTarget, 3);
|
||||
sprite->data[2] = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_X_2);
|
||||
sprite->data[4] = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_Y_PIC_OFFSET);
|
||||
sprite->data[5] = -40;
|
||||
InitAnimArcTranslation(sprite);
|
||||
sprite->callback = AnimBonemerangProjectile_Step;
|
||||
@ -160,8 +160,8 @@ static void AnimBonemerangProjectile_Step(struct Sprite *sprite)
|
||||
sprite->y2 = 0;
|
||||
sprite->x2 = 0;
|
||||
sprite->data[0] = 20;
|
||||
sprite->data[2] = GetBattlerSpriteCoord(gBattleAnimAttacker, 2);
|
||||
sprite->data[4] = GetBattlerSpriteCoord(gBattleAnimAttacker, 3);
|
||||
sprite->data[2] = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_X_2);
|
||||
sprite->data[4] = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_Y_PIC_OFFSET);
|
||||
sprite->data[5] = 40;
|
||||
InitAnimArcTranslation(sprite);
|
||||
sprite->callback = AnimBonemerangProjectile_End;
|
||||
@ -188,8 +188,8 @@ static void AnimBoneHitProjectile(struct Sprite *sprite)
|
||||
gBattleAnimArgs[2] = -gBattleAnimArgs[2];
|
||||
|
||||
sprite->data[0] = gBattleAnimArgs[4];
|
||||
sprite->data[2] = GetBattlerSpriteCoord(gBattleAnimTarget, 2) + gBattleAnimArgs[2];
|
||||
sprite->data[4] = GetBattlerSpriteCoord(gBattleAnimTarget, 3) + gBattleAnimArgs[3];
|
||||
sprite->data[2] = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_X_2) + gBattleAnimArgs[2];
|
||||
sprite->data[4] = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_Y_PIC_OFFSET) + gBattleAnimArgs[3];
|
||||
sprite->callback = StartAnimLinearTranslation;
|
||||
StoreSpriteCallbackInData6(sprite, DestroyAnimSprite);
|
||||
}
|
||||
@ -207,8 +207,8 @@ static void AnimDirtScatter(struct Sprite *sprite)
|
||||
|
||||
InitSpritePosToAnimAttacker(sprite, 1);
|
||||
|
||||
targetXPos = GetBattlerSpriteCoord2(gBattleAnimTarget, 2);
|
||||
targetYPos = GetBattlerSpriteCoord2(gBattleAnimTarget, 3);
|
||||
targetXPos = GetBattlerSpriteCoord2(gBattleAnimTarget, BATTLER_COORD_X_2);
|
||||
targetYPos = GetBattlerSpriteCoord2(gBattleAnimTarget, BATTLER_COORD_Y_PIC_OFFSET);
|
||||
|
||||
xOffset = Random2() & 0x1F;
|
||||
yOffset = Random2() & 0x1F;
|
||||
@ -234,8 +234,8 @@ static void AnimMudSportDirt(struct Sprite *sprite)
|
||||
sprite->oam.tileNum++;
|
||||
if (gBattleAnimArgs[0] == 0)
|
||||
{
|
||||
sprite->x = GetBattlerSpriteCoord(gBattleAnimAttacker, 2) + gBattleAnimArgs[1];
|
||||
sprite->y = GetBattlerSpriteCoord(gBattleAnimAttacker, 3) + gBattleAnimArgs[2];
|
||||
sprite->x = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_X_2) + gBattleAnimArgs[1];
|
||||
sprite->y = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_Y_PIC_OFFSET) + gBattleAnimArgs[2];
|
||||
sprite->data[0] = gBattleAnimArgs[1] > 0 ? 1 : -1;
|
||||
sprite->callback = AnimMudSportDirtRising;
|
||||
}
|
||||
@ -518,7 +518,7 @@ void AnimDirtPlumeParticle(struct Sprite *sprite)
|
||||
gBattleAnimArgs[2] *= -1;
|
||||
}
|
||||
|
||||
sprite->x = GetBattlerSpriteCoord(battler, 2) + xOffset;
|
||||
sprite->x = GetBattlerSpriteCoord(battler, BATTLER_COORD_X_2) + xOffset;
|
||||
sprite->y = GetBattlerYCoordWithElevation(battler) + 30;
|
||||
sprite->data[0] = gBattleAnimArgs[5];
