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.include "constants/gba_constants.inc"
.include "asm/macros.inc"
.syntax unified
.text
thumb_func_start sub_80D2C38
sub_80D2C38: @ 80D2C38
push {r4,r5,lr}
adds r5, r0, 0
ldr r1, _080D2C50 @ =gBattleAnimArgs
movs r2, 0x4
ldrsh r0, [r1, r2]
cmp r0, 0
bne _080D2C54
adds r0, r5, 0
bl move_anim_8072740
b _080D2CB8
.align 2, 0
_080D2C50: .4byte gBattleAnimArgs
_080D2C54:
movs r2, 0
ldrsh r0, [r1, r2]
cmp r0, 0
bne _080D2C64
ldr r4, _080D2C60 @ =gBattleAnimBankAttacker
b _080D2C66
.align 2, 0
_080D2C60: .4byte gBattleAnimBankAttacker
_080D2C64:
ldr r4, _080D2C94 @ =gBattleAnimBankTarget
_080D2C66:
ldrb r0, [r4]
movs r1, 0x2
bl sub_8077ABC
lsls r0, 24
lsrs r0, 24
strh r0, [r5, 0x20]
ldrb r0, [r4]
movs r1, 0x3
bl sub_8077ABC
lsls r0, 24
lsrs r0, 24
strh r0, [r5, 0x22]
ldr r0, _080D2C98 @ =gBattleAnimArgs
movs r2, 0x2
ldrsh r1, [r0, r2]
adds r2, r0, 0
cmp r1, 0
bne _080D2C9C
ldrh r0, [r5, 0x20]
adds r0, 0x20
b _080D2CA0
.align 2, 0
_080D2C94: .4byte gBattleAnimBankTarget
_080D2C98: .4byte gBattleAnimArgs
_080D2C9C:
ldrh r0, [r5, 0x20]
subs r0, 0x20
_080D2CA0:
strh r0, [r5, 0x20]
ldrh r0, [r2, 0x4]
strh r0, [r5, 0x2E]
ldrh r1, [r2, 0x2]
strh r1, [r5, 0x30]
lsls r1, 24
lsrs r1, 24
adds r0, r5, 0
bl StartSpriteAnim
ldr r0, _080D2CC0 @ =sub_80D2CC4
str r0, [r5, 0x1C]
_080D2CB8:
pop {r4,r5}
pop {r0}
bx r0
.align 2, 0
_080D2CC0: .4byte sub_80D2CC4
thumb_func_end sub_80D2C38
thumb_func_start sub_80D2CC4
sub_80D2CC4: @ 80D2CC4
push {lr}
adds r2, r0, 0
adds r0, 0x3F
ldrb r1, [r0]
movs r0, 0x10
ands r0, r1
cmp r0, 0
beq _080D2CF4
ldrh r0, [r2, 0x2E]
subs r0, 0x1
strh r0, [r2, 0x2E]
lsls r0, 16
cmp r0, 0
beq _080D2CEE
ldrh r1, [r2, 0x30]
lsls r1, 24
lsrs r1, 24
adds r0, r2, 0
bl StartSpriteAnim
b _080D2CF4
_080D2CEE:
adds r0, r2, 0
bl move_anim_8072740
_080D2CF4:
pop {r0}
bx r0
thumb_func_end sub_80D2CC4
.align 2, 0 @ Don't pad with nop.
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