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-rw-r--r--src/water.c18
1 files changed, 11 insertions, 7 deletions
diff --git a/src/water.c b/src/water.c
index 31a4b32e7..dbb42ecb3 100644
--- a/src/water.c
+++ b/src/water.c
@@ -12,6 +12,8 @@
#include "trig.h"
#include "util.h"
+#define ISO_RANDOMIZE2(val)(1103515245 * (val) + 12345)
+
static void AnimRainDrop(struct Sprite *);
static void AnimRainDrop_Step(struct Sprite *);
static void AnimWaterBubbleProjectile(struct Sprite *);
@@ -87,7 +89,7 @@ const struct SpriteTemplate gRainDropSpriteTemplate =
static const union AffineAnimCmd sAffineAnim_WaterBubbleProjectile[] =
{
- AFFINEANIMCMD_FRAME(0xFFFB, 0xFFFB, 0, 10),
+ AFFINEANIMCMD_FRAME(-0x5, -0x5, 0, 10),
AFFINEANIMCMD_FRAME(0x5, 0x5, 0, 10),
AFFINEANIMCMD_JUMP(0),
};
@@ -259,7 +261,7 @@ static const union AffineAnimCmd sAffineAnim_HydroCannonCharge[] =
{
AFFINEANIMCMD_FRAME(0x3, 0x3, 10, 50),
AFFINEANIMCMD_FRAME(0x0, 0x0, 0, 10),
- AFFINEANIMCMD_FRAME(0xFFEC, 0xFFEC, -10, 20),
+ AFFINEANIMCMD_FRAME(-0x14, -0x14, -10, 20),
AFFINEANIMCMD_END,
};
@@ -411,14 +413,14 @@ static const union AnimCmd *const sAnims_WeatherBallWaterDown[] =
static const union AffineAnimCmd sAffineAnim_WaterPulseRingBubble_0[] =
{
AFFINEANIMCMD_FRAME(0x100, 0x100, 0, 0),
- AFFINEANIMCMD_FRAME(0xFFF6, 0xFFF6, 0, 15),
+ AFFINEANIMCMD_FRAME(-0xA, -0xA, 0, 15),
AFFINEANIMCMD_END,
};
static const union AffineAnimCmd sAffineAnim_WaterPulseRingBubble_1[] =
{
AFFINEANIMCMD_FRAME(0xE0, 0xE0, 0, 0),
- AFFINEANIMCMD_FRAME(0xFFF8, 0xFFF8, 0, 15),
+ AFFINEANIMCMD_FRAME(-0x8, -0x8, 0, 15),
AFFINEANIMCMD_END,
};
@@ -494,11 +496,13 @@ void AnimTask_CreateRaindrops(u8 taskId)
DestroyAnimVisualTask(taskId);
}
-static void AnimRainDrop(struct Sprite *sprite) {
+static void AnimRainDrop(struct Sprite *sprite)
+{
sprite->callback = AnimRainDrop_Step;
}
-static void AnimRainDrop_Step(struct Sprite *sprite) {
+static void AnimRainDrop_Step(struct Sprite *sprite)
+{
if (++sprite->data[0] < 14) // Was 13 in emerald
{
sprite->pos2.x += 1;
@@ -892,7 +896,7 @@ void AnimTask_CreateSurfWave(u8 taskId)
else
{
// Changed from Emerald
- LZDecompressVram(gBattleAnimBgTilemap_SurfContest, animBg->bgTilemap);
+ LZDecompressVram(gBattleAnimBgTilemap_SurfContest, animBg.bgTilemap);
sub_80730C0(animBg.paletteId, animBg.bgTilemap, 0, 1);
}
AnimLoadCompressedBgGfx(animBg.bgId, gBattleAnimBgImage_Surf, animBg.tilesOffset);