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Diffstat (limited to 'src/battle/anim/shock.c')
-rw-r--r--src/battle/anim/shock.c34
1 files changed, 17 insertions, 17 deletions
diff --git a/src/battle/anim/shock.c b/src/battle/anim/shock.c
index 35c380f23..16e04c9db 100644
--- a/src/battle/anim/shock.c
+++ b/src/battle/anim/shock.c
@@ -4,8 +4,8 @@
#include "trig.h"
extern s16 gBattleAnimArgs[8];
-extern u8 gBattleAnimBankAttacker;
-extern u8 gBattleAnimBankTarget;
+extern u8 gAnimBankAttacker;
+extern u8 gAnimBankTarget;
extern struct OamMatrix gOamMatrices[];
extern void sub_80DA48C(struct Sprite *);
@@ -15,10 +15,10 @@ extern void sub_80DA48C(struct Sprite *);
void sub_80D6294(struct Sprite *sprite)
{
- sprite->pos1.x = sub_8077ABC(gBattleAnimBankTarget, 2);
- sprite->pos1.y = sub_8077ABC(gBattleAnimBankTarget, 3);
+ sprite->pos1.x = GetBankPosition(gAnimBankTarget, 2);
+ sprite->pos1.y = GetBankPosition(gAnimBankTarget, 3);
- if (GetBankSide(gBattleAnimBankAttacker) != 0)
+ if (GetBankSide(gAnimBankAttacker) != 0)
{
sprite->pos1.x -= gBattleAnimArgs[0];
sprite->pos1.y -= gBattleAnimArgs[1];
@@ -47,43 +47,43 @@ void sub_80D6328(struct Sprite *sprite)
switch (gBattleAnimArgs[4])
{
case 0:
- slot = gBattleAnimBankAttacker;
+ slot = gAnimBankAttacker;
break;
case 1:
default:
- slot = gBattleAnimBankTarget;
+ slot = gAnimBankTarget;
break;
case 2:
- if (!IsAnimBankSpriteVisible(gBattleAnimBankAttacker ^ 2))
+ if (!IsAnimBankSpriteVisible(gAnimBankAttacker ^ 2))
{
- slot = gBattleAnimBankAttacker;
+ slot = gAnimBankAttacker;
}
else
{
- slot = gBattleAnimBankAttacker ^ 2;
+ slot = gAnimBankAttacker ^ 2;
}
break;
case 3:
- if (IsAnimBankSpriteVisible(gBattleAnimBankAttacker ^ 2))
+ if (IsAnimBankSpriteVisible(gAnimBankAttacker ^ 2))
{
- slot = gBattleAnimBankTarget ^ 2;
+ slot = gAnimBankTarget ^ 2;
}
else
{
- slot = gBattleAnimBankTarget;
+ slot = gAnimBankTarget;
}
break;
}
if (gBattleAnimArgs[5] == 0)
{
- sprite->pos1.x = sub_8077ABC(slot, 0);
- sprite->pos1.y = sub_8077ABC(slot, 1);
+ sprite->pos1.x = GetBankPosition(slot, 0);
+ sprite->pos1.y = GetBankPosition(slot, 1);
}
else
{
- sprite->pos1.x = sub_8077ABC(slot, 2);
- sprite->pos1.y = sub_8077ABC(slot, 3);
+ sprite->pos1.x = GetBankPosition(slot, 2);
+ sprite->pos1.y = GetBankPosition(slot, 3);
}
sprite->pos2.x = (gSineTable[gBattleAnimArgs[0]] * gBattleAnimArgs[1]) >> 8;