.include "constants/gba_constants.inc" .include "include/macros.inc" .syntax unified .text @ fight thumb_func_start sub_80D95D0 sub_80D95D0: @ 80D95D0 push {r4,r5,lr} adds r5, r0, 0 ldr r0, _080D95E4 @ =gBattleAnimArgs movs r1, 0 ldrsh r0, [r0, r1] cmp r0, 0 bne _080D95EC ldr r4, _080D95E8 @ =gAnimBankAttacker b _080D95EE .align 2, 0 _080D95E4: .4byte gBattleAnimArgs _080D95E8: .4byte gAnimBankAttacker _080D95EC: ldr r4, _080D9634 @ =gAnimBankTarget _080D95EE: ldrb r0, [r4] movs r1, 0 bl GetBankPosition lsls r0, 24 lsrs r0, 24 strh r0, [r5, 0x20] ldrb r0, [r4] movs r1, 0x1 bl GetBankPosition lsls r0, 24 lsrs r0, 24 strh r0, [r5, 0x22] ldr r1, _080D9638 @ =gBattleAnimArgs ldrh r0, [r1, 0x2] ldrh r2, [r5, 0x20] adds r0, r2 movs r2, 0 strh r0, [r5, 0x20] ldrh r0, [r1, 0x4] ldrh r3, [r5, 0x22] adds r0, r3 strh r0, [r5, 0x22] strh r2, [r5, 0x2E] ldrh r0, [r1, 0x6] strh r0, [r5, 0x30] ldrh r0, [r1, 0x8] strh r0, [r5, 0x32] strh r2, [r5, 0x34] ldr r0, _080D963C @ =sub_80D9640 str r0, [r5, 0x1C] pop {r4,r5} pop {r0} bx r0 .align 2, 0 _080D9634: .4byte gAnimBankTarget _080D9638: .4byte gBattleAnimArgs _080D963C: .4byte sub_80D9640 thumb_func_end sub_80D95D0 thumb_func_start sub_80D9640 sub_80D9640: @ 80D9640 push {lr} adds r1, r0, 0 movs r0, 0x2E ldrsh r2, [r1, r0] cmp r2, 0 beq _080D9652 cmp r2, 0x1 beq _080D9676 b _080D96B0 _080D9652: ldrh r0, [r1, 0x30] subs r0, 0x1 strh r0, [r1, 0x30] lsls r0, 16 cmp r0, 0 bne _080D96B0 movs r2, 0x32 ldrsh r0, [r1, r2] cmp r0, 0 bne _080D966E adds r0, r1, 0 bl DestroyAnimSprite b _080D96B0 _080D966E: ldrh r0, [r1, 0x2E] adds r0, 0x1 strh r0, [r1, 0x2E] b _080D96B0 _080D9676: ldrh r0, [r1, 0x30] adds r0, 0x1 strh r0, [r1, 0x30] lsls r0, 16 asrs r0, 16 cmp r0, 0x1 ble _080D969E movs r0, 0 strh r0, [r1, 0x30] ldrh r0, [r1, 0x34] adds r0, 0x1 strh r0, [r1, 0x34] ands r0, r2 lsls r0, 16 cmp r0, 0 beq _080D969A movs r0, 0x2 b _080D969C _080D969A: ldr r0, _080D96B4 @ =0x0000fffe _080D969C: strh r0, [r1, 0x24] _080D969E: ldrh r0, [r1, 0x32] subs r0, 0x1 strh r0, [r1, 0x32] lsls r0, 16 cmp r0, 0 bne _080D96B0 adds r0, r1, 0 bl DestroyAnimSprite _080D96B0: pop {r0} bx r0 .align 2, 0 _080D96B4: .4byte 0x0000fffe thumb_func_end sub_80D9640 thumb_func_start sub_80D96B8 sub_80D96B8: @ 80D96B8 push {r4-r6,lr} adds r5, r0, 0 ldr r6, _080D96DC @ =gBattleAnimArgs movs r1, 0 ldrsh r0, [r6, r1] cmp r0, 0 bne _080D96E4 ldr r4, _080D96E0 @ =gAnimBankAttacker