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|
.include "constants/gba_constants.inc"
.include "asm/macros.inc"
.syntax unified
.text
@ bug
# thumb_func_start sub_80DC824
# sub_80DC824: @ 80DC824
# push {r4-r6,lr}
# adds r6, r0, 0
# bl IsContest
# lsls r0, 24
# cmp r0, 0
# beq _080DC850
# adds r0, r6, 0
# movs r1, 0x2
# bl StartSpriteAffineAnim
# ldr r0, _080DC84C @ =gBattleAnimArgs
# ldrh r1, [r0, 0x4]
# negs r1, r1
# strh r1, [r0, 0x4]
# ldrh r1, [r0]
# negs r1, r1
# strh r1, [r0]
# b _080DC880
# .align 2, 0
# _080DC84C: .4byte gBattleAnimArgs
# _080DC850:
# ldr r0, _080DC8E4 @ =gAnimBankTarget
# ldrb r0, [r0]
# bl GetBankSide
# lsls r0, 24
# cmp r0, 0
# bne _080DC880
# adds r0, r6, 0
# movs r1, 0x1
# bl StartSpriteAffineAnim
# ldr r1, _080DC8E8 @ =gBattleAnimArgs
# ldrh r0, [r1, 0x2]
# negs r0, r0
# strh r0, [r1, 0x2]
# ldrh r0, [r1, 0x4]
# negs r0, r0
# strh r0, [r1, 0x4]
# ldrh r0, [r1, 0x6]
# negs r0, r0
# strh r0, [r1, 0x6]
# ldrh r0, [r1]
# negs r0, r0
# strh r0, [r1]
# _080DC880:
# ldr r5, _080DC8E4 @ =gAnimBankTarget
# ldrb r0, [r5]
# movs r1, 0x2
# bl sub_8077EE4
# lsls r0, 24
# ldr r4, _080DC8E8 @ =gBattleAnimArgs
# lsrs r0, 24
# ldrh r1, [r4]
# adds r0, r1
# strh r0, [r6, 0x20]
# ldrb r0, [r5]
# movs r1, 0x3
# bl sub_8077EE4
# lsls r0, 24
# lsrs r0, 24
# ldrh r1, [r4, 0x2]
# adds r0, r1
# strh r0, [r6, 0x22]
# ldrh r0, [r4, 0x8]
# strh r0, [r6, 0x2E]
# ldrb r0, [r5]
# movs r1, 0x2
# bl GetBankPosition
# lsls r0, 24
# lsrs r0, 24
# ldrh r1, [r4, 0x4]
# adds r0, r1
# strh r0, [r6, 0x32]
# ldrb r0, [r5]
# movs r1, 0x3
# bl GetBankPosition
# lsls r0, 24
# lsrs r0, 24
# ldrh r4, [r4, 0x6]
# adds r0, r4
# strh r0, [r6, 0x36]
# ldr r0, _080DC8EC @ =sub_8078B34
# str r0, [r6, 0x1C]
# ldr r1, _080DC8F0 @ =DestroyAnimSprite
# adds r0, r6, 0
# bl StoreSpriteCallbackInData
# pop {r4-r6}
# pop {r0}
# bx r0
# .align 2, 0
# _080DC8E4: .4byte gAnimBankTarget
# _080DC8E8: .4byte gBattleAnimArgs
# _080DC8EC: .4byte sub_8078B34
# _080DC8F0: .4byte DestroyAnimSprite
# thumb_func_end sub_80DC824
# thumb_func_start sub_80DC8F4
# sub_80DC8F4: @ 80DC8F4
# push {r4-r6,lr}
# adds r6, r0, 0
# bl IsContest
# lsls r0, 24
# cmp r0, 0
# beq _080DC918
# ldr r1, _080DC914 @ =gBattleAnimArgs
# ldrh r0, [r1]
# negs r0, r0
# strh r0, [r1]
# adds r0, r6, 0
# movs r1, 0x2
# bl StartSpriteAffineAnim
# b _080DC934
# .align 2, 0
# _080DC914: .4byte gBattleAnimArgs
# _080DC918:
# ldr