Add missing BATTLER_COORD usage

This commit is contained in:
GriffinR 2021-11-08 11:46:38 -05:00
parent d20341646a
commit ae2602b5a5
13 changed files with 231 additions and 232 deletions

View File

@ -2548,7 +2548,7 @@ static void AnimPetalDanceSmallFlower(struct Sprite* sprite)
sprite->data[1] = sprite->x;
sprite->data[2] = sprite->x;
sprite->data[3] = sprite->y;
sprite->data[4] = GetBattlerSpriteCoord(gBattleAnimAttacker, 3) + gBattleAnimArgs[2];
sprite->data[4] = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_Y_PIC_OFFSET) + gBattleAnimArgs[2];
InitAnimLinearTranslation(sprite);
sprite->data[5] = 0x40;
sprite->callback = AnimPetalDanceSmallFlower_Step;
@ -2971,8 +2971,8 @@ static void AnimIngrainOrb(struct Sprite* sprite)
{
if (!sprite->data[0])
{
sprite->x = GetBattlerSpriteCoord(gBattleAnimAttacker, 2) + gBattleAnimArgs[0];
sprite->y = GetBattlerSpriteCoord(gBattleAnimAttacker, 1) + gBattleAnimArgs[1];
sprite->x = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_X_2) + gBattleAnimArgs[0];
sprite->y = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_Y) + gBattleAnimArgs[1];
sprite->data[1] = gBattleAnimArgs[2];
sprite->data[2] = gBattleAnimArgs[3];
sprite->data[3] = gBattleAnimArgs[4];
@ -3309,8 +3309,8 @@ void AnimTask_LeafBlade(u8 taskId)
struct Task *task = &gTasks[taskId];
task->data[4] = GetBattlerSpriteSubpriority(gBattleAnimTarget) - 1;
task->data[6] = GetBattlerSpriteCoord(gBattleAnimTarget, 2);
task->data[7] = GetBattlerSpriteCoord(gBattleAnimTarget, 3);
task->data[6] = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_X_2);
task->data[7] = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_Y_PIC_OFFSET);
task->data[10] = GetBattlerSpriteCoordAttr(gBattleAnimTarget, BATTLER_COORD_ATTR_WIDTH);
task->data[11] = GetBattlerSpriteCoordAttr(gBattleAnimTarget, BATTLER_COORD_ATTR_HEIGHT);
task->data[5] = (GetBattlerSide(gBattleAnimTarget) == B_SIDE_OPPONENT) ? 1 : -1;
@ -3601,11 +3601,11 @@ static void AnimFlyingParticle(struct Sprite* sprite)
sprite->oam.priority = GetBattlerSpriteBGPriority(battler) + 1;
break;
case 2:
sprite->y = GetBattlerSpriteCoord(battler, 3) + gBattleAnimArgs[0];
sprite->y = GetBattlerSpriteCoord(battler, BATTLER_COORD_Y_PIC_OFFSET) + gBattleAnimArgs[0];
sprite->oam.priority = GetBattlerSpriteBGPriority(battler);
break;
case 3:
sprite->y = GetBattlerSpriteCoord(gBattleAnimTarget, 3) + gBattleAnimArgs[0];
sprite->y = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_Y_PIC_OFFSET) + gBattleAnimArgs[0];
GetAnimBattlerSpriteId(ANIM_TARGET);
sprite->oam.priority = GetBattlerSpriteBGPriority(battler) + 1;
break;
@ -3681,13 +3681,13 @@ static void AnimNeedleArmSpike(struct Sprite* sprite)
{
if (gBattleAnimArgs[0] == 0)
{
a = GetBattlerSpriteCoord(gBattleAnimAttacker, 2);
b = GetBattlerSpriteCoord(gBattleAnimAttacker, 3);
a = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_X_2);
b = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_Y_PIC_OFFSET);
}
else
{
a = GetBattlerSpriteCoord(gBattleAnimTarget, 2);
b = GetBattlerSpriteCoord(gBattleAnimTarget, 3);
a = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_X_2);
b = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_Y_PIC_OFFSET);
}
sprite->data[0] = gBattleAnimArgs[4];
@ -3790,8 +3790,8 @@ static void AnimFlickeringPunch(struct Sprite* sprite)
// arg 2: slice direction; 0 = right-to-left, 1 = left-to-right
static void AnimCuttingSlice(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);
if (GetBattlerSide(gBattleAnimTarget) == B_SIDE_PLAYER)
sprite->y += 8;
@ -3816,32 +3816,31 @@ static void AnimCuttingSlice(struct Sprite* sprite)
static void AnimAirCutterSlice(struct Sprite* sprite)
{
u8 a;
u8 b;
u8 x, y;
switch (gBattleAnimArgs[3])
{
case 1:
a = GetBattlerSpriteCoord(BATTLE_PARTNER(gBattleAnimTarget), 0);
b = GetBattlerSpriteCoord(BATTLE_PARTNER(gBattleAnimTarget), 1);
x = GetBattlerSpriteCoord(BATTLE_PARTNER(gBattleAnimTarget), BATTLER_COORD_X);
y = GetBattlerSpriteCoord(BATTLE_PARTNER(gBattleAnimTarget), BATTLER_COORD_Y);
break;
case 2:
a = GetBattlerSpriteCoord(gBattleAnimTarget, 0);
b = GetBattlerSpriteCoord(gBattleAnimTarget, 1);
x = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_X);
y = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_Y);
if (IsBattlerSpriteVisible(BATTLE_PARTNER(gBattleAnimTarget)))
{
a = (GetBattlerSpriteCoord(BATTLE_PARTNER(gBattleAnimTarget), 0) + a) / 2;
b = (GetBattlerSpriteCoord(BATTLE_PARTNER(gBattleAnimTarget), 1) + b) / 2;
x = (GetBattlerSpriteCoord(BATTLE_PARTNER(gBattleAnimTarget), BATTLER_COORD_X) + x) / 2;
y = (GetBattlerSpriteCoord(BATTLE_PARTNER(gBattleAnimTarget), BATTLER_COORD_Y) + y) / 2;
}
break;
case 0:
default:
a = GetBattlerSpriteCoord(gBattleAnimTarget, 0);
b = GetBattlerSpriteCoord(gBattleAnimTarget, 1);
x = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_X);
y = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_Y);
break;
}
sprite->x = a;
sprite->y = b;
sprite->x = x;
sprite->y = y;
if (GetBattlerSide(gBattleAnimTarget) == B_SIDE_PLAYER)
sprite->y += 8;
@ -3956,8 +3955,8 @@ static void AnimProtect(struct Sprite* sprite)
if (IsContest())
gBattleAnimArgs[1] += 8;
sprite->x = GetBattlerSpriteCoord2(gBattleAnimAttacker, 0) + gBattleAnimArgs[0];
sprite->y = GetBattlerSpriteCoord2(gBattleAnimAttacker, 1) + gBattleAnimArgs[1];
sprite->x = GetBattlerSpriteCoord2(gBattleAnimAttacker, BATTLER_COORD_X) + gBattleAnimArgs[0];
sprite->y = GetBattlerSpriteCoord2(gBattleAnimAttacker, BATTLER_COORD_Y) + gBattleAnimArgs[1];
if (GetBattlerSide(gBattleAnimAttacker) == B_SIDE_PLAYER || IsContest())
sprite->oam.priority = GetBattlerSpriteBGPriority(gBattleAnimAttacker) + 1;
else
@ -4016,8 +4015,8 @@ static void AnimProtect_Step(struct Sprite *sprite)
static void AnimMilkBottle(struct Sprite* sprite)
{
sprite->x = GetBattlerSpriteCoord(gBattleAnimTarget, 2);
sprite->y = GetBattlerSpriteCoord(gBattleAnimTarget, 3) + 0xFFE8;
sprite->x = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_X_2);
sprite->y = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_Y_PIC_OFFSET) + 0xFFE8;
sprite->data[0] = 0;
sprite->data[1] = 0;
sprite->data[2] = 0;

