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path: root/src/battle_gfx_sfx_util.c
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Diffstat (limited to 'src/battle_gfx_sfx_util.c')
-rw-r--r--src/battle_gfx_sfx_util.c29
1 files changed, 15 insertions, 14 deletions
diff --git a/src/battle_gfx_sfx_util.c b/src/battle_gfx_sfx_util.c
index 88e69665e..77755775e 100644
--- a/src/battle_gfx_sfx_util.c
+++ b/src/battle_gfx_sfx_util.c
@@ -139,7 +139,7 @@ u16 ChooseMoveAndTargetInBattlePalace(void)
// Each nature has a different percent chance to select a move from one of 3 move groups
// If percent is less than 1st check, use move from "Attack" group
// If percent is less than 2nd check, use move from "Defense" group
- // Otherwise use move from "Support" group
+ // Otherwise use move from "Support" group
for (; i < maxGroupNum; i++)
{
if (gBattlePalaceNatureToMoveGroupLikelihood[GetNatureFromPersonality(gBattleMons[gActiveBattler].personality)][i] > percent)
@@ -196,7 +196,7 @@ u16 ChooseMoveAndTargetInBattlePalace(void)
if ((validMoveFlags & 0xF0) > 0x1FF)
numValidMoveGroups++;
-
+
// If more than 1 possible move group, or no possible move groups
// then choose move randomly
if (numValidMoveGroups > 1 || numValidMoveGroups == 0)
@@ -376,10 +376,10 @@ void SpriteCB_TrainerSlideIn(struct Sprite *sprite)
{
if (!(gIntroSlideFlags & 1))
{
- sprite->pos2.x += sprite->sSpeedX;
- if (sprite->pos2.x == 0)
+ sprite->x2 += sprite->sSpeedX;
+ if (sprite->x2 == 0)
{
- if (sprite->pos2.y != 0)
+ if (sprite->y2 != 0)
sprite->callback = SpriteCB_TrainerSlideVertical;
else
sprite->callback = SpriteCallbackDummy;
@@ -390,8 +390,8 @@ void SpriteCB_TrainerSlideIn(struct Sprite *sprite)
// Slide up to 0 if necessary (used by multi battle intro)
static void SpriteCB_TrainerSlideVertical(struct Sprite *sprite)
{
- sprite->pos2.y -= 2;
- if (sprite->pos2.y == 0)
+ sprite->y2 -= 2;
+ if (sprite->y2 == 0)
sprite->callback = SpriteCallbackDummy;
}
@@ -914,7 +914,7 @@ void HandleSpeciesGfxDataChange(u8 battlerAtk, u8 battlerDef, bool8 notTransform
BlendPalette(paletteOffset, 16, 6, RGB_WHITE);
CpuCopy32(gPlttBufferFaded + paletteOffset, gPlttBufferUnfaded + paletteOffset, 32);
}
- gSprites[gBattlerSpriteIds[battlerAtk]].pos1.y = GetBattlerSpriteDefault_Y(battlerAtk);
+ gSprites[gBattlerSpriteIds[battlerAtk]].y = GetBattlerSpriteDefault_Y(battlerAtk);
}
else
{
@@ -989,7 +989,7 @@ void HandleSpeciesGfxDataChange(u8 battlerAtk, u8 battlerDef, bool8 notTransform
gBattleMonForms[battlerAtk] = gBattleMonForms[battlerDef];
}
- gSprites[gBattlerSpriteIds[battlerAtk]].pos1.y = GetBattlerSpriteDefault_Y(battlerAtk);
+ gSprites[gBattlerSpriteIds[battlerAtk]].y = GetBattlerSpriteDefault_Y(battlerAtk);
StartSpriteAnim(&gSprites[gBattlerSpriteIds[battlerAtk]], gBattleMonForms[battlerAtk]);
}
}
@@ -1038,9 +1038,9 @@ void LoadBattleMonGfxAndAnimate(u8 battlerId, bool8 loadMonSprite, u8 spriteId)
StartSpriteAnim(&gSprites[spriteId], gBattleMonForms[battlerId]);
if (!loadMonSprite)
- gSprites[spriteId].pos1.y = GetSubstituteSpriteDefault_Y(battlerId);
+ gSprites[spriteId].y = GetSubstituteSpriteDefault_Y(battlerId);
else
- gSprites[spriteId].pos1.y = GetBattlerSpriteDefault_Y(battlerId);
+ gSprites[spriteId].y = GetBattlerSpriteDefault_Y(battlerId);
}
void TrySetBehindSubstituteSpriteBit(u8 battlerId, u16 move)
@@ -1181,8 +1181,8 @@ void SpriteCB_EnemyShadow(struct Sprite *shadowSprite)
if (gBattleSpritesDataPtr->battlerData[battlerId].behindSubstitute)
invisible = TRUE;
- shadowSprite->pos1.x = battlerSprite->pos1.x;
- shadowSprite->pos2.x = battlerSprite->pos2.x;
+ shadowSprite->x = battlerSprite->x;
+ shadowSprite->x2 = battlerSprite->x2;
shadowSprite->invisible = invisible;
}
@@ -1213,7 +1213,8 @@ void HideBattlerShadowSprite(u8 battlerId)
gSprites[gBattleSpritesDataPtr->healthBoxesData[battlerId].shadowSpriteId].callback = SpriteCB_SetInvisible;
}
-void sub_805EF14(void)
+// Color the background tiles surrounding the action selection and move windows
+void FillAroundBattleWindows(void)
{
u16 *vramPtr = (u16*)(VRAM + 0x240);
s32 i;