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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 gAnimBankAttacker;
extern u8 gAnimBankTarget;
extern s8 gUnknown_083D680C[11][3];
static void sub_80CBC8C(struct Sprite* sprite);
static void sub_80CBCF8(struct Sprite* sprite);
static void sub_80CBDB0(struct Sprite* sprite);
// switch (makes an item and circles it from side to side on the field.)
// Used in Trick.
void sub_80CBBF0(struct Sprite* sprite)
{
int a;
int b;
if (sprite->data[0] == 0)
{
if (!IsContest())
{
sprite->data[1] = gBattleAnimArgs[1];
sprite->pos1.x = 0x78;
}
else
{
a = gBattleAnimArgs[1] - 32;
if (a < 0)
b = gBattleAnimArgs[1] + 0xDF;
else
b = a;
sprite->data[1] = a - ((b >> 8) << 8);
sprite->pos1.x = 0x46;
}
sprite->pos1.y = gBattleAnimArgs[0];
sprite->data[2] = gBattleAnimArgs[0];
sprite->data[4] = 20;
sprite->pos2.x = Cos(sprite->data[1], 0x3C);
sprite->pos2.y = Sin(sprite->data[1], 20);
sprite->callback = sub_80CBC8C;
if (sprite->data[1] > 0 && sprite->data[1] < 0xC0)
sprite->subpriority = 31;
else
sprite->subpriority = 29;
}
}
void sub_80CBC8C(struct Sprite* sprite)
{
switch (sprite->data[3])
{
case 0:
if (sprite->data[2] > 0x4E)
{
sprite->data[3] = 1;
StartSpriteAffineAnim(sprite, 1);
break;
}
else
{
sprite->data[2] += sprite->data[4] / 10;
sprite->data[4] += 3;
sprite->pos1.y = sprite->data[2];
break;
}
break;
case 1:
if (sprite->data[3] && sprite->affineAnimEnded)
{
sprite->data[0] = 0;
sprite->data[2] = 0;
sprite->callback = sub_80CBCF8;
}
break;
}
}
void sub_80CBCF8(struct Sprite* sprite)
{
if (sprite->data[2] == gUnknown_083D680C[sprite->data[0]][1])
{
if (gUnknown_083D680C[sprite->data[0]][2] == 0x7F)
{
sprite->data[0] = 0;
sprite->callback = sub_80CBDB0;
}
sprite->data[2] = 0;
sprite->data[0]++;
}
else
{
sprite->data[2]++;
sprite->data[1] = (gUnknown_083D680C[sprite->data[0]][0] * gUnknown_083D680C[sprite->data[0]][2] + sprite->data[1]) & 0xFF;
if (!IsContest())
{
if ((u16)(sprite->data[1] - 1) <= 0xBE)
{
sprite->subpriority = 31;
}
else
{
sprite->subpriority = 29;
}
}
sprite->pos2.x = Cos(sprite->data[1], 0x3C);
sprite->pos2.y = Sin(sprite->data[1], 20);
}
}
void sub_80CBDB0(struct Sprite* sprite)
{
if (sprite->data[0] > 20)
DestroyAnimSprite(sprite);
sprite->invisible = sprite->data[0] % 2;
sprite->data[0]++;
}
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