Merge commit '51b000860be6d26da989c8b2e51a3f66c664083e' into pret-merge
Conflicts: src/battle_controllers.c src/battle_gfx_sfx_util.c
This commit is contained in:
commit
468454d810
@ -23,12 +23,23 @@
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* +---------------------------+
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*/
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#define MAX_BATTLERS_COUNT 4
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enum BattlerPosition
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{
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B_POSITION_PLAYER_LEFT,
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B_POSITION_OPPONENT_LEFT,
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B_POSITION_PLAYER_RIGHT,
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B_POSITION_OPPONENT_RIGHT,
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MAX_POSITION_COUNT,
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};
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#define B_POSITION_PLAYER_LEFT 0
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#define B_POSITION_OPPONENT_LEFT 1
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#define B_POSITION_PLAYER_RIGHT 2
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#define B_POSITION_OPPONENT_RIGHT 3
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enum BattlerId
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{
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B_BATTLER_0,
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B_BATTLER_1,
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B_BATTLER_2,
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B_BATTLER_3,
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MAX_BATTLERS_COUNT,
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};
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// These macros can be used with either battler ID or positions to get the partner or the opposite mon
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#define BATTLE_OPPOSITE(id) ((id) ^ BIT_SIDE)
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@ -127,31 +127,31 @@ static void InitSinglePlayerBtlControllers(void)
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if (gBattleTypeFlags & BATTLE_TYPE_RECORDED)
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{
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gBattlerControllerFuncs[0] = SetControllerToRecordedPlayer;
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gBattlerPositions[0] = B_POSITION_PLAYER_LEFT;
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gBattlerControllerFuncs[B_BATTLER_0] = SetControllerToRecordedPlayer;
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gBattlerPositions[B_BATTLER_0] = B_POSITION_PLAYER_LEFT;
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gBattlerControllerFuncs[1] = SetControllerToOpponent;
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gBattlerPositions[1] = B_POSITION_OPPONENT_LEFT;
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gBattlerControllerFuncs[B_BATTLER_1] = SetControllerToOpponent;
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gBattlerPositions[B_BATTLER_1] = B_POSITION_OPPONENT_LEFT;
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gBattlerControllerFuncs[2] = SetControllerToPlayerPartner;
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gBattlerPositions[2] = B_POSITION_PLAYER_RIGHT;
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gBattlerControllerFuncs[B_BATTLER_2] = SetControllerToPlayerPartner;
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gBattlerPositions[B_BATTLER_2] = B_POSITION_PLAYER_RIGHT;
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gBattlerControllerFuncs[3] = SetControllerToOpponent;
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gBattlerPositions[3] = B_POSITION_OPPONENT_RIGHT;
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gBattlerControllerFuncs[B_BATTLER_3] = SetControllerToOpponent;
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gBattlerPositions[B_BATTLER_3] = B_POSITION_OPPONENT_RIGHT;
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}
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else
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{
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gBattlerControllerFuncs[0] = SetControllerToPlayer;
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gBattlerPositions[0] = B_POSITION_PLAYER_LEFT;
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gBattlerControllerFuncs[B_BATTLER_0] = SetControllerToPlayer;
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gBattlerPositions[B_BATTLER_0] = B_POSITION_PLAYER_LEFT;
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gBattlerControllerFuncs[1] = SetControllerToOpponent;
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gBattlerPositions[1] = B_POSITION_OPPONENT_LEFT;
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gBattlerControllerFuncs[B_BATTLER_1] = SetControllerToOpponent;
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gBattlerPositions[B_BATTLER_1] = B_POSITION_OPPONENT_LEFT;
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gBattlerControllerFuncs[2] = SetControllerToPlayerPartner;
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gBattlerPositions[2] = B_POSITION_PLAYER_RIGHT;
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gBattlerControllerFuncs[B_BATTLER_2] = SetControllerToPlayerPartner;
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gBattlerPositions[B_BATTLER_2] = B_POSITION_PLAYER_RIGHT;
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gBattlerControllerFuncs[3] = SetControllerToOpponent;
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gBattlerPositions[3] = B_POSITION_OPPONENT_RIGHT;
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gBattlerControllerFuncs[B_BATTLER_3] = SetControllerToOpponent;
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gBattlerPositions[B_BATTLER_3] = B_POSITION_OPPONENT_RIGHT;
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}
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gBattlersCount = MAX_BATTLERS_COUNT;
