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-rw-r--r--src/battle_anim_water.c89
1 files changed, 41 insertions, 48 deletions
diff --git a/src/battle_anim_water.c b/src/battle_anim_water.c
index 12f37dbba..2bb90e585 100644
--- a/src/battle_anim_water.c
+++ b/src/battle_anim_water.c
@@ -52,7 +52,7 @@ static void CreateWaterSpoutLaunchDroplets(struct Task*, u8);
static void CreateWaterSpoutRainDroplet(struct Task*, u8);
static void AnimTask_WaterSport_Step(u8);
static void CreateWaterSportDroplet(struct Task*);
-static void CreateWaterPulseRingBubbles(struct Sprite*, s32, s32);
+static void CreateWaterPulseRingBubbles(struct Sprite*, int, int);
// Both unused
const u8 gUnknown_8593C80[] = INCBIN_U8("graphics/unknown/unknown_593C80.4bpp");
@@ -631,13 +631,13 @@ static void AnimTask_RotateAuroraRingColors_Step(u8 taskId)
if (++gTasks[taskId].data[10] == 3)
{
- u16 tempPlt;
+ u16 rgbBuffer;
gTasks[taskId].data[10] = 0;
palIndex = gTasks[taskId].data[2] + 1;
- tempPlt = gPlttBufferFaded[palIndex];
+ rgbBuffer = gPlttBufferFaded[palIndex];
for (i = 1; i < 8; i++)
gPlttBufferFaded[palIndex + i - 1] = gPlttBufferFaded[palIndex + i];
- gPlttBufferFaded[palIndex + 7] = tempPlt;
+ gPlttBufferFaded[palIndex + 7] = rgbBuffer;
}
if (++gTasks[taskId].data[11] == gTasks[taskId].data[0])
DestroyAnimVisualTask(taskId);
@@ -748,7 +748,6 @@ static void AnimHydroCannonBeam(struct Sprite *sprite)
if (GetBattlerPosition(gBattleAnimAttacker) == B_POSITION_PLAYER_LEFT || GetBattlerPosition(gBattleAnimAttacker) == B_POSITION_OPPONENT_LEFT)
gBattleAnimArgs[0] *= -1;
}
-
if ((gBattleAnimArgs[5] & 0xFF00) == 0)
animType = TRUE;
else
@@ -794,7 +793,7 @@ static void AnimSmallBubblePair_Step(struct Sprite *sprite)
sprite->pos2.x = Sin(sprite->data[0], 4);
sprite->data[1] += 48;
sprite->pos2.y = -(sprite->data[1] >> 8);
- if (sprite->data[7]-- == 0)
+ if (--sprite->data[7] == -1)
DestroyAnimSprite(sprite);
}
@@ -802,17 +801,17 @@ void AnimTask_CreateSurfWave(u8 taskId)
{
struct BattleAnimBgData animBg;
u8 taskId2;
- u16 *x, *y; //These pointers are needed to match
+ u16 *x;
+ u16 *y;
x = &gBattle_BG1_X;
y = &gBattle_BG1_Y;
- SetGpuReg(REG_OFFSET_BLDCNT, BLDCNT_EFFECT_BLEND | BLDCNT_TGT2_ALL | BLDCNT_TGT1_BG1);
- SetGpuReg(REG_OFFSET_BLDALPHA, (16 << 8));
+ SetGpuReg(REG_OFFSET_BLDCNT, BLDCNT_TGT1_BG1 | BLDCNT_EFFECT_BLEND | BLDCNT_TGT2_ALL);
+ SetGpuReg(REG_OFFSET_BLDALPHA, BLDALPHA_BLEND(0, 16));
SetAnimBgAttribute(1, BG_ANIM_PRIORITY, 1);
SetAnimBgAttribute(1, BG_ANIM_SCREEN_SIZE, 1);
sub_80A6B30(&animBg);
-
if (!IsContest())
{
SetAnimBgAttribute(1, BG_ANIM_CHAR_BASE_BLOCK, 1);
@@ -877,13 +876,13 @@ void AnimTask_CreateSurfWave(u8 taskId)
static void AnimTask_CreateSurfWave_Step1(u8 taskId)
{
- u16 rgbBuffer;
- u8 i;
- u16 *BGptrX, *BGptrY;
struct BattleAnimBgData animBg;
-
- BGptrX = &gBattle_BG1_X;
- BGptrY = &gBattle_BG1_Y;
+ u8 i;
+ u16 rgbBuffer;
+ u16 *BGptrX = &gBattle_BG1_X;
+ u16 *BGptrY = &gBattle_BG1_Y;
+ u32 palOffset;
+ u16 palNum;
*BGptrX += gTasks[taskId].data[0];
*BGptrY += gTasks[taskId].data[1];
@@ -891,18 +890,18 @@ static void AnimTask_CreateSurfWave_Step1(u8 taskId)
gTasks[taskId].data[2] += gTasks[taskId].data[1];
if (++gTasks[taskId].data[5] == 4)
{
- rgbBuffer = gPlttBufferFaded[16 * animBg.paletteId + 7];
- for (i = 6; i != 0; i--) // i > 0 generates the exact same code in this context
