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.include "constants/gba_constants.inc"
.include "asm/macros.inc"
.syntax unified
.text
thumb_func_start sub_80D2ABC
sub_80D2ABC: @ 80D2ABC
push {r4,lr}
adds r4, r0, 0
movs r1, 0x34
ldrsh r0, [r4, r1]
cmp r0, 0
bne _080D2AF6
ldr r1, _080D2BB8 @ =gBattleAnimArgs
ldrh r0, [r1]
ldrh r2, [r4, 0x20]
adds r0, r2
strh r0, [r4, 0x20]
ldrh r0, [r1, 0x2]
ldrh r1, [r4, 0x22]
adds r0, r1
strh r0, [r4, 0x22]
adds r0, r4, 0
movs r1, 0
bl StartSpriteAnim
ldr r0, _080D2BBC @ =gBattleAnimBankTarget
ldrb r0, [r0]
bl sub_8079E90
subs r0, 0x1
adds r1, r4, 0
adds r1, 0x43
strb r0, [r1]
movs r0, 0x1
strh r0, [r4, 0x32]
_080D2AF6:
ldrh r0, [r4, 0x32]
ldrh r2, [r4, 0x2E]
adds r0, r2
strh r0, [r4, 0x2E]
movs r1, 0x2E
ldrsh r0, [r4, r1]
lsls r1, r0, 2
adds r0, r1, 0
cmp r1, 0
bge _080D2B0C
adds r0, 0xFF
_080D2B0C:
asrs r0, 8
lsls r0, 8
subs r0, r1, r0
strh r0, [r4, 0x30]
lsls r0, 16
cmp r0, 0
bge _080D2B1E
movs r0, 0
strh r0, [r4, 0x30]
_080D2B1E:
movs r0, 0x30
ldrsh r2, [r4, r0]
movs r1, 0x2E
ldrsh r0, [r4, r1]
cmp r0, 0
bge _080D2B2C
adds r0, 0x3
_080D2B2C:
asrs r0, 2
movs r1, 0x1E
subs r1, r0
adds r0, r2, 0
bl Cos
strh r0, [r4, 0x24]
movs r0, 0x30
ldrsh r2, [r4, r0]
movs r1, 0x2E
ldrsh r0, [r4, r1]
cmp r0, 0
bge _080D2B48
adds r0, 0x7
_080D2B48:
asrs r0, 3
movs r1, 0xA
subs r1, r0
adds r0, r2, 0
bl Sin
strh r0, [r4, 0x26]
movs r2, 0x30
ldrsh r0, [r4, r2]
cmp r0, 0x80
ble _080D2B6C
ldrh r1, [r4, 0x32]
movs r2, 0x32
ldrsh r0, [r4, r2]
cmp r0, 0
ble _080D2B6C
ldr r0, _080D2BC0 @ =0x0000ffff
strh r0, [r4, 0x32]
_080D2B6C:
movs r1, 0x30
ldrsh r0, [r4, r1]
cmp r0, 0
bne _080D2B80
movs r2, 0x32
ldrsh r0, [r4, r2]
cmp r0, 0
bge _080D2B80
movs r0, 0x1
strh r0, [r4, 0x32]
_080D2B80:
ldrh r0, [r4, 0x34]
adds r1, r0, 0x1
strh r1, [r4, 0x34]
subs r0, 0x9
lsls r0, 16
lsrs r0, 16
cmp r0, 0x46
bls _080D2BC4
movs r0, 0x2E
ldrsh r1, [r4, r0]
lsrs r0, r1, 31
adds r0, r1, r0
asrs r0, 1
lsls r0, 1
subs r1, r0
adds r3, r4, 0
adds r3, 0x3E
movs r0, 0x1
ands r1, r0
lsls r1, 2
ldrb r2, [r3]
movs r0, 0x5
negs r0, r0
ands r0, r2
orrs r0, r1
strb r0, [r3]
b _080D2BD2
.align 2, 0
_080D2BB8: .4byte gBattleAnimArgs
_080D2BBC: .4byte gBattleAnimBankTarget
_080D2BC0: .4byte 0x0000ffff
_080D2BC4:
adds r2, r4, 0
adds r2, 0x3E
ldrb r1, [r2]
movs r0, 0x5
negs r0, r0
ands r0, r1
strb r0, [r2]
_080D2BD2:
movs r1, 0x34
ldrsh r0, [r4, r1]
cmp r0, 0x5A
ble _080D2BE0
adds r0, r4, 0
bl move_anim_8072740
_080D2BE0:
pop {r4}
pop {r0}
bx r0
thumb_func_end sub_80D2ABC
.align 2, 0 @ Don't pad with nop.
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