r0, _080DC990 @ =gAnimBankTarget
# ldrb r0, [r0]
# bl GetBankSide
# lsls r0, 24
# cmp r0, 0
# bne _080DC934
# ldr r0, _080DC994 @ =gBattleAnimArgs
# ldrh r1, [r0, 0x2]
# negs r1, r1
# strh r1, [r0, 0x2]
# ldrh r1, [r0]
# negs r1, r1
# strh r1, [r0]
# _080DC934:
# ldr r5, _080DC990 @ =gAnimBankTarget
# ldrb r0, [r5]
# movs r1, 0x2
# bl sub_8077EE4
# lsls r0, 24
# ldr r4, _080DC994 @ =gBattleAnimArgs
# lsrs r0, 24
# ldrh r1, [r4]
# adds r0, r1
# strh r0, [r6, 0x20]
# ldrb r0, [r5]
# movs r1, 0x3
# bl sub_8077EE4
# lsls r0, 24
# lsrs r0, 24
# ldrh r1, [r4, 0x2]
# adds r0, r1
# strh r0, [r6, 0x22]
# ldrh r0, [r4, 0x4]
# strh r0, [r6, 0x2E]
# ldrb r0, [r5]
# movs r1, 0x2
# bl GetBankPosition
# lsls r0, 24
# lsrs r0, 24
# strh r0, [r6, 0x32]
# ldrb r0, [r5]
# movs r1, 0x3
# bl GetBankPosition
# lsls r0, 24
# lsrs r0, 24
# strh r0, [r6, 0x36]
# ldr r0, _080DC998 @ =sub_8078B34
# str r0, [r6, 0x1C]
# ldr r1, _080DC99C @ =DestroyAnimSprite
# adds r0, r6, 0
# bl StoreSpriteCallbackInData
# pop {r4-r6}
# pop {r0}
# bx r0
# .align 2, 0
# _080DC990: .4byte gAnimBankTarget
# _080DC994: .4byte gBattleAnimArgs
# _080DC998: .4byte sub_8078B34
# _080DC99C: .4byte DestroyAnimSprite
# thumb_func_end sub_80DC8F4
# thumb_func_start sub_80DC9A0
# sub_80DC9A0: @ 80DC9A0
# push {r4,r5,lr}
# adds r5, r0, 0
# bl IsContest
# lsls r0, 24
# cmp r0, 0
# beq _080DC9BC
# ldr r0, _080DC9FC @ =gBattleAnimArgs
# movs r2, 0x4
# ldrsh r1, [r0, r2]
# lsrs r2, r1, 31
# adds r1, r2
# asrs r1, 1
# strh r1, [r0, 0x4]
# _080DC9BC:
# adds r0, r5, 0
# movs r1, 0x1
# bl sub_80787B0
# ldr r1, _080DC9FC @ =gBattleAnimArgs
# ldrh r0, [r1, 0x4]
# strh r0, [r5, 0x2E]
# ldrh r0, [r5, 0x20]
# strh r0, [r5, 0x30]
# ldrh r0, [r5, 0x22]
# strh r0, [r5, 0x34]
# movs r2, 0x8
# ldrsh r0, [r1, r2]
# cmp r0, 0
# bne _080DCA04
# ldr r4, _080DCA00 @ =gAnimBankTarget
# ldrb r0, [r4]
# movs r1, 0x2
# bl GetBankPosition
# lsls r0, 24
# lsrs r0, 24
# strh r0, [r5, 0x32]
# ldrb r0, [r4]
# movs r1, 0x3
# bl GetBankPosition
# lsls r0, 24
# lsrs r0, 24
# strh r0, [r5, 0x36]
# b _080DCA16
# .align 2, 0
# _080DC9FC: .4byte gBattleAnimArgs
# _080DCA00: .4byte gAnimBankTarget
# _080DCA04:
# ldr r0, _080DCA2C @ =gAnimBankTarget
# ldrb r0, [r0]
# adds r2, r5, 0
# adds r2, 0x32
# adds r3, r5, 0
# adds r3, 0x36
# movs r1, 0x1
# bl sub_807A3FC
# _080DCA16:
# adds r0, r5, 0
# bl sub_8078BD4
# ldr r0, _080DCA30 @ =gBattleAnimArgs
# ldrh r0, [r0, 