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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;
// tile_in (flips a white tile from the scene into facing the player.)
// Used in Conversion.
void sub_80CE09C(struct Sprite* sprite)
{
if (sprite->data[0] == 0)
{
sprite->pos1.x = GetBankPosition(gAnimBankAttacker, 0) + gBattleAnimArgs[0];
sprite->pos1.y = GetBankPosition(gAnimBankAttacker, 1) + gBattleAnimArgs[1];
if (IsContest())
sprite->pos1.y += 10;
sprite->data[0]++;
}
if ((u16)gBattleAnimArgs[7] == 0xFFFF)
DestroyAnimSprite(sprite);
}
void sub_80CE108(u8 taskId)
{
if (gTasks[taskId].data[2] == 1)
{
gBattleAnimArgs[7] = 0xFFFF;
gTasks[taskId].data[2]++;
}
else if (gTasks[taskId].data[2] == 2)
{
DestroyAnimVisualTask(taskId);
}
else
{
if (++gTasks[taskId].data[0] == 4)
{
gTasks[taskId].data[0] = 0;
gTasks[taskId].data[1]++;
REG_BLDALPHA = (gTasks[taskId].data[1] << 8) | (16 - gTasks[taskId].data[1]);
if (gTasks[taskId].data[1] == 16)
gTasks[taskId].data[2]++;
}
}
}
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