+ rgbBuffer = gPlttBufferFaded[animBg.paletteId * 16 + 7];
+ for (i = 6; i != 0; i--)
{
- gPlttBufferFaded[16 * animBg.paletteId + 1 + i] = gPlttBufferFaded[16 * animBg.paletteId + 1 + i - 1]; // 1 + i - 1 is needed to match for some bizarre reason
+ gPlttBufferFaded[animBg.paletteId * 16 + 1 + i] = gPlttBufferFaded[animBg.paletteId * 16 + 1 + i - 1]; // 1 + i - 1 is needed to match for some bizarre reason
}
- gPlttBufferFaded[16 * animBg.paletteId + 1] = rgbBuffer;
+ gPlttBufferFaded[animBg.paletteId * 16 + 1] = rgbBuffer;
gTasks[taskId].data[5] = 0;
}
if (++gTasks[taskId].data[6] > 1)
{
gTasks[taskId].data[6] = 0;
- if (++gTasks[taskId].data[3] < 14)
+ if (++gTasks[taskId].data[3] <= 13)
{
gTasks[gTasks[taskId].data[15]].data[1] = (s16)((gTasks[taskId].data[3]) | ((16 - gTasks[taskId].data[3]) << 8));
gTasks[taskId].data[4]++;
@@ -920,7 +919,6 @@ static void AnimTask_CreateSurfWave_Step1(u8 taskId)
}
}
-
static void AnimTask_CreateSurfWave_Step2(u8 taskId)
{
u16 *BGptrX = &gBattle_BG1_X;
@@ -1543,50 +1541,45 @@ static void AnimWaterPulseRing_Step(struct Sprite *sprite)
sprite->data[0]++;
}
-static void CreateWaterPulseRingBubbles(struct Sprite *sprite, s32 xDiff, s32 yDiff)
+static void CreateWaterPulseRingBubbles(struct Sprite *sprite, int xDiff, int yDiff)
{
- s16 combinedX, combinedY;
- s16 i, something;
+ s16 combinedX;
+ s16 combinedY;
+ s16 i;
+ s16 something;
s16 unusedVar = 1; //unusedVar is needed to match
- s16 somethingRandomX, somethingRandomY;
+ s16 randomSomethingY;
+ s16 randomSomethingX;
u8 spriteId;
-
+
something = sprite->data[0] / 2;
combinedX = sprite->pos1.x + sprite->pos2.x;
combinedY = sprite->pos1.y + sprite->pos2.y;
if (yDiff < 0)
- unusedVar *= -1; //Needed to Match
- somethingRandomY = yDiff + (Random2() % 10) - 5;
- somethingRandomX = -xDiff + (Random2() % 10) - 5;
+ unusedVar *= -1; //Needed to match
+ randomSomethingY = yDiff + (Random2() % 10) - 5;
+ randomSomethingX = -xDiff + (Random2() % 10) - 5;
- for (i = 0; i < 1; i++)
+ for (i = 0; i <= 0; i++)
{
spriteId = CreateSprite(&gWaterPulseRingBubbleSpriteTemplate, combinedX, combinedY + something, 130);
gSprites[spriteId].data[0] = 20;
- gSprites[spriteId].data[1] = somethingRandomY;
+ gSprites[spriteId].data[1] = randomSomethingY;
gSprites[spriteId].subpriority = GetBattlerSpriteSubpriority(gBattleAnimAttacker) - 1;
- if (somethingRandomX < 0)
- {
- gSprites[spriteId].data[2] = -somethingRandomX;
- }
+ if (randomSomethingX < 0)
+ gSprites[spriteId].data[2] = -randomSomethingX;
else
- {
- gSprites[spriteId].data[2] = somethingRandomX;
- }
+ gSprites[spriteId].data[2] = randomSomethingX;
}
- for (i = 0; i < 1; i++)
+ for (i = 0; i <= 0; i++)
{
spriteId = CreateSprite(&gWaterPulseRingBubbleSpriteTemplate, combinedX, combinedY - something, 130);
gSprites[spriteId].data[0] = 20;
- gSprites[spriteId].data[1] = somethingRandomY;
+ gSprites[spriteId].data[1] = randomSomethingY;
gSprites[spriteId].subpriority = GetBattlerSpriteSubpriority(gBattleAnimAttacker) - 1;
- if (somethingRandomX > 0)
- {
- gSprites[spriteId].data[2] = -somethingRandomX;
- }
+ if (randomSomethingX > 0)
+ gSprites[spriteId].data[2] = -randomSomethingX;
else
- {
- gSprites[spriteId].data[2] = somethingRandomX;
- }
+ gSprites[spriteId].data[2] = randomSomethingX;
}
}