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@ -179,18 +179,18 @@ static void InitSinglePlayerBtlControllers(void)
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gBattleMainFunc = BeginBattleIntro;
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if (gBattleTypeFlags & BATTLE_TYPE_SAFARI)
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gBattlerControllerFuncs[0] = SetControllerToSafari;
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gBattlerControllerFuncs[B_BATTLER_0] = SetControllerToSafari;
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else if (gBattleTypeFlags & BATTLE_TYPE_WALLY_TUTORIAL)
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gBattlerControllerFuncs[0] = SetControllerToWally;
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gBattlerControllerFuncs[B_BATTLER_0] = SetControllerToWally;
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else if (IsAiVsAiBattle())
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gBattlerControllerFuncs[0] = SetControllerToPlayerPartner;
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gBattlerControllerFuncs[B_BATTLER_0] = SetControllerToPlayerPartner;
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else
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gBattlerControllerFuncs[0] = SetControllerToPlayer;
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gBattlerControllerFuncs[B_BATTLER_0] = SetControllerToPlayer;
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gBattlerPositions[0] = B_POSITION_PLAYER_LEFT;
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gBattlerPositions[B_BATTLER_0] = B_POSITION_PLAYER_LEFT;
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gBattlerControllerFuncs[1] = SetControllerToOpponent;
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gBattlerPositions[1] = B_POSITION_OPPONENT_LEFT;
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gBattlerControllerFuncs[B_BATTLER_1] = SetControllerToOpponent;
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gBattlerPositions[B_BATTLER_1] = B_POSITION_OPPONENT_LEFT;
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gBattlersCount = 2;
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@ -202,32 +202,32 @@ static void InitSinglePlayerBtlControllers(void)
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{
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gBattleMainFunc = BeginBattleIntro;
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gBattlerControllerFuncs[0] = SetControllerToRecordedPlayer;
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gBattlerPositions[0] = B_POSITION_PLAYER_LEFT;
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gBattlerControllerFuncs[B_BATTLER_0] = SetControllerToRecordedPlayer;
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gBattlerPositions[B_BATTLER_0] = B_POSITION_PLAYER_LEFT;
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gBattlerControllerFuncs[1] = SetControllerToRecordedOpponent;
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gBattlerPositions[1] = B_POSITION_OPPONENT_LEFT;
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gBattlerControllerFuncs[B_BATTLER_1] = SetControllerToRecordedOpponent;
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gBattlerPositions[B_BATTLER_1] = B_POSITION_OPPONENT_LEFT;
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gBattlersCount = 2;
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}
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else // see how the banks are switched
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{
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gBattlerControllerFuncs[1] = SetControllerToRecordedPlayer;
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gBattlerPositions[1] = B_POSITION_PLAYER_LEFT;
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gBattlerControllerFuncs[B_BATTLER_1] = SetControllerToRecordedPlayer;
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gBattlerPositions[B_BATTLER_1] = B_POSITION_PLAYER_LEFT;
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gBattlerControllerFuncs[0] = SetControllerToRecordedOpponent;
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gBattlerPositions[0] = B_POSITION_OPPONENT_LEFT;
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gBattlerControllerFuncs[B_BATTLER_0] = SetControllerToRecordedOpponent;
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gBattlerPositions[B_BATTLER_0] = B_POSITION_OPPONENT_LEFT;
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gBattlersCount = 2;
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}
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}
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else
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{
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gBattlerControllerFuncs[0] = SetControllerToRecordedPlayer;
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gBattlerPositions[0] = B_POSITION_PLAYER_LEFT;
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gBattlerControllerFuncs[B_BATTLER_0] = SetControllerToRecordedPlayer;
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gBattlerPositions[B_BATTLER_0] = B_POSITION_PLAYER_LEFT;
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gBattlerControllerFuncs[1] = SetControllerToOpponent;
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gBattlerPositions[1] = B_POSITION_OPPONENT_LEFT;
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gBattlerControllerFuncs[B_BATTLER_1] = SetControllerToOpponent;
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gBattlerPositions[B_BATTLER_1] = B_POSITION_OPPONENT_LEFT;
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}
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}
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}
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@ -236,22 +236,22 @@ static void InitSinglePlayerBtlControllers(void)
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gBattleMainFunc = BeginBattleIntro;
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if (IsAiVsAiBattle())