|
||||
sprite->data[2] = sprite->x + gBattleAnimArgs[2];
|
||||
@ -549,7 +549,7 @@ static void AnimDigDirtMound(struct Sprite *sprite)
|
||||
else
|
||||
battler = gBattleAnimTarget;
|
||||
|
||||
sprite->x = GetBattlerSpriteCoord(battler, 0) - 16 + (gBattleAnimArgs[1] * 32);
|
||||
sprite->x = GetBattlerSpriteCoord(battler, BATTLER_COORD_X) - 16 + (gBattleAnimArgs[1] * 32);
|
||||
sprite->y = GetBattlerYCoordWithElevation(battler) + 32;
|
||||
sprite->oam.tileNum += gBattleAnimArgs[1] * 8;
|
||||
StoreSpriteCallbackInData6(sprite, DestroyAnimSprite);
|
||||
|
@ -193,8 +193,8 @@ static void AnimSludgeProjectile(struct Sprite *sprite)
|
||||
InitSpritePosToAnimAttacker(sprite, 1);
|
||||
|
||||
sprite->data[0] = gBattleAnimArgs[2];
|
||||
sprite->data[2] = GetBattlerSpriteCoord(gBattleAnimTarget, 2);
|
||||
sprite->data[4] = GetBattlerSpriteCoord(gBattleAnimTarget, 3);
|
||||
sprite->data[2] = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_X_2);
|
||||
sprite->data[4] = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_Y_PIC_OFFSET);
|
||||
sprite->data[5] = -30;
|
||||
|
||||
InitAnimArcTranslation(sprite);
|
||||
|
@ -650,8 +650,8 @@ static void AnimQuestionMark(struct Sprite *sprite)
|
||||
if (GetBattlerSide(gBattleAnimAttacker) == B_SIDE_OPPONENT)
|
||||
x = -x;
|
||||
|
||||
sprite->x = GetBattlerSpriteCoord(gBattleAnimAttacker, 2) + x;
|
||||
sprite->y = GetBattlerSpriteCoord(gBattleAnimAttacker, 3) + y;
|
||||
sprite->x = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_X_2) + x;
|
||||
sprite->y = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_Y_PIC_OFFSET) + y;
|
||||
|
||||
if (sprite->y < 16)
|
||||
sprite->y = 16;
|
||||
|
@ -564,10 +564,10 @@ void AnimTask_Rollout(u8 taskId)
|
||||
|
||||
task = &gTasks[taskId];
|
||||
|
||||
var0 = GetBattlerSpriteCoord(gBattleAnimAttacker, 2);
|
||||
var1 = GetBattlerSpriteCoord(gBattleAnimAttacker, 1) + 24;
|
||||
var2 = GetBattlerSpriteCoord(gBattleAnimTarget, 2);
|
||||
var3 = GetBattlerSpriteCoord(gBattleAnimTarget, 1) + 24;
|
||||
var0 = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_X_2);
|
||||
var1 = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_Y) + 24;
|
||||
var2 = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_X_2);
|
||||
var3 = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_Y) + 24;
|
||||
|
||||
if (BATTLE_PARTNER(gBattleAnimAttacker) == gBattleAnimTarget)
|
||||
var3 = var1;
|
||||
@ -787,8 +787,8 @@ static void AnimRockBlastRock(struct Sprite *sprite)
|
||||
|
||||
static void AnimRockScatter(struct Sprite *sprite)
|
||||
{
|
||||
sprite->x = GetBattlerSpriteCoord(gBattleAnimTarget, 0);
|
||||
sprite->y = GetBattlerSpriteCoord(gBattleAnimTarget, 1);
|
||||
sprite->x = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_X);
|
||||
sprite->y = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_Y);
|
||||
sprite->x += gBattleAnimArgs[0];
|
||||
sprite->y += gBattleAnimArgs[1];
|
||||
|
||||
|
@ -517,23 +517,23 @@ static void AnimWaterBubbleProjectile(struct Sprite *sprite)
|
||||
|
||||
if (GetBattlerSide(gBattleAnimAttacker) != B_SIDE_PLAYER)
|
||||
{
|
||||