ldrb r0, [r4] movs r1, 0 bl GetBankPosition lsls r0, 24 lsrs r0, 24 ldrh r2, [r6, 0x4] adds r0, r2 b _080D96F6 .align 2, 0 _080D96DC: .4byte gBattleAnimArgs _080D96E0: .4byte gAnimBankAttacker _080D96E4: ldr r4, _080D9740 @ =gAnimBankTarget ldrb r0, [r4] movs r1, 0 bl GetBankPosition lsls r0, 24 lsrs r0, 24 ldrh r1, [r6, 0x4] adds r0, r1 _080D96F6: strh r0, [r5, 0x20] ldrb r0, [r4] movs r1, 0x1 bl GetBankPosition lsls r0, 24 lsrs r0, 24 ldrh r6, [r6, 0x6] adds r0, r6 strh r0, [r5, 0x22] ldrh r2, [r5, 0x4] lsls r1, r2, 22 lsrs r1, 22 ldr r3, _080D9744 @ =gBattleAnimArgs movs r4, 0x2 ldrsh r0, [r3, r4] lsls r0, 4 adds r1, r0 ldr r4, _080D9748 @ =0x000003ff adds r0, r4, 0 ands r1, r0 ldr r0, _080D974C @ =0xfffffc00 ands r0, r2 orrs r0, r1 strh r0, [r5, 0x4] movs r1, 0 movs r0, 0 strh r0, [r5, 0x2E] movs r2, 0x2 ldrsh r0, [r3, r2] cmp r0, 0x1 beq _080D9764 cmp r0, 0x1 bgt _080D9750 cmp r0, 0 beq _080D975A b _080D978A .align 2, 0 _080D9740: .4byte gAnimBankTarget _080D9744: .4byte gBattleAnimArgs _080D9748: .4byte 0x000003ff _080D974C: .4byte 0xfffffc00 _080D9750: cmp r0, 0x2 beq _080D9774 cmp r0, 0x3 beq _080D9784 b _080D978A _080D975A: ldr r0, _080D9760 @ =0x0000fffd b _080D9784 .align 2, 0 _080D9760: .4byte 0x0000fffd _080D9764: movs r0, 0x3 strh r0, [r5, 0x3A] ldr r0, _080D9770 @ =0x0000fffd strh r0, [r5, 0x3C] b _080D9792 .align 2, 0 _080D9770: .4byte 0x0000fffd _080D9774: ldr r0, _080D9780 @ =0x0000fffd strh r0, [r5, 0x3A] movs r0, 0x3 strh r0, [r5, 0x3C] b _080D9792 .align 2, 0 _080D9780: .4byte 0x0000fffd _080D9784: strh r0, [r5, 0x3A] strh r0, [r5, 0x3C] b _080D9792 _080D978A: adds r0, r5, 0 bl DestroyAnimSprite b _080D9796 _080D9792: ldr r0, _080D979C @ =sub_80D97A0 str r0, [r5, 0x1C] _080D9796: pop {r4-r6} pop {r0} bx r0 .align 2, 0 _080D979C: .4byte sub_80D97A0 thumb_func_end sub_80D96B8 thumb_func_start sub_80D97A0 sub_80D97A0: @ 80D97A0 push {lr} adds r1, r0, 0 ldrh r0, [r1, 0x3A] ldrh r2, [r1, 0x20] adds r0, r2 strh r0, [r1, 0x20] ldrh r0, [r1, 0x3C] ldrh r2, [r1, 0x22] adds r0, r2 strh r0, [r1, 0x22] ldrh r0, [r1, 0x2E] adds r0, 0x1 strh r0, [r1, 0x2E] lsls r0, 16 asrs r0, 16 cmp r0, 0x28 ble _080D97C8 adds r0, r1, 0 bl DestroyAnimSprite _080D97C8: pop {r0} bx r0 thumb_func_end sub_80D97A0 thumb_func_start sub_80D97CC sub_80D97CC: @ 80D97CC push {r4,r5,lr} adds r5, r0, 0 ldr r0, _080D9818 @ =gBattleAnimArgs movs r1, 0 ldrsh r0, [r0, r1] cmp r0, 0 bne _080D9828 ldr r4, _080D981C @ =gBankAttacker ldrb r0, [r4] movs r1, 0x2 bl GetBankPosition lsls r0, 24 lsrs r0, 24 strh r0, [r5, 0x20] ldrb r0, [r4] movs r1, 0x3 bl GetBankPosition lsls r0, 24 lsrs r0, 24 strh r0, [r5, 0x22] ldr r0, _080D9820 @ =gAnimBankAttacker ldrb r0, [r0] bl sub_8079ED4 movs r1, 0x3 ands r1, r0 lsls r1, 2 ldrb r2, [r5, 0x5] movs r0, 0xD negs r0, r0 ands r0, r2 orrs r0, r1 strb r0, [r5, 0x5] ldr r0, _080D9824 @ =gAnimBankTarget b _080D9844 .align 2, 0 _080D9818: .4byte gBattleAnimArgs _080D981C: .4byte gBankAttacker _080D9820: .4byte gAnimBankAttacker _080D9824: .4byte gAnimBankTarget _080D9828: ldr r0, _080D9860 @ =gAnimBankTarget ldrb r0, [r0] bl sub_8079ED4 movs r1, 0x3 ands r1, r0 lsls r1, 2 ldrb r2, [r5, 0x5] movs r0, 0xD negs r0, r0 ands r0, r2 orrs r0, r1 strb r0, [r5, 0x5] ldr r0, _080D9864 @ =gAnimBankAttacker _080D9844: ldrb r0, [r0] strh r0, [r5, 0x3C] movs r0, 0 strh r0, [r5, 0x2E] movs r0, 0xC strh r0, [r5, 0x30] movs r0, 0x8 strh r0, [r5, 0x32] ldr r0, _080D9868 @ =sub_80D986C str r0, [r5, 0x1C] pop {r4,r5} pop {r0} bx r0 .align 2, 0 _080D9860: .4byte gAnimBankTarget _080D9864: .4byte gAnimBankAttacker _080D9868: .4byte sub_80D986C thumb_func_end sub_80D97CC thumb_func_start sub_80D986C sub_80D986C: @ 80D986C push {r4,lr} adds r4, r0, 0 ldrh r0, [r4, 0x2E] adds r0, 0x1 strh r0, [r4, 0x2E] lsls r0, 16 asrs r0, 16 cmp r0, 0xB4 bne _080D98C6 ldr r1, _080D98CC @ =REG_BLDCNT movs r0, 0 strh r0, [r1] movs r0, 0x10 strh r0, [r4, 0x2E] ldrh r0, [r4, 0x20] strh r0, [r4, 0x30] ldrh r0, [r4, 0x3C] lsls r0, 24 lsrs r0, 24 movs r1, 0x2 bl GetBankPosition lsls r0, 24 lsrs r0, 24 strh r0, [r4, 0x32] ldrh r0, [r4, 0x22] strh r0, [r4, 0x34] ldrh r0, [r4, 0x3C] lsls r0, 24 lsrs r0, 24 movs r1, 0x3 bl GetBankPosition lsls r0, 24 lsrs r0, 24 strh r0, [r4, 0x36] adds r0, r4, 0 bl obj_translate_based_on_private_1_2_3_4 ldr r1, _080D98D0 @ =move_anim_8074EE0 adds r0, r4, 0 bl StoreSpriteCallbackInData ldr r0, _080D98D4 @ =sub_8078BB8 str r0, [r4, 0x1C] _080D98C6: pop {r4} pop {r0} bx r0 .align 2, 0 _080D98CC: .4byte REG_BLDCNT _080D98D0: .4byte move_anim_8074EE0 _080D98D4: .4byte sub_8078BB8 thumb_func_end sub_80D986C thumb_func_start sub_80D98D8 sub_80D98D8: @ 80D98D8 push {r4,r5,lr} adds r5, r0, 0 ldr r4, _080D9924 @ =gBattleAnimArgs ldrh r0, [r4] strh r0, [r5, 0x20] movs r2, 0x78 strh r2, [r5, 0x22] ldrh r0, [r4, 0x6] strh r0, [r5, 0x2E] adds r0, r5, 