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.include "constants/gba_constants.inc"
.include "asm/macros.inc"
.syntax unified
.text
@ wisp_orb
thumb_func_start sub_80D5B0C
sub_80D5B0C: @ 80D5B0C
push {r4,r5,lr}
adds r5, r0, 0
movs r1, 0x2E
ldrsh r0, [r5, r1]
cmp r0, 0x1
beq _080D5B80
cmp r0, 0x1
bgt _080D5B22
cmp r0, 0
beq _080D5B28
b _080D5C4E
_080D5B22:
cmp r0, 0x2
beq _080D5BDE
b _080D5C4E
_080D5B28:
adds r0, r5, 0
movs r1, 0
bl sub_80787B0
ldr r4, _080D5B50 @ =gBattleAnimArgs
ldrb r1, [r4, 0x4]
adds r0, r5, 0
bl StartSpriteAnim
ldrh r0, [r4, 0x4]
strh r0, [r5, 0x3C]
ldr r0, _080D5B54 @ =gBattleAnimBankAttacker
ldrb r0, [r0]
bl GetBankSide
lsls r0, 24
cmp r0, 0
beq _080D5B58
movs r0, 0x4
b _080D5B5A
.align 2, 0
_080D5B50: .4byte gBattleAnimArgs
_080D5B54: .4byte gBattleAnimBankAttacker
_080D5B58:
ldr r0, _080D5B78 @ =0x0000fffc
_080D5B5A:
strh r0, [r5, 0x36]
ldr r0, _080D5B7C @ =gBattleAnimBankTarget
ldrb r0, [r0]
bl sub_8079ED4
movs r1, 0x3
ands r1, r0
lsls r1, 2
ldrb r2, [r5, 0x5]
movs r0, 0xD
negs r0, r0
ands r0, r2
orrs r0, r1
strb r0, [r5, 0x5]
b _080D5BD6
.align 2, 0
_080D5B78: .4byte 0x0000fffc
_080D5B7C: .4byte gBattleAnimBankTarget
_080D5B80:
ldrh r0, [r5, 0x30]
adds r0, 0xC0
strh r0, [r5, 0x30]
ldr r0, _080D5BA0 @ =gBattleAnimBankAttacker
ldrb r0, [r0]
bl GetBankSide
lsls r0, 24
cmp r0, 0
beq _080D5BA4
ldrh r0, [r5, 0x30]
lsls r0, 16
asrs r0, 24
negs r0, r0
b _080D5BAA
.align 2, 0
_080D5BA0: .4byte gBattleAnimBankAttacker
_080D5BA4:
ldrh r0, [r5, 0x30]
lsls r0, 16
asrs r0, 24
_080D5BAA:
strh r0, [r5, 0x26]
movs r2, 0x32
ldrsh r0, [r5, r2]
movs r2, 0x36
ldrsh r1, [r5, r2]
bl Sin
strh r0, [r5, 0x24]
ldrh r0, [r5, 0x32]
adds r0, 0x4
movs r1, 0xFF
ands r0, r1
strh r0, [r5, 0x32]
ldrh r0, [r5, 0x34]
adds r0, 0x1
strh r0, [r5, 0x34]
lsls r0, 16
asrs r0, 16
cmp r0, 0x1
bne _080D5C4E
movs r0, 0
strh r0, [r5, 0x34]
_080D5BD6:
ldrh r0, [r5, 0x2E]
adds r0, 0x1
strh r0, [r5, 0x2E]
b _080D5C4E
_080D5BDE:
movs r1, 0x32
ldrsh r0, [r5, r1]
movs r2, 0x36
ldrsh r1, [r5, r2]
bl Sin
adds r2, r0, 0
movs r3, 0
strh r2, [r5, 0x24]
ldrh r0, [r5, 0x32]
adds r0, 0x4
movs r1, 0xFF
ands r0, r1
strh r0, [r5, 0x32]
ldrh r0, [r5, 0x34]
adds r0, 0x1
strh r0, [r5, 0x34]
lsls r0, 16
asrs r0, 16
cmp r0, 0x1F
bne _080D5C4E
ldrh r0, [r5, 0x20]
adds r1, r2, r0
strh r1, [r5, 0x20]
ldrh r0, [r5, 0x26]
ldrh r2, [r5, 0x22]
adds r0, r2
strh r0, [r5, 0x22]
strh r3, [r5, 0x26]
strh r3, [r5, 0x24]
movs r0, 0x80
lsls r0, 1
strh r0, [r5, 0x2E]
strh r1, [r5, 0x30]
ldr r4, _080D5C54 @ =gBattleAnimBankTarget
ldrb r0, [r4]
movs r1, 0x2
bl sub_8077ABC
lsls r0, 24
lsrs r0, 24
strh r0, [r5, 0x32]
ldrh r0, [r5, 0x22]
strh r0, [r5, 0x34]
ldrb r0, [r4]
movs r1, 0x3
bl sub_8077ABC
lsls r0, 24
lsrs r0, 24
strh r0, [r5, 0x36]
adds r0, r5, 0
bl sub_8078BD4
ldr r0, _080D5C58 @ =sub_80D5C5C
str r0, [r5, 0x1C]
_080D5C4E:
pop {r4,r5}
pop {r0}
bx r0
.align 2, 0
_080D5C54: .4byte gBattleAnimBankTarget
_080D5C58: .4byte sub_80D5C5C
thumb_func_end sub_80D5B0C
thumb_func_start sub_80D5C5C
sub_80D5C5C: @ 80D5C5C
push {r4,lr}
adds r4, r0, 0
bl sub_8078B5C
lsls r0, 24
cmp r0, 0
bne _080D5CB4
movs r1, 0x38
ldrsh r0, [r4, r1]
movs r1, 0x10
bl Sin
ldrh r1, [r4, 0x24]
adds r0, r1
strh r0, [r4, 0x24]
ldrh r2, [r4, 0x38]
adds r0, r2, 0x4
movs r1, 0xFF
ands r0, r1
strh r0, [r4, 0x38]
ldrh r0, [r4, 0x38]
lsls r2, 16
asrs r2, 16
cmp r2, 0
beq _080D5C92
cmp r2, 0xC4
ble _080D5CBA
_080D5C92:
lsls r0, 16
cmp r0, 0
ble _080D5CBA
movs r1, 0x3C
ldrsh r0, [r4, r1]
cmp r0, 0
bne _080D5CBA
ldr r0, _080D5CB0 @ =gUnknown_0202F7D2
movs r1, 0
ldrsb r1, [r0, r1]
movs r0, 0x90
bl PlaySE12WithPanning
b _080D5CBA
.align 2, 0
_080D5CB0: .4byte gUnknown_0202F7D2
_080D5CB4:
adds r0, r4, 0
bl move_anim_8072740
_080D5CBA:
pop {r4}
pop {r0}
bx r0
thumb_func_end sub_80D5C5C
.align 2, 0 @ Don't pad with nop.
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