0x6]
# strh r0, [r5, 0x38]
# ldr r0, _080DCA34 @ =sub_80DCA38
# str r0, [r5, 0x1C]
# pop {r4,r5}
# pop {r0}
# bx r0
# .align 2, 0
# _080DCA2C: .4byte gAnimBankTarget
# _080DCA30: .4byte gBattleAnimArgs
# _080DCA34: .4byte sub_80DCA38
# thumb_func_end sub_80DC9A0
# thumb_func_start sub_80DCA38
# sub_80DCA38: @ 80DCA38
# push {r4,lr}
# adds r4, r0, 0
# bl sub_8078B5C
# lsls r0, 24
# cmp r0, 0
# beq _080DCA4E
# adds r0, r4, 0
# bl DestroyAnimSprite
# b _080DCA6A
# _080DCA4E:
# movs r1, 0x3A
# ldrsh r0, [r4, r1]
# movs r2, 0x38
# ldrsh r1, [r4, r2]
# bl Sin
# ldrh r1, [r4, 0x24]
# adds r0, r1
# strh r0, [r4, 0x24]
# ldrh r0, [r4, 0x3A]
# adds r0, 0xD
# movs r1, 0xFF
# ands r0, r1
# strh r0, [r4, 0x3A]
# _080DCA6A:
# pop {r4}
# pop {r0}
# bx r0
# thumb_func_end sub_80DCA38
thumb_func_start sub_80DCA70
sub_80DCA70: @ 80DCA70
push {r4,lr}
adds r4, r0, 0
ldr r0, _080DCAA0 @ =gAnimBankTarget
ldrb r0, [r0]
adds r2, r4, 0
adds r2, 0x20
adds r3, r4, 0
adds r3, 0x22
movs r1, 0
bl sub_807A3FC
ldr r0, _080DCAA4 @ =gAnimBankAttacker
ldrb r0, [r0]
bl GetBankSide
lsls r0, 24
cmp r0, 0
beq _080DCAAC
ldr r0, _080DCAA8 @ =gBattleAnimArgs
ldrh r1, [r4, 0x20]
ldrh r2, [r0]
subs r1, r2
strh r1, [r4, 0x20]
b _080DCAB8
.align 2, 0
_080DCAA0: .4byte gAnimBankTarget
_080DCAA4: .4byte gAnimBankAttacker
_080DCAA8: .4byte gBattleAnimArgs
_080DCAAC:
ldr r1, _080DCAE0 @ =gBattleAnimArgs
ldrh r0, [r1]
ldrh r2, [r4, 0x20]
adds r0, r2
strh r0, [r4, 0x20]
adds r0, r1, 0
_080DCAB8:
ldrh r0, [r0, 0x2]
ldrh r1, [r4, 0x22]
adds r0, r1
strh r0, [r4, 0x22]
ldr r0, _080DCAE4 @ =gAnimBankTarget
ldrb r0, [r0]
bl GetBankSide
lsls r0, 24
cmp r0, 0
bne _080DCAD4
ldrh r0, [r4, 0x22]
adds r0, 0x8
strh r0, [r4, 0x22]
_080DCAD4:
ldr r0, _080DCAE8 @ =sub_80DCAEC
str r0, [r4, 0x1C]
pop {r4}
pop {r0}
bx r0
.align 2, 0
_080DCAE0: .4byte gBattleAnimArgs
_080DCAE4: .4byte gAnimBankTarget
_080DCAE8: .4byte sub_80DCAEC
thumb_func_end sub_80DCA70
thumb_func_start sub_80DCAEC
sub_80DCAEC: @ 80DCAEC
push {lr}
adds r3, r0, 0
ldrh r0, [r3, 0x2E]
adds r0, 0x1
strh r0, [r3, 0x2E]
lsls r0, 16
asrs r0, 16
cmp r0, 0x3
bne _080DCB20
movs r0, 0
strh r0, [r3, 0x2E]
movs r0, 0x3E
adds r0, r3
mov r12, r0
ldrb r2, [r0]
lsls r0, r2, 29
lsrs r0, 31
movs r1, 0x1
eors r1, r0
lsls r1, 2
movs r0, 0x5
negs r0, r0
ands r0, r2
orrs r0, r1
mov r1, r12
strb r0, [r1]
_080DCB20:
ldrh r0, [r3, 0x30]
adds r0, 0x1
strh r0, [r3, 0x30]
lsls r0, 16
asrs r0, 16