sprite->x = GetBattlerSpriteCoord(gBattleAnimAttacker, 2) - gBattleAnimArgs[0];
|
||||
sprite->y = GetBattlerSpriteCoord(gBattleAnimAttacker, 3) + gBattleAnimArgs[1];
|
||||
sprite->x = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_X_2) - gBattleAnimArgs[0];
|
||||
sprite->y = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_Y_PIC_OFFSET) + gBattleAnimArgs[1];
|
||||
sprite->animPaused = TRUE;
|
||||
}
|
||||
else
|
||||
{
|
||||
sprite->x = GetBattlerSpriteCoord(gBattleAnimAttacker, 2) + gBattleAnimArgs[0];
|
||||
sprite->y = GetBattlerSpriteCoord(gBattleAnimAttacker, 3) + gBattleAnimArgs[1];
|
||||
sprite->x = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_X_2) + gBattleAnimArgs[0];
|
||||
sprite->y = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_Y_PIC_OFFSET) + gBattleAnimArgs[1];
|
||||
sprite->animPaused = TRUE;
|
||||
}
|
||||
if (GetBattlerSide(gBattleAnimAttacker) != B_SIDE_PLAYER)
|
||||
gBattleAnimArgs[2] = -gBattleAnimArgs[2];
|
||||
sprite->data[0] = gBattleAnimArgs[6];
|
||||
sprite->data[1] = sprite->x;
|
||||
sprite->data[2] = GetBattlerSpriteCoord(gBattleAnimTarget, 2);
|
||||
sprite->data[2] = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_X_2);
|
||||
sprite->data[3] = sprite->y;
|
||||
sprite->data[4] = GetBattlerSpriteCoord(gBattleAnimTarget, 3);
|
||||
sprite->data[4] = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_Y_PIC_OFFSET);
|
||||
InitAnimLinearTranslation(sprite);
|
||||
spriteId = CreateInvisibleSpriteWithCallback(SpriteCallbackDummy);
|
||||
sprite->data[5] = spriteId;
|
||||
@ -595,9 +595,9 @@ static void AnimAuroraBeamRings(struct Sprite *sprite)
|
||||
unkArg = gBattleAnimArgs[2];
|
||||
sprite->data[0] = gBattleAnimArgs[4];
|
||||
sprite->data[1] = sprite->x;
|
||||
sprite->data[2] = GetBattlerSpriteCoord(gBattleAnimTarget, 2) + unkArg;
|
||||
sprite->data[2] = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_X_2) + unkArg;
|
||||
sprite->data[3] = sprite->y;
|
||||
sprite->data[4] = GetBattlerSpriteCoord(gBattleAnimTarget, 3) + gBattleAnimArgs[3];
|
||||
sprite->data[4] = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_Y_PIC_OFFSET) + gBattleAnimArgs[3];
|
||||
InitAnimLinearTranslation(sprite);
|
||||
sprite->callback = AnimAuroraBeamRings_Step;
|
||||
sprite->affineAnimPaused = TRUE;
|
||||
@ -650,9 +650,9 @@ static void AnimToTargetInSinWave(struct Sprite *sprite)
|
||||
InitSpritePosToAnimAttacker(sprite, TRUE);
|
||||
sprite->data[0] = 30;
|
||||
sprite->data[1] = sprite->x;
|
||||
sprite->data[2] = GetBattlerSpriteCoord(gBattleAnimTarget, 2);
|
||||
sprite->data[2] = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_X_2);
|
||||
sprite->data[3] = sprite->y;
|
||||
sprite->data[4] = GetBattlerSpriteCoord(gBattleAnimTarget, 3);
|
||||
sprite->data[4] = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_Y_PIC_OFFSET);
|
||||
InitAnimLinearTranslation(sprite);
|
||||
sprite->data[5] = 0xD200 / sprite->data[0];
|
||||
sprite->data[7] = gBattleAnimArgs[3];
|
||||
@ -705,8 +705,8 @@ static void AnimHydroCannonCharge(struct Sprite *sprite)
|
||||
{
|
||||
u8 priority;
|
||||
|
||||
sprite->x = GetBattlerSpriteCoord(gBattleAnimAttacker, 0);
|
||||
