Use gBattlerPositions constants

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GriffinR 2019-09-04 17:45:04 -04:00 committed by GitHub
parent 4a0cad80b0
commit c647a8329f
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6 changed files with 19 additions and 19 deletions

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@ -1646,7 +1646,7 @@ void sub_8103CF0(u8 taskId)
}
else
{
if ((gBattlerPositions[gBattleAnimTarget] & 1) == 0)
if ((gBattlerPositions[gBattleAnimTarget] & BIT_SIDE) == B_SIDE_PLAYER)
{
gTasks[taskId].data[4] = 1;
gBattleAnimArgs[0] = -gBattleAnimArgs[0];

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@ -234,16 +234,16 @@ static void InitSinglePlayerBtlControllers(void)
gBattleMainFunc = BeginBattleIntro;
gBattlerControllerFuncs[0] = SetControllerToRecordedPlayer;
gBattlerPositions[0] = 0;
gBattlerPositions[0] = B_POSITION_PLAYER_LEFT;
gBattlerControllerFuncs[1] = SetControllerToOpponent;
gBattlerPositions[1] = 1;
gBattlerPositions[1] = B_POSITION_OPPONENT_LEFT;
gBattlerControllerFuncs[2] = SetControllerToRecordedPlayer;
gBattlerPositions[2] = 2;
gBattlerPositions[2] = B_POSITION_PLAYER_RIGHT;
gBattlerControllerFuncs[3] = SetControllerToOpponent;
gBattlerPositions[3] = 3;
gBattlerPositions[3] = B_POSITION_OPPONENT_RIGHT;
gBattlersCount = MAX_BATTLERS_COUNT;
@ -524,12 +524,12 @@ static void InitLinkBtlControllers(void)
{
case 0:
case 3:
gBattlerPositions[gLinkPlayers[i].id] = 0;
gBattlerPositions[gLinkPlayers[i].id] = B_POSITION_PLAYER_LEFT;
gBattlerPartyIndexes[gLinkPlayers[i].id] = 0;
break;
case 1:
case 2:
gBattlerPositions[gLinkPlayers[i].id] = 2;
gBattlerPositions[gLinkPlayers[i].id] = B_POSITION_PLAYER_RIGHT;
gBattlerPartyIndexes[gLinkPlayers[i].id] = 3;
break;
}
@ -544,12 +544,12 @@ static void InitLinkBtlControllers(void)
{
case 0:
case 3:
gBattlerPositions[gLinkPlayers[i].id] = 0;
gBattlerPositions[gLinkPlayers[i].id] = B_POSITION_PLAYER_LEFT;
gBattlerPartyIndexes[gLinkPlayers[i].id] = 0;
break;
case 1:
case 2:
gBattlerPositions[gLinkPlayers[i].id] = 2;
gBattlerPositions[gLinkPlayers[i].id] = B_POSITION_PLAYER_RIGHT;
gBattlerPartyIndexes[gLinkPlayers[i].id] = 3;
break;
}
@ -561,12 +561,12 @@ static void InitLinkBtlControllers(void)
{
case 0:
case 3:
gBattlerPositions[gLinkPlayers[i].id] = 1;
gBattlerPositions[gLinkPlayers[i].id] = B_POSITION_OPPONENT_LEFT;
gBattlerPartyIndexes[gLinkPlayers[i].id] = 0;
break;
case 1:
case 2:
gBattlerPositions[gLinkPlayers[i].id] = 3;
gBattlerPositions[gLinkPlayers[i].id] = B_POSITION_OPPONENT_RIGHT;
gBattlerPartyIndexes[gLinkPlayers[i].id] = 3;
break;
}

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@ -779,7 +779,7 @@ bool8 BattleInitAllSprites(u8 *state1, u8 *battlerId)
break;
case 4:
InitBattlerHealthboxCoords(*battlerId);
if (gBattlerPositions[*battlerId] <= 1)
if (gBattlerPositions[*battlerId] <= B_POSITION_OPPONENT_LEFT)
DummyBattleInterfaceFunc(gHealthboxSpriteIds[*battlerId], FALSE);
else
DummyBattleInterfaceFunc(gHealthboxSpriteIds[*battlerId], TRUE);

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@ -1217,10 +1217,10 @@ static bool8 SetupContestGraphics(u8 *stateVar)
CreateApplauseMeterSprite();
sub_80DC5E8();
sub_80DC7EC();
gBattlerPositions[0] = 0;
gBattlerPositions[1] = 1;
gBattlerPositions[2] = 3;
gBattlerPositions[3] = 2;
gBattlerPositions[0] = B_POSITION_PLAYER_LEFT;
gBattlerPositions[1] = B_POSITION_OPPONENT_LEFT;
gBattlerPositions[2] = B_POSITION_OPPONENT_RIGHT;
gBattlerPositions[3] = B_POSITION_PLAYER_RIGHT;
gBattleTypeFlags = 0;
gBattlerAttacker = 2;
gBattlerTarget = 3;

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@ -1181,7 +1181,7 @@ void sub_8109DBC(u8 taskId)
{
struct Task *task = &gTasks[taskId];
task->data[12] = !GetBattlerSide(gBattleAnimAttacker) ? B_SIDE_OPPONENT : -1;
task->data[12] = !GetBattlerSide(gBattleAnimAttacker) ? 1 : -1;
task->data[13] = IsBattlerSpriteVisible(gBattleAnimTarget ^ 2) + 1;
task->data[14] = GetAnimBattlerSpriteId(1);
task->data[15] = GetAnimBattlerSpriteId(3);

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@ -1190,12 +1190,12 @@ void InitPoisonGasCloudAnim(struct Sprite *sprite)
if (GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_X_2) < GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_X_2))
sprite->data[7] = 0x8000;
if (!(gBattlerPositions[gBattleAnimTarget] & 1))
if ((gBattlerPositions[gBattleAnimTarget] & BIT_SIDE) == B_SIDE_PLAYER)
{
gBattleAnimArgs[1] = -gBattleAnimArgs[1];
gBattleAnimArgs[3] = -gBattleAnimArgs[3];
if ((sprite->data[7] & 0x8000) && !(gBattlerPositions[gBattleAnimAttacker] & 1))
if ((sprite->data[7] & 0x8000) && (gBattlerPositions[gBattleAnimAttacker] & BIT_SIDE) == B_SIDE_PLAYER)
sprite->subpriority = gSprites[GetAnimBattlerSpriteId(ANIM_TARGET)].subpriority + 1;
sprite->data[6] = 1;