0 adds r0, 0x36 adds r1, r5, 0 adds r1, 0x38 lsls r2, 8 bl sub_8079BF4 ldrh r0, [r4, 0x2] strh r0, [r5, 0x3A] ldrh r2, [r5, 0x4] lsls r1, r2, 22 lsrs r1, 22 movs r3, 0x4 ldrsh r0, [r4, r3] lsls r0, 2 adds r1, r0 ldr r3, _080D9928 @ =0x000003ff adds r0, r3, 0 ands r1, r0 ldr r0, _080D992C @ =0xfffffc00 ands r0, r2 orrs r0, r1 strh r0, [r5, 0x4] ldr r0, _080D9930 @ =sub_80D9934 str r0, [r5, 0x1C] pop {r4,r5} pop {r0} bx r0 .align 2, 0 _080D9924: .4byte gBattleAnimArgs _080D9928: .4byte 0x000003ff _080D992C: .4byte 0xfffffc00 _080D9930: .4byte sub_80D9934 thumb_func_end sub_80D98D8 thumb_func_start sub_80D9934 sub_80D9934: @ 80D9934 push {r4-r7,lr} mov r7, r8 push {r7} adds r7, r0, 0 movs r1, 0x2E ldrsh r0, [r7, r1] cmp r0, 0 beq _080D9986 movs r2, 0x36 ldrsh r0, [r7, r2] movs r2, 0x38 ldrsh r1, [r7, r2] bl sub_8079BFC adds r4, r0, 0 movs r1, 0x3A ldrsh r0, [r7, r1] subs r4, r0 adds r0, r7, 0 adds r0, 0x36 adds r1, r7, 0 adds r1, 0x38 adds r2, r4, 0 bl sub_8079BF4 asrs r4, 8 strh r4, [r7, 0x22] lsls r4, 16 asrs r4, 16 movs r0, 0x8 negs r0, r0 cmp r4, r0 bge _080D997E adds r0, r7, 0 bl DestroyAnimSprite b _080D99DC _080D997E: ldrh r0, [r7, 0x2E] subs r0, 0x1 strh r0, [r7, 0x2E] b _080D99DC _080D9986: ldr r4, _080D99E8 @ =gAnimBankAttacker ldrb r0, [r4] movs r1, 0x2 bl GetBankPosition adds r6, r0, 0 lsls r6, 24 lsrs r6, 24 ldrb r0, [r4] movs r1, 0x3 bl GetBankPosition adds r5, r0, 0 lsls r5, 24 lsrs r5, 24 ldr r2, _080D99EC @ =gAnimBankTarget mov r8, r2 ldrb r0, [r2] movs r1, 0x2 bl GetBankPosition adds r4, r0, 0 lsls r4, 24 lsrs r4, 24 mov r1, r8 ldrb r0, [r1] movs r1, 0x3 bl GetBankPosition lsls r0, 24 subs r4, r6 strh r4, [r7, 0x2E] lsrs r0, 24 subs r0, r5 strh r0, [r7, 0x30] ldrh r0, [r7, 0x20] lsls r0, 4 strh r0, [r7, 0x32] ldrh r0, [r7, 0x22] lsls r0, 4 strh r0, [r7, 0x34] ldr r0, _080D99F0 @ =sub_80D99F4 str r0, [r7, 0x1C] _080D99DC: pop {r3} mov r8, r3 pop {r4-r7} pop {r0} bx r0 .align 2, 0 _080D99E8: .4byte gAnimBankAttacker _080D99EC: .4byte gAnimBankTarget _080D99F0: .4byte sub_80D99F4 thumb_func_end sub_80D9934 thumb_func_start sub_80D99F4 sub_80D99F4: @ 80D99F4 push {lr} adds r2, r0, 0 ldrh r0, [r2, 0x2E] ldrh r1, [r2, 0x32] adds r0, r1 strh r0, [r2, 0x32] ldrh r1, [r2, 0x30] ldrh r3, [r2, 0x34] adds r1, r3 strh r1, [r2, 0x34] lsls r0, 16 asrs r0, 20 strh r0, [r2, 0x20] lsls r1, 16 asrs r3, r1, 20 strh r3, [r2, 0x22] adds r0, 0x8 lsls r0, 16 movs r1, 0x80 