sprite->y = GetBattlerSpriteCoord(gBattleAnimAttacker, 1);
|
||||
sprite->x = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_X);
|
||||
sprite->y = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_Y);
|
||||
sprite->y2 = -10;
|
||||
priority = GetBattlerSpriteSubpriority(gBattleAnimAttacker);
|
||||
if (!IsContest())
|
||||
@ -752,14 +752,14 @@ static void AnimHydroCannonBeam(struct Sprite *sprite)
|
||||
else
|
||||
animType = FALSE;
|
||||
if ((u8)gBattleAnimArgs[5] == 0)
|
||||
coordType = 3;
|
||||
coordType = BATTLER_COORD_Y_PIC_OFFSET;
|
||||
else
|
||||
coordType = 1;
|
||||
coordType = BATTLER_COORD_Y;
|
||||
InitSpritePosToAnimAttacker(sprite, animType);
|
||||
if (GetBattlerSide(gBattleAnimAttacker) != B_SIDE_PLAYER)
|
||||
gBattleAnimArgs[2] = -gBattleAnimArgs[2];
|
||||
sprite->data[0] = gBattleAnimArgs[4];
|
||||
sprite->data[2] = GetBattlerSpriteCoord(gBattleAnimTarget, 2) + gBattleAnimArgs[2];
|
||||
sprite->data[2] = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_X_2) + gBattleAnimArgs[2];
|
||||
sprite->data[4] = GetBattlerSpriteCoord(gBattleAnimTarget, coordType) + gBattleAnimArgs[3];
|
||||
sprite->callback = StartAnimLinearTranslation;
|
||||
StoreSpriteCallbackInData6(sprite, DestroyAnimSprite);
|
||||
@ -1167,8 +1167,8 @@ static u8 GetWaterSpoutPowerForAnim(void)
|
||||
static void CreateWaterSpoutLaunchDroplets(struct Task *task, u8 taskId)
|
||||
{
|
||||
s16 i;
|
||||
s16 attackerCoordX = GetBattlerSpriteCoord(gBattleAnimAttacker, 2);
|
||||
s16 attackerCoordY = GetBattlerSpriteCoord(gBattleAnimAttacker, 3);
|
||||
s16 attackerCoordX = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_X_2);
|
||||
s16 attackerCoordY = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_Y_PIC_OFFSET);
|
||||
s16 trigIndex = 172;
|
||||
u8 subpriority = GetBattlerSpriteSubpriority(gBattleAnimAttacker) - 1;
|
||||
s16 increment = 4 - task->data[1];
|
||||
@ -1341,8 +1341,8 @@ void AnimTask_WaterSport(u8 taskId)
|
||||
{
|
||||
struct Task *task = &gTasks[taskId];
|
||||
|
||||
task->data[3] = GetBattlerSpriteCoord(gBattleAnimAttacker, 2);
|
||||
task->data[4] = GetBattlerSpriteCoord(gBattleAnimAttacker, 3);
|
||||
task->data[3] = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_X_2);
|
||||
task->data[4] = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_Y_PIC_OFFSET);
|
||||
task->data[7] = (GetBattlerSide(gBattleAnimAttacker) == B_SIDE_PLAYER) ? 1 : -1;
|
||||
if (IsContest())
|
||||
task->data[7] *= -1;
|
||||
@ -1514,8 +1514,8 @@ static void AnimWaterPulseRingBubble(struct Sprite *sprite)
|
||||
void AnimWaterPulseRing(struct Sprite *sprite)
|
||||
{
|
||||
InitSpritePosToAnimAttacker(sprite, TRUE);
|
||||
sprite->data[1] = GetBattlerSpriteCoord(gBattleAnimTarget, 2);
|
||||
sprite->data[2] = GetBattlerSpriteCoord(gBattleAnimTarget, 3);
|
||||
sprite->data[1] = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_X_2);
|
||||
sprite->data[2] = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_Y_PIC_OFFSET);
|
||||
sprite->data[3] = gBattleAnimArgs[2];
|
||||
sprite->data[4] = gBattleAnimArgs[3];
|
||||
sprite->callback = AnimWaterPulseRing_Step;
|
||||
|
Loading…
Reference in New Issue
Block a user