View File

@ -1329,8 +1329,8 @@ static void AnimVibrateBattlerBack_Step(struct Sprite *sprite)
static void AnimVibrateBattlerBack(struct Sprite *sprite)
{
u8 spriteId;
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);
spriteId = gBattlerSpriteIds[gBattleAnimTarget];
if (GetBattlerSide(gBattleAnimAttacker) != B_SIDE_PLAYER)
sprite->x -= gBattleAnimArgs[0];
@ -1498,8 +1498,8 @@ static void AnimSonicBoomProjectile(struct Sprite *sprite)
}
InitSpritePosToAnimAttacker(sprite, TRUE);
targetXPos = GetBattlerSpriteCoord(gBattleAnimTarget, 2) + gBattleAnimArgs[2];
targetYPos = GetBattlerSpriteCoord(gBattleAnimTarget, 3) + gBattleAnimArgs[3];
targetXPos = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_X_2) + gBattleAnimArgs[2];
targetYPos = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_Y_PIC_OFFSET) + gBattleAnimArgs[3];
rotation = ArcTan2Neg(targetXPos - sprite->x, targetYPos - sprite->y);
rotation += 0xF000;
if (IsContest())
@ -1772,8 +1772,8 @@ static void AnimCoinThrow(struct Sprite *sprite)
u16 var;
InitSpritePosToAnimAttacker(sprite, TRUE);
r6 = GetBattlerSpriteCoord(gBattleAnimTarget, 2);
r7 = GetBattlerSpriteCoord(gBattleAnimTarget, 3) + gBattleAnimArgs[3];
r6 = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_X_2);
r7 = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_Y_PIC_OFFSET) + gBattleAnimArgs[3];
if (GetBattlerSide(gBattleAnimAttacker) != B_SIDE_PLAYER)
gBattleAnimArgs[2] = -gBattleAnimArgs[2];
@ -2467,7 +2467,7 @@ static void AnimTask_SketchDrawMon_Step(u8 taskId)
static void AnimPencil(struct Sprite *sprite)
{
sprite->x = GetBattlerSpriteCoord(gBattleAnimTarget, 0) - 16;
sprite->x = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_X) - 16;
sprite->y = GetBattlerYCoordWithElevation(gBattleAnimTarget) + 16;
sprite->data[0] = 0;
sprite->data[1] = 0;
@ -2555,9 +2555,9 @@ static void AnimBlendThinRing(struct Sprite *sprite)
{
SetAverageBattlerPositions(battler, r4, &sp0, &sp1);
if (r4 == 0)
r4 = GetBattlerSpriteCoord(battler, 0);
r4 = GetBattlerSpriteCoord(battler, BATTLER_COORD_X);
else
r4 = GetBattlerSpriteCoord(battler, 2);
r4 = GetBattlerSpriteCoord(battler, BATTLER_COORD_X_2);
if (GetBattlerSide(battler) != B_SIDE_PLAYER)
gBattleAnimArgs[0] -= (sp0 - r4) - gBattleAnimArgs[0]; // This is weird.
@ -2580,14 +2580,14 @@ static void AnimHyperVoiceRing_WaitEnd(struct Sprite *sprite)
static void AnimHyperVoiceRing(struct Sprite *sprite)
{
u16 r9 = 0;
u16 r6 = 0;
s16 sp0 = 0;
s16 sp1 = 0;
u8 sp4;
u16 startX = 0;
u16 startY = 0;
s16 x = 0;
s16 y = 0;
u8 yCoordType;
u8 battler1;
u8 battler2;
u8 r10;
u8 xCoordType;
if (gBattleAnimArgs[5] == 0)
{
@ -2602,18 +2602,18 @@ static void AnimHyperVoiceRing(struct Sprite *sprite)
if (!gBattleAnimArgs[6])
{
r10 = 0;
sp4 = 1;
xCoordType = BATTLER_COORD_X;
yCoordType = BATTLER_COORD_Y;
}
else
{
r10 = 2;
sp4 = 3;
xCoordType = BATTLER_COORD_X_2;
yCoordType = BATTLER_COORD_Y_PIC_OFFSET;
}
if (GetBattlerSide(battler1) != B_SIDE_PLAYER)
{
r9 = GetBattlerSpriteCoord(battler1, r10) + gBattleAnimArgs[0];
startX = GetBattlerSpriteCoord(battler1, xCoordType) + gBattleAnimArgs[0];
if (IsBattlerSpriteVisible(BATTLE_PARTNER(battler2)))
sprite->subpriority = gSprites[gBattlerSpriteIds[BATTLE_PARTNER(battler2)]].subpriority - 1;
else
@ -2621,7 +2621,7 @@ static void AnimHyperVoiceRing(struct Sprite *sprite)
}
else
{
r9 = GetBattlerSpriteCoord(battler1, r10) - gBattleAnimArgs[0];
startX = GetBattlerSpriteCoord(battler1, xCoordType) - gBattleAnimArgs[0];
if (!IsContest() && IsBattlerSpriteVisible(BATTLE_PARTNER(battler1)))
{
if (gSprites[gBattlerSpriteIds[battler1]].x < gSprites[gBattlerSpriteIds[BATTLE_PARTNER(battler1)]].x)