cmp r0, 0x33
bne _080DCB34
adds r0, r3, 0
bl DestroyAnimSprite
_080DCB34:
pop {r0}
bx r0
thumb_func_end sub_80DCAEC
thumb_func_start sub_80DCB38
sub_80DCB38: @ 80DCB38
ldr r2, _080DCB54 @ =REG_BLDCNT
movs r3, 0xFD
lsls r3, 6
adds r1, r3, 0
strh r1, [r2]
adds r2, 0x2
movs r1, 0x10
strh r1, [r2]
movs r1, 0x10
strh r1, [r0, 0x2E]
ldr r1, _080DCB58 @ =sub_80DCB5C
str r1, [r0, 0x1C]
bx lr
.align 2, 0
_080DCB54: .4byte REG_BLDCNT
_080DCB58: .4byte sub_80DCB5C
thumb_func_end sub_80DCB38
thumb_func_start sub_80DCB5C
sub_80DCB5C: @ 80DCB5C
push {lr}
adds r3, r0, 0
ldrh r1, [r3, 0x32]
movs r2, 0x32
ldrsh r0, [r3, r2]
cmp r0, 0x13
bgt _080DCB70
adds r0, r1, 0x1
strh r0, [r3, 0x32]
b _080DCBA8
_080DCB70:
ldrh r1, [r3, 0x30]
adds r0, r1, 0x1
strh r0, [r3, 0x30]
movs r0, 0x1
ands r0, r1
cmp r0, 0
beq _080DCBA8
ldrh r1, [r3, 0x2E]
subs r1, 0x1
strh r1, [r3, 0x2E]
ldr r2, _080DCBAC @ =REG_BLDALPHA
movs r0, 0x10
subs r0, r1
lsls r0, 8
orrs r1, r0
strh r1, [r2]
movs r1, 0x2E
ldrsh r0, [r3, r1]
cmp r0, 0
bne _080DCBA8
adds r2, r3, 0
adds r2, 0x3E
ldrb r0, [r2]
movs r1, 0x4
orrs r0, r1
strb r0, [r2]
ldr r0, _080DCBB0 @ =sub_80DCBB4
str r0, [r3, 0x1C]
_080DCBA8:
pop {r0}
bx r0
.align 2, 0
_080DCBAC: .4byte REG_BLDALPHA
_080DCBB0: .4byte sub_80DCBB4
thumb_func_end sub_80DCB5C
thumb_func_start sub_80DCBB4
sub_80DCBB4: @ 80DCBB4
push {lr}
ldr r1, _080DCBC8 @ =REG_BLDCNT
movs r2, 0
strh r2, [r1]
adds r1, 0x2
strh r2, [r1]
bl DestroyAnimSprite
pop {r0}
bx r0
.align 2, 0
_080DCBC8: .4byte REG_BLDCNT
thumb_func_end sub_80DCBB4
thumb_func_start sub_80DCBCC
sub_80DCBCC: @ 80DCBCC
push {r4-r7,lr}
sub sp, 0x4
adds r7, r0, 0
bl IsContest
lsls r0, 24
cmp r0, 0
beq _080DCBEC
ldr r1, _080DCBE8 @ =gBattleAnimArgs
ldrh r0, [r1, 0x4]
negs r0, r0
strh r0, [r1, 0x4]
b _080DCC0E
.align 2, 0
_080DCBE8: .4byte gBattleAnimArgs
_080DCBEC:
ldr r0, _080DCCE8 @ =gAnimBankAttacker
ldrb r0, [r0]
bl GetBankSide
lsls r0, 24
cmp r0, 0
beq _080DCC0E
ldr r1, _080DCCEC @ =gBattleAnimArgs
ldrh r0, [r1, 0x4]
negs r0, r0
strh r0, [r1, 0x4]
ldrh r0, [r1, 0x2]
negs r0, r0
strh r0, [r1, 0x2]
ldrh r0, [r1, 0x6]
negs r0, r0
strh r0, [r1, 0x6]
_080DCC0E:
bl IsContest
lsls r0, 24
cmp r0, 0
bne _080DCC5E
ldr r0, _080DCCE8 @ =gAnimBankAttacker
ldrb r0, [r0]
bl GetBankSide
adds r4, r0, 0
ldr r5, _080DCCF0 @ =gAnimBankTarget
ldrb r0, [r5]
bl GetBankSide
lsls r4, 24
lsls r0, 24
cmp r4, r0
bne _080DCC5E
ldrb r0, [r5]
bl GetBankIdentity
