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.include "constants/gba_constants.inc"
.include "asm/macros.inc"
.syntax unified
.text
@ bubble
thumb_func_start sub_80D31C8
sub_80D31C8: @ 80D31C8
push {r4-r6,lr}
adds r6, r0, 0
ldr r5, _080D31F0 @ =gBattleAnimBankAttacker
ldrb r0, [r5]
bl GetBankSide
lsls r0, 24
cmp r0, 0
beq _080D31F8
ldrb r0, [r5]
movs r1, 0x2
bl sub_8077ABC
lsls r0, 24
lsrs r0, 24
ldr r4, _080D31F4 @ =gBattleAnimArgs
ldrh r1, [r4]
subs r0, r1
b _080D320A
.align 2, 0
_080D31F0: .4byte gBattleAnimBankAttacker
_080D31F4: .4byte gBattleAnimArgs
_080D31F8:
ldrb r0, [r5]
movs r1, 0x2
bl sub_8077ABC
lsls r0, 24
ldr r4, _080D32D0 @ =gBattleAnimArgs
lsrs r0, 24
ldrh r1, [r4]
adds r0, r1
_080D320A:
strh r0, [r6, 0x20]
ldrb r0, [r5]
movs r1, 0x3
bl sub_8077ABC
lsls r0, 24
lsrs r0, 24
ldrh r4, [r4, 0x2]
adds r0, r4
strh r0, [r6, 0x22]
adds r2, r6, 0
adds r2, 0x2C
ldrb r0, [r2]
movs r1, 0x40
orrs r0, r1
strb r0, [r2]
ldr r0, _080D32D4 @ =gBattleAnimBankAttacker
ldrb r0, [r0]
bl GetBankSide
lsls r0, 24
cmp r0, 0
beq _080D3240
ldr r1, _080D32D0 @ =gBattleAnimArgs
ldrh r0, [r1, 0x4]
negs r0, r0
strh r0, [r1, 0x4]
_080D3240:
ldr r5, _080D32D0 @ =gBattleAnimArgs
ldrh r0, [r5, 0xC]
strh r0, [r6, 0x2E]
ldrh r0, [r6, 0x20]
strh r0, [r6, 0x30]
ldr r4, _080D32D8 @ =gBattleAnimBankTarget
ldrb r0, [r4]
movs r1, 0x2
bl sub_8077ABC
lsls r0, 24
lsrs r0, 24
strh r0, [r6, 0x32]
ldrh r0, [r6, 0x22]
strh r0, [r6, 0x34]
ldrb r0, [r4]
movs r1, 0x3
bl sub_8077ABC
lsls r0, 24
lsrs r0, 24
strh r0, [r6, 0x36]
adds r0, r6, 0
bl obj_translate_based_on_private_1_2_3_4
ldr r0, _080D32DC @ =SpriteCallbackDummy
bl CreateInvisibleSpriteWithCallback
adds r4, r0, 0
lsls r4, 24
lsrs r4, 24
strh r4, [r6, 0x38]
ldrb r0, [r5, 0x8]
movs r2, 0x4
ldrsh r1, [r5, r2]
bl Sin
ldrh r1, [r6, 0x20]
subs r1, r0
strh r1, [r6, 0x20]
ldrb r0, [r5, 0x8]
movs r2, 0x6
ldrsh r1, [r5, r2]
bl Cos
ldrh r1, [r6, 0x22]
subs r1, r0
strh r1, [r6, 0x22]
ldr r0, _080D32E0 @ =gSprites
lsls r1, r4, 4
adds r1, r4
lsls r1, 2
adds r1, r0
ldrh r0, [r5, 0x4]
strh r0, [r1, 0x2E]
ldrh r0, [r5, 0x6]
strh r0, [r1, 0x30]
ldrh r0, [r5, 0xA]
strh r0, [r1, 0x32]
ldrb r0, [r5, 0x8]
lsls r0, 8
strh r0, [r1, 0x34]
ldrh r0, [r5, 0xC]
strh r0, [r1, 0x36]
