blob: d5be6e2af8b84e5ef911598a5d93ee1c83a00ca3 (
plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
|
#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 gAnimBankAttacker;
extern u8 gAnimBankTarget;
// angel_kiss (a different variation of kiss_fountain.)
// Used in Sweet Kiss.
void sub_80D29CC(struct Sprite* sprite)
{
sprite->data[5]++;
sprite->pos2.x = Sin(sprite->data[3], 5);
sprite->pos2.y = 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->pos2.x = sprite->data[4] >> 8;
sprite->pos2.y = 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->pos1.x += sprite->pos2.x;
sprite->pos1.y += sprite->pos2.y;
sprite->pos2.x = 0;
sprite->pos2.y = 0;
sprite->data[3] = Random() % 0xB4;
}
}
}
// this is for the next file, but i didnt feel like deleting it from the original 80C file.
/* void sub_80D2ABC(struct Sprite* sprite)
{
int var;
s16 var2;
int var3;
if (sprite->data[3] == 0)
{
sprite->pos1.x += gBattleAnimArgs[0];
sprite->pos1.y += gBattleAnimArgs[1];
StartSpriteAnim(sprite, 0);
sprite->subpriority = sub_8079E90(gAnimBankTarget) - 1;
sprite->data[2] = 1;
}
sprite->data[0] += sprite->data[2];
var = sprite->data[0] * 4;
if (var < 0)
var += 0xFF;
sprite->data[1] = (sprite->data[0] * 4) -(((var) >> 8) << 8);
if (sprite->data[1] < 0)
sprite->data[1] = 0;
var3 = sprite->data[1];
var2 = sprite->data[0];
var2 /= 4;
sprite->pos2.x = Cos(var3, 30 - var2);
var3 = sprite->data[1];
var2 = sprite->data[0] / 8;
sprite->pos2.x = Sin(var3, 10 - var2);
if (sprite->data[1] > 0x80 && sprite->data[2] > 0)
sprite->data[2] = 0xFFFF;
} */
|