#include "global.h" #include "rom_8077ABC.h" #include "trig.h" #include "battle_anim.h" #include "sound.h" extern s16 gBattleAnimArgs[]; extern u8 gBattleAnimBankAttacker; extern u8 gBattleAnimBankTarget; // tile_in (flips a white tile from the scene into facing the player.) // Used in Conversion. void sub_80CE09C(struct Sprite* sprite) { if (sprite->data[0] == 0) { sprite->pos1.x = sub_8077ABC(gBattleAnimBankAttacker, 0) + gBattleAnimArgs[0]; sprite->pos1.y = sub_8077ABC(gBattleAnimBankAttacker, 1) + gBattleAnimArgs[1]; if (NotInBattle()) sprite->pos1.y += 10; sprite->data[0]++; } if ((u16)gBattleAnimArgs[7] == 0xFFFF) move_anim_8072740(sprite); } void sub_80CE108(u8 taskId) { if (gTasks[taskId].data[2] == 1) { gBattleAnimArgs[7] = 0xFFFF; gTasks[taskId].data[2]++; } else if (gTasks[taskId].data[2] == 2) { DestroyAnimVisualTask(taskId); } else { if (++gTasks[taskId].data[0] == 4) { gTasks[taskId].data[0] = 0; gTasks[taskId].data[1]++; REG_BLDALPHA = (gTasks[taskId].data[1] << 8) | (16 - gTasks[taskId].data[1]); if (gTasks[taskId].data[1] == 16) gTasks[taskId].data[2]++; } } }