lsls r1, 17 cmp r0, r1 bhi _080D9A2E adds r1, r3, 0 movs r0, 0x8 negs r0, r0 cmp r1, r0 blt _080D9A2E cmp r1, 0x78 ble _080D9A34 _080D9A2E: adds r0, r2, 0 bl DestroyAnimSprite _080D9A34: pop {r0} bx r0 thumb_func_end sub_80D99F4 thumb_func_start sub_80D9A38 sub_80D9A38: @ 80D9A38 push {r4,r5,lr} adds r5, r0, 0 ldr r0, _080D9A6C @ =gBattleAnimArgs movs r1, 0 ldrsh r0, [r0, r1] cmp r0, 0 bne _080D9A7C ldr r4, _080D9A70 @ =gBankAttacker ldrb r0, [r4] movs r1, 0x2 bl GetBankPosition lsls r0, 24 lsrs r0, 24 strh r0, [r5, 0x20] ldrb r0, [r4] movs r1, 0x3 bl GetBankPosition lsls r0, 24 lsrs r0, 24 strh r0, [r5, 0x22] ldr r0, _080D9A74 @ =gAnimBankTarget ldrb r4, [r0] ldr r0, _080D9A78 @ =gAnimBankAttacker b _080D9A82 .align 2, 0 _080D9A6C: .4byte gBattleAnimArgs _080D9A70: .4byte gBankAttacker _080D9A74: .4byte gAnimBankTarget _080D9A78: .4byte gAnimBankAttacker _080D9A7C: ldr r0, _080D9AB4 @ =gAnimBankAttacker ldrb r4, [r0] ldr r0, _080D9AB8 @ =gAnimBankTarget _080D9A82: ldrb r0, [r0] bl sub_8079ED4 movs r1, 0x3 ands r1, r0 lsls r1, 2 ldrb r2, [r5, 0x5] movs r0, 0xD negs r0, r0 ands r0, r2 orrs r0, r1 strb r0, [r5, 0x5] bl IsContest lsls r0, 24 cmp r0, 0 beq _080D9ABC ldrb r2, [r5, 0x3] lsls r1, r2, 26 lsrs r1, 27 movs r0, 0x8 orrs r1, r0 lsls r1, 1 subs r0, 0x47 b _080D9AD6 .align 2, 0 _080D9AB4: .4byte gAnimBankAttacker _080D9AB8: .4byte gAnimBankTarget _080D9ABC: adds r0, r4, 0 bl GetBankSide lsls r0, 24 cmp r0, 0 bne _080D9ADC ldrb r2, [r5, 0x3] lsls r1, r2, 26 lsrs r1, 27 movs r0, 0x18 orrs r1, r0 lsls r1, 1 subs r0, 0x57 _080D9AD6: ands r0, r2 orrs r0, r1 strb r0, [r5, 0x3] _080D9ADC: movs r0, 0x10 strh r0, [r5, 0x2E] ldrh r0, [r5, 0x20] strh r0, [r5, 0x30] adds r0, r4, 0 movs r1, 0x2 bl GetBankPosition lsls r0, 24 lsrs r0, 24 strh r0, [r5, 0x32] ldrh r0, [r5, 0x22] strh r0, [r5, 0x34] adds r0, r4, 0 movs r1, 0x3 bl GetBankPosition lsls r0, 24 lsrs r0, 24 strh r0, [r5, 0x36] adds r0, r5, 0 bl obj_translate_based_on_private_1_2_3_4 ldr r1, _080D9B1C @ =DestroyAnimSprite adds r0, r5, 0 bl StoreSpriteCallbackInData ldr r0, _080D9B20 @ =sub_8078BB8 str r0, [r5, 0x1C] pop {r4,r5} pop {r0} bx r0 .align 2, 0 _080D9B1C: .4byte DestroyAnimSprite _080D9B20: .4byte sub_8078BB8 thumb_func_end sub_80D9A38 thumb_func_start sub_80D9B24 sub_80D9B24: @ 80D9B24 push {r4,lr} adds r4, r0, 0 movs r0, 0x2E ldrsh r1, [r4, r0] movs r2, 0x36 ldrsh r0, [r4, r2] cmp r1, r0 bne _080D9B3A adds