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#include "global.h"
#include "rom_8077ABC.h"
#include "trig.h"
#include "battle_anim.h"
#include "sound.h"
extern s16 gBattleAnimArgs[];
extern u8 gBattleAnimAttacker;
extern u8 gBattleAnimTarget;
void sub_80D2938(struct Sprite* sprite);
// angel (a little angel descends from somewhere towards a position)
// Used in Sweet Kiss.
const union AnimCmd gSpriteAnim_83D7BAC[] =
{
ANIMCMD_FRAME(0, 24),
ANIMCMD_END,
};
const union AnimCmd *const gSpriteAnimTable_83D7BB4[] =
{
gSpriteAnim_83D7BAC,
};
const struct SpriteTemplate gBattleAnimSpriteTemplate_83D7BB8 =
{
.tileTag = ANIM_TAG_ANGEL,
.paletteTag = ANIM_TAG_ANGEL,
.oam = &gOamData_837DF34,
.anims = gSpriteAnimTable_83D7BB4,
.images = NULL,
.affineAnims = gDummySpriteAffineAnimTable,
.callback = sub_80D2938,
};
void sub_80D2938(struct Sprite* sprite)
{
s16 r5;
if (sprite->data[0] == 0)
{
sprite->x += gBattleAnimArgs[0];
sprite->y += gBattleAnimArgs[1];
}
sprite->data[0]++;
r5 = (sprite->data[0] * 10) & 0xFF;
sprite->x2 = Sin(r5, 0x50) >> 8;
if (sprite->data[0] <= 0x4F)
sprite->y2 = (sprite->data[0] / 2) + (Cos(r5, 0x50) >> 8);
if (sprite->data[0] > 0x5A)
{
sprite->data[2]++;
sprite->x2 -= sprite->data[2] / 2;
}
if (sprite->data[0] > 0x64)
DestroyAnimSprite(sprite);
}
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