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#include "global.h"
#include "rom_8077ABC.h"
#include "trig.h"
#include "battle_anim.h"
#include "sound.h"
#include "random.h"
extern s16 gBattleAnimArgs[];
extern u8 gBattleAnimAttacker;
extern u8 gBattleAnimTarget;
void sub_80D2A38(struct Sprite* sprite);
// angel_kiss (a different variation of kiss_fountain.)
// Used in Sweet Kiss.
const struct SpriteTemplate gBattleAnimSpriteTemplate_83D7BD0 =
{
.tileTag = ANIM_TAG_PINK_HEART,
.paletteTag = ANIM_TAG_PINK_HEART,
.oam = &gOamData_837DF2C,
.anims = gDummySpriteAnimTable,
.images = NULL,
.affineAnims = gDummySpriteAffineAnimTable,
.callback = sub_80D2A38,
};
static void sub_80D29CC(struct Sprite* sprite)
{
sprite->data[5]++;
sprite->x2 = Sin(sprite->data[3], 5);
sprite->y2 = sprite->data[5] / 2;
sprite->data[3] = (sprite->data[3] + 3) & 0xFF;
if (sprite->data[5] > 20)
sprite->invisible = sprite->data[5] % 2;
if (sprite->data[5] > 30)
DestroyAnimSprite(sprite);
}
void sub_80D2A38(struct Sprite* sprite)
{
if (sprite->data[0] == 0)
{
sprite->data[1] = gBattleAnimArgs[0];
sprite->data[2] = gBattleAnimArgs[1];
sprite->data[0]++;
}
else
{
sprite->data[4] += sprite->data[1];
sprite->x2 = sprite->data[4] >> 8;
sprite->y2 = Sin(sprite->data[3], sprite->data[2]);
sprite->data[3] = (sprite->data[3] + 3) & 0xFF;
if (sprite->data[3] > 0x46)
{
sprite->callback = sub_80D29CC;
sprite->x += sprite->x2;
sprite->y += sprite->y2;
sprite->x2 = 0;
sprite->y2 = 0;
sprite->data[3] = Random() % 0xB4;
}
}
}
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