r0, r4, 0 bl DestroyAnimSprite _080D9B3A: ldrh r0, [r4, 0x2E] adds r0, 0x1 strh r0, [r4, 0x2E] pop {r4} pop {r0} bx r0 thumb_func_end sub_80D9B24 thumb_func_start sub_80D9B48 sub_80D9B48: @ 80D9B48 push {r4-r6,lr} adds r5, r0, 0 ldr r4, _080D9BC4 @ =gAnimBankTarget ldrb r0, [r4] movs r1, 0x2 bl GetBankPosition lsls r0, 24 lsrs r0, 24 strh r0, [r5, 0x20] ldrb r0, [r4] movs r1, 0x3 bl GetBankPosition lsls r0, 24 lsrs r0, 24 strh r0, [r5, 0x22] ldr r1, _080D9BC8 @ =gBattleAnimArgs ldrh r0, [r1, 0x6] strh r0, [r5, 0x30] ldrh r0, [r1] strh r0, [r5, 0x32] ldrh r0, [r1, 0x2] strh r0, [r5, 0x34] ldrh r0, [r1, 0x4] strh r0, [r5, 0x36] ldr r0, _080D9BCC @ =gAnimMoveTurn ldrb r6, [r0] ldrb r0, [r4] bl GetBankSide lsls r0, 24 cmp r0, 0 bne _080D9B92 adds r0, r6, 0x1 lsls r0, 24 lsrs r6, r0, 24 _080D9B92: movs r0, 0x1 ands r6, r0 cmp r6, 0 beq _080D9BA6 ldrh r0, [r5, 0x32] negs r0, r0 strh r0, [r5, 0x32] ldrh r0, [r5, 0x30] adds r0, 0x1 strh r0, [r5, 0x30] _080D9BA6: ldrh r1, [r5, 0x30] lsls r1, 24 lsrs r1, 24 adds r0, r5, 0 bl StartSpriteAnim ldrh r0, [r5, 0x32] strh r0, [r5, 0x24] ldrh r0, [r5, 0x34] strh r0, [r5, 0x26] ldr r0, _080D9BD0 @ =sub_80D9B24 str r0, [r5, 0x1C] pop {r4-r6} pop {r0} bx r0 .align 2, 0 _080D9BC4: .4byte gAnimBankTarget _080D9BC8: .4byte gBattleAnimArgs _080D9BCC: .4byte gAnimMoveTurn _080D9BD0: .4byte sub_80D9B24 thumb_func_end sub_80D9B48 thumb_func_start sub_80D9BD4 sub_80D9BD4: @ 80D9BD4 push {r4,lr} adds r4, r0, 0 ldr r0, _080D9BEC @ =gBattleAnimArgs movs r1, 0x4 ldrsh r0, [r0, r1] cmp r0, 0 bne _080D9BF0 adds r0, r4, 0 movs r1, 0 bl sub_80787B0 b _080D9BF8 .align 2, 0 _080D9BEC: .4byte gBattleAnimArgs _080D9BF0: adds r0, r4, 0 movs r1, 0 bl sub_8078764 _080D9BF8: bl IsContest lsls r0, 24 cmp r0, 0 beq _080D9C0C adds r0, r4, 0 movs r1, 0x2 bl StartSpriteAnim b _080D9C22 _080D9C0C: ldr r0, _080D9C34 @ =gAnimBankAttacker ldrb r0, [r0] bl GetBankSide lsls r0, 24 cmp r0, 0 beq _080D9C22 adds r0, r4, 0 movs r1, 0x1 bl StartSpriteAnim _080D9C22: ldr r0, _080D9C38 @ =sub_8078600 str r0, [r4, 0x1C] ldr r1, _080D9C3C @ =DestroyAnimSprite adds r0, r4, 0 bl StoreSpriteCallbackInData pop {r4} pop {r0} bx r0 .align 2, 0 _080D9C34: .4byte gAnimBankAttacker _080D9C38: .4byte sub_8078600 _080D9C3C: .4byte DestroyAnimSprite thumb_func_end sub_80D9BD4 thumb_func_start sub_80D9C40 sub_80D9C40: @ 80D9C40 push {r4,lr} adds r4, r0, 0 adds r0, 0x3F ldrb r1, [r0] movs r0, 