diff options
author | Phlosioneer <mattmdrr2@gmail.com> | 2019-04-07 01:56:36 -0400 |
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committer | Phlosioneer <mattmdrr2@gmail.com> | 2019-04-07 01:56:36 -0400 |
commit | d84d94e29a1424dd1d12ff821957bb6b1bc847d6 (patch) | |
tree | c5ba0778afca66a91f71815cd53fe9abef1bdac6 /src/dark.c | |
parent | ad2a97935e1c1f4362f0dffa58ef437d191bab4e (diff) | |
parent | c3cfd6065825ec8ddd5e1782998071518efaa322 (diff) |
Merge branch 'master' into pokenav-decomp-again
Diffstat (limited to 'src/dark.c')
-rw-r--r-- | src/dark.c | 44 |
1 files changed, 26 insertions, 18 deletions
diff --git a/src/dark.c b/src/dark.c index 80ce61800..482c09c04 100644 --- a/src/dark.c +++ b/src/dark.c @@ -803,17 +803,23 @@ void sub_81144BC(struct Sprite *sprite) StoreSpriteCallbackInData6(sprite, DestroyAnimSprite); } -void sub_81144F8(u8 taskId) +// Makes the attacker metallic and shining. +// Used by MOVE_HARDEN and MOVE_IRON_DEFENSE. +// arg0: if true won't change battler's palette back +// arg1: if true, use custom color +// arg2: custom color +// Custom color argument is used in MOVE_POISON_TAIL to make the mon turn purplish/pinkish as if became cloaked in poison. +void AnimTask_MetallicShine(u8 taskId) { u16 species; u8 spriteId; u8 newSpriteId; u16 paletteNum; struct BattleAnimBgData animBg; - int var0 = 0; + bool32 priorityChanged = FALSE; - gBattle_WIN0H = var0; - gBattle_WIN0V = var0; + gBattle_WIN0H = 0; + gBattle_WIN0V = 0; SetGpuReg(REG_OFFSET_WININ, WININ_WIN0_BG_ALL | WININ_WIN0_OBJ | WININ_WIN0_CLR | WININ_WIN1_BG_ALL | WININ_WIN1_OBJ | WININ_WIN1_CLR); SetGpuReg(REG_OFFSET_WINOUT, WINOUT_WINOBJ_BG_ALL | WINOUT_WINOBJ_OBJ | WINOUT_WINOBJ_CLR | WINOUT_WIN01_BG0 | WINOUT_WIN01_BG2 | WINOUT_WIN01_BG3 | WINOUT_WIN01_OBJ | WINOUT_WIN01_CLR); SetGpuRegBits(REG_OFFSET_DISPCNT, DISPCNT_OBJWIN_ON); @@ -832,7 +838,7 @@ void sub_81144F8(u8 taskId) { gSprites[gBattlerSpriteIds[BATTLE_PARTNER(gBattleAnimAttacker)]].oam.priority--; SetAnimBgAttribute(1, BG_ANIM_PRIORITY, 1); - var0 = 1; + priorityChanged = TRUE; } } } @@ -861,7 +867,7 @@ void sub_81144F8(u8 taskId) gBattle_BG1_Y = -gSprites[spriteId].pos1.y + 32; paletteNum = 16 + gSprites[spriteId].oam.paletteNum; - if (gBattleAnimArgs[1] == 0) + if (gBattleAnimArgs[1] == 0) SetGreyscaleOrOriginalPalette(paletteNum, FALSE); else BlendPalette(paletteNum * 16, 16, 11, gBattleAnimArgs[2]); @@ -870,7 +876,7 @@ void sub_81144F8(u8 taskId) gTasks[taskId].data[1] = gBattleAnimArgs[0]; gTasks[taskId].data[2] = gBattleAnimArgs[1]; gTasks[taskId].data[3] = gBattleAnimArgs[2]; - gTasks[taskId].data[6] = var0; + gTasks[taskId].data[6] = priorityChanged; gTasks[taskId].func = sub_8114748; } @@ -879,29 +885,28 @@ static void sub_8114748(u8 taskId) struct BattleAnimBgData animBg; u16 paletteNum; u8 spriteId; - u8 taskIdCopy = taskId; - gTasks[taskIdCopy].data[10] += 4; + gTasks[taskId].data[10] += 4; gBattle_BG1_X -= 4; - if (gTasks[taskIdCopy].data[10] == 128) + if (gTasks[taskId].data[10] == 128) { - gTasks[taskIdCopy].data[10] = 0; + gTasks[taskId].data[10] = 0; gBattle_BG1_X += 128; - gTasks[taskIdCopy].data[11]++; - if (gTasks[taskIdCopy].data[11] == 2) + gTasks[taskId].data[11]++; + if (gTasks[taskId].data[11] == 2) { spriteId = GetAnimBattlerSpriteId(ANIM_ATTACKER); paletteNum = 16 + gSprites[spriteId].oam.paletteNum; - if (gTasks[taskIdCopy].data[1] == 0) + if (gTasks[taskId].data[1] == 0) SetGreyscaleOrOriginalPalette(paletteNum, 1); - DestroySprite(&gSprites[gTasks[taskIdCopy].data[0]]); + DestroySprite(&gSprites[gTasks[taskId].data[0]]); sub_80A6B30(&animBg); sub_80A6C68(animBg.bgId); - if (gTasks[taskIdCopy].data[6] == 1) + if (gTasks[taskId].data[6] == 1) gSprites[gBattlerSpriteIds[BATTLE_PARTNER(gBattleAnimAttacker)]].oam.priority++; } - else if (gTasks[taskIdCopy].data[11] == 3) + else if (gTasks[taskId].data[11] == 3) { gBattle_WIN0H = 0; gBattle_WIN0V = 0; @@ -918,7 +923,10 @@ static void sub_8114748(u8 taskId) } } -void sub_811489C(u8 taskId) +// Changes battler's palette to either greyscale or original. +// arg0: which battler +// arg1: 0 grayscale, 1 original +void AnimTask_SetGreyscaleOrOriginalPal(u8 taskId) { u8 spriteId; u8 battler; |