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https://github.com/Ninjdai1/pokeemerald.git
synced 2025-03-06 07:27:47 +01:00
some more fakematch fix
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parent
e3bec4b480
commit
c0db311637
21
src/ice.c
21
src/ice.c
@ -917,7 +917,7 @@ void AnimSwirlingSnowball_Step2(struct Sprite *sprite)
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sprite->pos2.x = 0;
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sprite->data[0] = 128;
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tempVar = GetBattlerSide(gBattleAnimAttacker) != 0 ? 20 : -20;
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tempVar = GetBattlerSide(gBattleAnimAttacker) != B_SIDE_PLAYER ? 20 : -20;
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sprite->data[3] = Sin(sprite->data[0], tempVar);
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sprite->data[4] = Cos(sprite->data[0], 0xF);
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@ -1262,6 +1262,7 @@ void AnimTask_Haze2(u8 taskId)
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SetGpuReg(REG_OFFSET_BLDALPHA, BLDALPHA_BLEND(0, 0));
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SetAnimBgAttribute(1, BG_ANIM_PRIORITY, 1);
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DestroyAnimVisualTask(taskId);
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break;
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}
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}
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@ -1363,6 +1364,7 @@ void AnimTask_OverlayFogTiles(u8 taskId)
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SetGpuReg(REG_OFFSET_BLDALPHA, BLDALPHA_BLEND(0, 0));
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SetAnimBgAttribute(1, BG_ANIM_PRIORITY, 1);
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DestroyAnimVisualTask(taskId);
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break;
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}
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}
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@ -1425,8 +1427,6 @@ void InitPoisonGasCloudAnim(struct Sprite *sprite)
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void MovePoisonGasCloud(struct Sprite *sprite)
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{
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int value;
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register s16 value2 asm("r5");
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int unused;
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switch (sprite->data[7] & 0xFF)
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{
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@ -1441,8 +1441,7 @@ void MovePoisonGasCloud(struct Sprite *sprite)
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if (sprite->data[0] <= 0)
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{
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value2 = 80;
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sprite->data[0] = value2;
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sprite->data[0] = 80;
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sprite->pos1.x = GetBattlerSpriteCoord(gBattleAnimTarget, 0);
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sprite->data[1] = sprite->pos1.x;
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sprite->data[2] = sprite->pos1.x;
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@ -1450,10 +1449,12 @@ void MovePoisonGasCloud(struct Sprite *sprite)
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sprite->data[3] = sprite->pos1.y;
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sprite->data[4] = sprite->pos1.y + 29;
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sprite->data[7]++;
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if (!IsContest() && gBattlerPositions[gBattleAnimTarget] & 1)
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if (IsContest())
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sprite->data[5] = 80;
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else if (GET_BATTLER_SIDE2(gBattleAnimTarget) != B_SIDE_PLAYER)
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sprite->data[5] = 204;
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else
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sprite->data[5] = value2;
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sprite->data[5] = 80;
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sprite->pos2.y = 0;
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value = gSineTable[sprite->data[5]];
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@ -1490,13 +1491,13 @@ void MovePoisonGasCloud(struct Sprite *sprite)
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if (sprite->data[0] <= 0)
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{
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asm("mov r5, #0"); // unused local variable?
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unused = 0;
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sprite->data[0] = 0x300;
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sprite->data[1] = sprite->pos1.x += sprite->pos2.x;
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sprite->data[3] = sprite->pos1.y += sprite->pos2.y;
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sprite->data[4] = sprite->pos1.y + 4;
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if (!IsContest() && gBattlerPositions[gBattleAnimTarget] & 1)
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if (IsContest())
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sprite->data[2] = -0x10;
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else if (GET_BATTLER_SIDE2(gBattleAnimTarget) != B_SIDE_PLAYER)
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sprite->data[2] = 0x100;
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else
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sprite->data[2] = -0x10;
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@ -154,7 +154,7 @@ void ReadPlttIntoBuffers(void)
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bool8 BeginNormalPaletteFade(u32 selectedPalettes, s8 delay, u8 startY, u8 targetY, u16 blendColor)
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{
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u8 temp;
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register u32 _blendColor asm("r8") = blendColor;
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u16 color = blendColor;
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if (gPaletteFade.active)
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{
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@ -175,7 +175,7 @@ bool8 BeginNormalPaletteFade(u32 selectedPalettes, s8 delay, u8 startY, u8 targe
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gPaletteFade_delay = delay;
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gPaletteFade.y = startY;
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gPaletteFade.targetY = targetY;
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gPaletteFade.blendColor = _blendColor;
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gPaletteFade.blendColor = color;
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gPaletteFade.active = 1;
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gPaletteFade.mode = NORMAL_FADE;
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