@ -2636,27 +2636,27 @@ static void AnimHyperVoiceRing(struct Sprite *sprite)
}
r6 = GetBattlerSpriteCoord(battler1, sp4) + gBattleAnimArgs[1];
startY = GetBattlerSpriteCoord(battler1, yCoordType) + gBattleAnimArgs[1];
if (!IsContest() && IsBattlerSpriteVisible(BATTLE_PARTNER(battler2)))
{
SetAverageBattlerPositions(battler2, gBattleAnimArgs[6], &sp0, &sp1);
SetAverageBattlerPositions(battler2, gBattleAnimArgs[6], &x, &y);
}
else
{
sp0 = GetBattlerSpriteCoord(battler2, r10);
sp1 = GetBattlerSpriteCoord(battler2, sp4);
x = GetBattlerSpriteCoord(battler2, xCoordType);
y = GetBattlerSpriteCoord(battler2, yCoordType);
}
if (GetBattlerSide(battler2))
sp0 += gBattleAnimArgs[3];
x += gBattleAnimArgs[3];
else
sp0 -= gBattleAnimArgs[3];
x -= gBattleAnimArgs[3];
sp1 += gBattleAnimArgs[4];
sprite->x = sprite->data[1] = r9;
sprite->y = sprite->data[3] = r6;
sprite->data[2] = sp0;
sprite->data[4] = sp1;
y += gBattleAnimArgs[4];
sprite->x = sprite->data[1] = startX;
sprite->y = sprite->data[3] = startY;
sprite->data[2] = x;
sprite->data[4] = y;
sprite->data[0] = gBattleAnimArgs[0];
InitAnimLinearTranslation(sprite);
sprite->callback = AnimHyperVoiceRing_WaitEnd;
@ -2923,8 +2923,8 @@ void AnimTask_SpeedDust(u8 taskId)
task->data[7] = 0;
task->data[8] = 0;
task->data[13] = 0;
task->data[14] = GetBattlerSpriteCoord(gBattleAnimAttacker, ANIM_ATTACKER);
task->data[15] = GetBattlerSpriteCoord(gBattleAnimAttacker, ANIM_TARGET);
task->data[14] = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_X);
task->data[15] = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_Y);
task->func = AnimTask_SpeedDust_Step;
}
@ -3047,8 +3047,8 @@ static void AnimHealBellMusicNote(struct Sprite *sprite)
gBattleAnimArgs[2] = -gBattleAnimArgs[2];
sprite->data[0] = gBattleAnimArgs[4];
sprite->data[2] = GetBattlerSpriteCoord(gBattleAnimAttacker, 0) + gBattleAnimArgs[2];
sprite->data[4] = GetBattlerSpriteCoord(gBattleAnimAttacker, 1) + gBattleAnimArgs[3];
sprite->data[2] = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_X) + gBattleAnimArgs[2];
sprite->data[4] = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_Y) + gBattleAnimArgs[3];
sprite->callback = StartAnimLinearTranslation;
StoreSpriteCallbackInData6(sprite, DestroyAnimSprite);
SetMusicNotePalette(sprite, gBattleAnimArgs[5], gBattleAnimArgs[6]);
@ -3165,9 +3165,9 @@ static void AnimRedHeartProjectile(struct Sprite *sprite)
InitSpritePosToAnimAttacker(sprite, TRUE);
sprite->data[0] = 95;
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->callback = AnimRedHeartProjectile_Step;
}
@ -3402,8 +3402,8 @@ static void AnimTask_ScaryFace_Step(u8 taskId)
// arg 1: initial wave offset
static void AnimOrbitFast(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->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;

View File

@ -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;
}

View File

@ -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;
}

View File

@ -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];

View File

@ -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;

View File

@ -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;

View File

@ -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;

View File

@ -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);

View File

@ -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);

View File

@ -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;

View File

@ -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];

View File

@ -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;