lsls r0, 24
cmp r0, 0
beq _080DCC4C
ldrb r0, [r5]
bl GetBankIdentity
lsls r0, 24
lsrs r0, 24
cmp r0, 0x1
bne _080DCC5E
_080DCC4C:
ldr r0, _080DCCEC @ =gBattleAnimArgs
movs r2, 0x4
ldrsh r1, [r0, r2]
negs r1, r1
strh r1, [r0, 0x4]
movs r2, 0
ldrsh r1, [r0, r2]
negs r1, r1
strh r1, [r0]
_080DCC5E:
adds r0, r7, 0
movs r1, 0x1
bl sub_80787B0
ldr r5, _080DCCF0 @ =gAnimBankTarget
ldrb r0, [r5]
movs r1, 0x2
bl GetBankPosition
adds r4, r0, 0
lsls r4, 24
ldr r6, _080DCCEC @ =gBattleAnimArgs
lsrs r4, 24
ldrh r0, [r6, 0x4]
adds r4, r0
lsls r4, 16
lsrs r4, 16
ldrb r0, [r5]
movs r1, 0x3
bl GetBankPosition
adds r1, r0, 0
lsls r1, 24
lsrs r1, 24
ldrh r2, [r6, 0x6]
adds r1, r2
lsls r1, 16
ldrh r2, [r7, 0x20]
lsls r0, r4, 16
asrs r0, 16
subs r0, r2
lsls r0, 16
asrs r0, 16
ldrh r2, [r7, 0x22]
lsrs r5, r1, 16
asrs r1, 16
subs r1, r2
lsls r1, 16
asrs r1, 16
bl sub_80790F0
lsls r0, 16
movs r1, 0xC0
lsls r1, 24
adds r0, r1
lsrs r0, 16
movs r3, 0x80
lsls r3, 1
str r0, [sp]
adds r0, r7, 0
movs r1, 0
adds r2, r3, 0
bl sub_8078FDC
ldrh r0, [r6, 0x8]
strh r0, [r7, 0x2E]
strh r4, [r7, 0x32]
strh r5, [r7, 0x36]
ldr r0, _080DCCF4 @ =sub_8078B34
str r0, [r7, 0x1C]
ldr r1, _080DCCF8 @ =DestroyAnimSprite
adds r0, r7, 0
bl StoreSpriteCallbackInData
add sp, 0x4
pop {r4-r7}
pop {r0}
bx r0
.align 2, 0
_080DCCE8: .4byte gAnimBankAttacker
_080DCCEC: .4byte gBattleAnimArgs
_080DCCF0: .4byte gAnimBankTarget
_080DCCF4: .4byte sub_8078B34
_080DCCF8: .4byte DestroyAnimSprite
thumb_func_end sub_80DCBCC
thumb_func_start sub_80DCCFC
sub_80DCCFC: @ 80DCCFC
push {r4-r6,lr}
adds r6, r0, 0
movs r1, 0x1
bl sub_80787B0
ldr r0, _080DCD68 @ =gAnimBankAttacker
ldrb r0, [r0]
bl GetBankSide
lsls r0, 24
cmp r0, 0
beq _080DCD1C
ldr r1, _080DCD6C @ =gBattleAnimArgs
ldrh r0, [r1, 0x4]
negs r0, r0
strh r0, [r1, 0x4]
_080DCD1C:
ldr r4, _080DCD6C @ =gBattleAnimArgs
ldrh r0, [r4, 0x8]
strh r0, [r6, 0x2E]
ldr r5, _080DCD70 @ =gAnimBankTarget
ldrb r0, [r5]
movs r1, 0x2
bl GetBankPosition
lsls r0, 24
lsrs r0, 24
ldrh r1, [r4, 0x4]
adds r0, r1
strh r0, [r6, 0x32]
ldrb r0, [r5]
movs r1, 0x3
bl GetBankPosition
lsls r0, 24
lsrs r0, 24
ldrh r1, [r4, 0x6]
adds r0, r1
strh r0, [r6, 0x36]
ldrh r0, [r4, 0xA]
strh r0, [r6, 0x38]
adds r0, r6, 0
bl sub_80786EC
ldr r0, _080DCD74 @ =sub_80DCD78
str r0, [r6, 0x1C]
adds r2, r6, 0
adds r2, 0x3E
ldrb r0, [r2]
movs r1, 0x4
orrs r0, r1
strb r0, [r2]
pop {r4-r6}
pop {r0}
bx r0
.align 2, 0
