blob: 16e04c9db50f6006d42b1d3ed1b5c79d0d870dbc (
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
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
|
#include "global.h"
#include "battle_anim.h"
#include "rom_8077ABC.h"
#include "trig.h"
extern s16 gBattleAnimArgs[8];
extern u8 gAnimBankAttacker;
extern u8 gAnimBankTarget;
extern struct OamMatrix gOamMatrices[];
extern void sub_80DA48C(struct Sprite *);
// shock (moves the little electricity lines)
// Used in Shock.
void sub_80D6294(struct Sprite *sprite)
{
sprite->pos1.x = GetBankPosition(gAnimBankTarget, 2);
sprite->pos1.y = GetBankPosition(gAnimBankTarget, 3);
if (GetBankSide(gAnimBankAttacker) != 0)
{
sprite->pos1.x -= gBattleAnimArgs[0];
sprite->pos1.y -= gBattleAnimArgs[1];
}
else
{
sprite->pos1.x += gBattleAnimArgs[0];
sprite->pos1.y += gBattleAnimArgs[1];
}
sprite->data[0] = 0;
sprite->data[1] = gBattleAnimArgs[2];
sprite->data[2] = gBattleAnimArgs[3];
sprite->data[3] = gBattleAnimArgs[4];
StoreSpriteCallbackInData(sprite, move_anim_8074EE0);
sprite->callback = sub_8078114;
}
void sub_80D6328(struct Sprite *sprite)
{
u8 slot;
u32 matrixNum;
s16 sineVal;
switch (gBattleAnimArgs[4])
{
case 0:
slot = gAnimBankAttacker;
break;
case 1:
default:
slot = gAnimBankTarget;
break;
case 2:
if (!IsAnimBankSpriteVisible(gAnimBankAttacker ^ 2))
{
slot = gAnimBankAttacker;
}
else
{
slot = gAnimBankAttacker ^ 2;
}
break;
case 3:
if (IsAnimBankSpriteVisible(gAnimBankAttacker ^ 2))
{
slot = gAnimBankTarget ^ 2;
}
else
{
slot = gAnimBankTarget;
}
break;
}
if (gBattleAnimArgs[5] == 0)
{
sprite->pos1.x = GetBankPosition(slot, 0);
sprite->pos1.y = GetBankPosition(slot, 1);
}
else
{
sprite->pos1.x = GetBankPosition(slot, 2);
sprite->pos1.y = GetBankPosition(slot, 3);
}
sprite->pos2.x = (gSineTable[gBattleAnimArgs[0]] * gBattleAnimArgs[1]) >> 8;
sprite->pos2.y = (gSineTable[gBattleAnimArgs[0] + 64] * gBattleAnimArgs[1]) >> 8;
if (gBattleAnimArgs[6] & 1)
{
sprite->oam.priority = sub_8079ED4(slot) + 1;
}
matrixNum = sprite->oam.matrixNum;
sineVal = gSineTable[gBattleAnimArgs[2]];
gOamMatrices[matrixNum].a = gOamMatrices[matrixNum].d = gSineTable[gBattleAnimArgs[2] + 64];
gOamMatrices[matrixNum].b = sineVal;
gOamMatrices[matrixNum].c = -sineVal;
sprite->data[0] = gBattleAnimArgs[3];
sprite->callback = sub_80DA48C;
}
|