ldr r1, _080D32E4 @ =sub_80D32E8
str r1, [r6, 0x1C]
adds r0, r6, 0
bl _call_via_r1
pop {r4-r6}
pop {r0}
bx r0
.align 2, 0
_080D32D0: .4byte gBattleAnimArgs
_080D32D4: .4byte gBattleAnimBankAttacker
_080D32D8: .4byte gBattleAnimBankTarget
_080D32DC: .4byte SpriteCallbackDummy
_080D32E0: .4byte gSprites
_080D32E4: .4byte sub_80D32E8
thumb_func_end sub_80D31C8
thumb_func_start sub_80D32E8
sub_80D32E8: @ 80D32E8
push {r4-r7,lr}
mov r7, r8
push {r7}
sub sp, 0x4
adds r5, r0, 0
ldrh r1, [r5, 0x38]
lsls r1, 24
lsrs r1, 24
ldr r2, _080D3350 @ =gSprites
lsls r0, r1, 4
adds r0, r1
lsls r0, 2
adds r7, r0, r2
ldrh r4, [r7, 0x36]
lsls r4, 24
lsrs r4, 24
ldrh r0, [r7, 0x34]
mov r8, r0
movs r0, 0x1
strh r0, [r5, 0x2E]
adds r0, r5, 0
bl sub_8078B5C
mov r1, r8
lsrs r6, r1, 8
movs r0, 0x2E
ldrsh r1, [r7, r0]
adds r0, r6, 0
bl Sin
ldrh r1, [r5, 0x24]
adds r0, r1
strh r0, [r5, 0x24]
movs r0, 0x30
ldrsh r1, [r7, r0]
adds r0, r6, 0
bl Cos
ldrh r1, [r5, 0x26]
adds r0, r1
strh r0, [r5, 0x26]
ldrh r0, [r7, 0x32]
mov r1, r8
adds r1, r0
strh r1, [r7, 0x34]
subs r4, 0x1
lsls r4, 24
lsrs r4, 24
cmp r4, 0
beq _080D3354
strh r4, [r7, 0x36]
b _080D335E
.align 2, 0
_080D3350: .4byte gSprites
_080D3354:
ldr r0, _080D336C @ =sub_80D3370
str r0, [r5, 0x1C]
adds r0, r7, 0
bl DestroySprite
_080D335E:
add sp, 0x4
pop {r3}
mov r8, r3
pop {r4-r7}
pop {r0}
bx r0
.align 2, 0
_080D336C: .4byte sub_80D3370
thumb_func_end sub_80D32E8
thumb_func_start sub_80D3370
sub_80D3370: @ 80D3370
push {lr}
adds r3, r0, 0
adds r3, 0x2C
ldrb r2, [r3]
movs r1, 0x41
negs r1, r1
ands r1, r2
strb r1, [r3]
ldr r1, _080D3390 @ =sub_8078600
str r1, [r0, 0x1C]
ldr r1, _080D3394 @ =sub_80D3398
bl StoreSpriteCallbackInData
pop {r0}
bx r0
.align 2, 0
_080D3390: .4byte sub_8078600
_080D3394: .4byte sub_80D3398
thumb_func_end sub_80D3370
thumb_func_start sub_80D3398
sub_80D3398: @ 80D3398
push {lr}
movs r1, 0xA
strh r1, [r0, 0x2E]
ldr r1, _080D33AC @ =sub_80782D8
str r1, [r0, 0x1C]
ldr r1, _080D33B0 @ =move_anim_8074EE0
bl StoreSpriteCallbackInData
pop {r0}
bx r0
.align 2, 0
_080D33AC: .4byte sub_80782D8
_080D33B0: .4byte move_anim_8074EE0
thumb_func_end sub_80D3398
.align 2, 0 @ Don't pad with nop.
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