_080DCD68: .4byte gAnimBankAttacker
_080DCD6C: .4byte gBattleAnimArgs
_080DCD70: .4byte gAnimBankTarget
_080DCD74: .4byte sub_80DCD78
thumb_func_end sub_80DCCFC
thumb_func_start sub_80DCD78
sub_80DCD78: @ 80DCD78
push {r4-r7,lr}
mov r7, r8
push {r7}
sub sp, 0x14
adds r4, r0, 0
adds r2, r4, 0
adds r2, 0x3E
ldrb r0, [r2]
movs r1, 0x5
negs r1, r1
ands r1, r0
strb r1, [r2]
adds r0, r4, 0
bl sub_8078718
lsls r0, 24
cmp r0, 0
beq _080DCDA4
adds r0, r4, 0
bl DestroyAnimSprite
b _080DCE34
_080DCDA4:
movs r0, 0x2E
adds r0, r4
mov r8, r0
ldrh r7, [r4, 0x20]
ldrh r5, [r4, 0x24]
ldrh r1, [r4, 0x22]
mov r12, r1
ldrh r6, [r4, 0x26]
mov r2, r8
add r1, sp, 0x4
movs r3, 0x7
_080DCDBA:
ldrh r0, [r2]
strh r0, [r1]
adds r2, 0x2
adds r1, 0x2
subs r3, 0x1
cmp r3, 0
bge _080DCDBA
adds r0, r7, r5
lsls r0, 16
lsrs r5, r0, 16
mov r2, r12
adds r0, r2, r6
lsls r0, 16
lsrs r6, r0, 16
adds r0, r4, 0
bl sub_8078718
lsls r0, 24
cmp r0, 0
bne _080DCE34
ldrh r0, [r4, 0x24]
ldrh r1, [r4, 0x20]
adds r0, r1
lsls r1, r5, 16
asrs r1, 16
subs r0, r1
lsls r0, 16
asrs r0, 16
ldrh r1, [r4, 0x26]
ldrh r2, [r4, 0x22]
adds r1, r2
lsls r2, r6, 16
asrs r2, 16
subs r1, r2
lsls r1, 16
asrs r1, 16
bl sub_80790F0
lsls r0, 16
movs r1, 0xC0
lsls r1, 24
adds r0, r1
lsrs r0, 16
movs r3, 0x80
lsls r3, 1
str r0, [sp]
adds r0, r4, 0
movs r1, 0
adds r2, r3, 0
bl sub_8078FDC
add r2, sp, 0x4
mov r1, r8
movs r3, 0x7
_080DCE26:
ldrh r0, [r2]
strh r0, [r1]
adds r2, 0x2
adds r1, 0x2
subs r3, 0x1
cmp r3, 0
bge _080DCE26
_080DCE34:
add sp, 0x14
pop {r3}
mov r8, r3
pop {r4-r7}
pop {r0}
bx r0
thumb_func_end sub_80DCD78
thumb_func_start sub_80DCE40
sub_80DCE40: @ 80DCE40
push {r4,r5,lr}
adds r5, r0, 0
ldr r0, _080DCE54 @ =gBattleAnimArgs
movs r1, 0
ldrsh r0, [r0, r1]
cmp r0, 0
bne _080DCE5C
ldr r4, _080DCE58 @ =gAnimBankAttacker
b _080DCE5E
.align 2, 0
_080DCE54: .4byte gBattleAnimArgs
_080DCE58: .4byte gAnimBankAttacker
_080DCE5C:
ldr r4, _080DCE90 @ =gAnimBankTarget
_080DCE5E:
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
adds r0, 0x12
strh r0, [r5, 0x22]
ldr r1, _080DCE94 @ =move_anim_8074EE0
adds r0, r5, 0
bl StoreSpriteCallbackInData
ldr r0, _080DCE98 @ =sub_80785E4
str r0, [r5, 0x1C]
pop {r4,r5}
pop {r0}
bx r0
.align 2, 0
_080DCE90: .4byte gAnimBankTarget
_080DCE94: .4byte move_anim_8074EE0
_080DCE98: .4byte sub_80785E4
thumb_func_end sub_80DCE40
.align 2, 0 @ Don't pad with nop.
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