0x20 ands r0, r1 cmp r0, 0 beq _080D9C7A ldrh r0, [r4, 0x30] adds r0, 0x28 movs r1, 0xFF ands r0, r1 strh r0, [r4, 0x30] movs r1, 0x30 ldrsh r0, [r4, r1] movs r1, 0x2 bl Sin strh r0, [r4, 0x24] ldrh r0, [r4, 0x2E] adds r0, 0x1 strh r0, [r4, 0x2E] lsls r0, 16 asrs r0, 16 cmp r0, 0x28 ble _080D9C7A adds r0, r4, 0 bl DestroyAnimSprite _080D9C7A: pop {r4} pop {r0} bx r0 thumb_func_end sub_80D9C40 thumb_func_start sub_80D9C80 sub_80D9C80: @ 80D9C80 push {r4-r7,lr} lsls r0, 24 lsrs r6, r0, 24 lsls r0, r6, 2 adds r0, r6 lsls r0, 3 ldr r1, _080D9CB0 @ =gTasks adds r4, r0, r1 movs r1, 0x8 ldrsh r0, [r4, r1] cmp r0, 0x1 beq _080D9CB8 cmp r0, 0x1 bgt _080D9CD2 cmp r0, 0 bne _080D9CD2 movs r0, 0 bl sub_80789D4 ldr r0, _080D9CB4 @ =gBattleAnimArgs ldrh r0, [r0] strh r0, [r4, 0x18] b _080D9CCA .align 2, 0 _080D9CB0: .4byte gTasks _080D9CB4: .4byte gBattleAnimArgs _080D9CB8: ldrh r0, [r4, 0x18] subs r0, 0x1 strh r0, [r4, 0x18] lsls r0, 16 asrs r0, 16 movs r1, 0x1 negs r1, r1 cmp r0, r1 bne _080D9CDE _080D9CCA: ldrh r0, [r4, 0x8] adds r0, 0x1 strh r0, [r4, 0x8] b _080D9CDE _080D9CD2: movs r2, 0xA0 lsls r2, 3 adds r0, r2, 0 ldrh r1, [r4, 0x1A] adds r0, r1 strh r0, [r4, 0x1A] _080D9CDE: movs r2, 0xB0 lsls r2, 4 adds r0, r2, 0 ldrh r1, [r4, 0x1C] adds r0, r1 strh r0, [r4, 0x1C] ldr r0, _080D9D0C @ =gAnimBankTarget ldrb r0, [r0] bl GetBankSide lsls r0, 24 cmp r0, 0 bne _080D9D14 ldr r1, _080D9D10 @ =gBattle_BG3_X ldrh r0, [r4, 0x1A] lsls r0, 16 asrs r0, 24 ldrh r2, [r1] adds r0, r2 strh r0, [r1] adds r7, r1, 0 b _080D9D24 .align 2, 0 _080D9D0C: .4byte gAnimBankTarget _080D9D10: .4byte gBattle_BG3_X _080D9D14: ldr r2, _080D9D64 @ =gBattle_BG3_X ldrh r1, [r4, 0x1A] lsls r1, 16 asrs r1, 24 ldrh r0, [r2] subs r0, r1 strh r0, [r2] adds r7, r2, 0 _080D9D24: ldr r3, _080D9D68 @ =gBattle_BG3_Y ldrh r2, [r4, 0x1C] lsls r0, r2, 16 asrs r0, 24 ldrh r1, [r3] adds r0, r1 strh r0, [r3] movs r0, 0xFF ldrb r1, [r4, 0x1A] movs r5, 0 strh r1, [r4, 0x1A] ands r0, r2 strh r0, [r4, 0x1C] ldr r0, _080D9D6C @ =gBattleAnimArgs movs r2, 0xE ldrsh r1, [r0, r2] movs r0, 0x1 negs r0, r0 cmp r1, r0 bne _080D9D5C strh r5, [r7] strh r5, [r3] movs r0, 0x1 bl sub_80789D4 adds r0, r6, 0 bl DestroyAnimVisualTask _080D9D5C: pop {r4-r7} pop {r0} bx r0 .align 2, 0 _080D9D64: .4byte gBattle_BG3_X _080D9D68: .4byte gBattle_BG3_Y _080D9D6C: .4byte gBattleAnimArgs thumb_func_end sub_80D9C80 .align 2, 0 @ Don't pad with nop.