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gBattlerControllerFuncs[0] = SetControllerToPlayerPartner;
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gBattlerControllerFuncs[B_BATTLER_0] = SetControllerToPlayerPartner;
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else
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gBattlerControllerFuncs[0] = SetControllerToPlayer;
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gBattlerPositions[0] = B_POSITION_PLAYER_LEFT;
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gBattlerControllerFuncs[B_BATTLER_0] = SetControllerToPlayer;
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gBattlerPositions[B_BATTLER_0] = B_POSITION_PLAYER_LEFT;
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gBattlerControllerFuncs[1] = SetControllerToOpponent;
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gBattlerPositions[1] = B_POSITION_OPPONENT_LEFT;
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gBattlerControllerFuncs[B_BATTLER_1] = SetControllerToOpponent;
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gBattlerPositions[B_BATTLER_1] = B_POSITION_OPPONENT_LEFT;
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if (IsAiVsAiBattle())
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gBattlerControllerFuncs[2] = SetControllerToPlayerPartner;
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gBattlerControllerFuncs[B_BATTLER_2] = SetControllerToPlayerPartner;
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else
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gBattlerControllerFuncs[2] = SetControllerToPlayer;
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gBattlerPositions[2] = B_POSITION_PLAYER_RIGHT;
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gBattlerControllerFuncs[B_BATTLER_2] = SetControllerToPlayer;
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gBattlerPositions[B_BATTLER_2] = B_POSITION_PLAYER_RIGHT;
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gBattlerControllerFuncs[3] = SetControllerToOpponent;
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gBattlerPositions[3] = B_POSITION_OPPONENT_RIGHT;
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gBattlerControllerFuncs[B_BATTLER_3] = SetControllerToOpponent;
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gBattlerPositions[B_BATTLER_3] = B_POSITION_OPPONENT_RIGHT;
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gBattlersCount = MAX_BATTLERS_COUNT;
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@ -261,17 +261,17 @@ static void InitSinglePlayerBtlControllers(void)
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{
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gBattleMainFunc = BeginBattleIntro;
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gBattlerControllerFuncs[0] = SetControllerToRecordedPlayer;
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gBattlerPositions[0] = B_POSITION_PLAYER_LEFT;
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gBattlerControllerFuncs[B_BATTLER_0] = SetControllerToRecordedPlayer;
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gBattlerPositions[B_BATTLER_0] = B_POSITION_PLAYER_LEFT;
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gBattlerControllerFuncs[1] = SetControllerToOpponent;
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gBattlerPositions[1] = B_POSITION_OPPONENT_LEFT;
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gBattlerControllerFuncs[B_BATTLER_1] = SetControllerToOpponent;
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gBattlerPositions[B_BATTLER_1] = B_POSITION_OPPONENT_LEFT;
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gBattlerControllerFuncs[2] = SetControllerToRecordedPlayer;
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gBattlerPositions[2] = B_POSITION_PLAYER_RIGHT;
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gBattlerControllerFuncs[B_BATTLER_2] = SetControllerToRecordedPlayer;
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gBattlerPositions[B_BATTLER_2] = B_POSITION_PLAYER_RIGHT;
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gBattlerControllerFuncs[3] = SetControllerToOpponent;
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gBattlerPositions[3] = B_POSITION_OPPONENT_RIGHT;
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gBattlerControllerFuncs[B_BATTLER_3] = SetControllerToOpponent;
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gBattlerPositions[B_BATTLER_3] = B_POSITION_OPPONENT_RIGHT;
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gBattlersCount = MAX_BATTLERS_COUNT;
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@ -359,52 +359,52 @@ static void InitSinglePlayerBtlControllers(void)
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}
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else if (gBattleTypeFlags & BATTLE_TYPE_IS_MASTER)
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{
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gBattlerControllerFuncs[0] = SetControllerToRecordedPlayer;
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gBattlerPositions[0] = B_POSITION_PLAYER_LEFT;
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gBattlerControllerFuncs[B_BATTLER_0] = SetControllerToRecordedPlayer;
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gBattlerPositions[B_BATTLER_0] = B_POSITION_PLAYER_LEFT;
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gBattlerControllerFuncs[2] = SetControllerToRecordedPlayer;
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gBattlerPositions[2] = B_POSITION_PLAYER_RIGHT;
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gBattlerControllerFuncs[B_BATTLER_2] = SetControllerToRecordedPlayer;
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gBattlerPositions[B_BATTLER_2] = B_POSITION_PLAYER_RIGHT;
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if (gBattleTypeFlags & BATTLE_TYPE_RECORDED_LINK)
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{
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gBattlerControllerFuncs[1] = SetControllerToRecordedOpponent;
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gBattlerPositions[1] = B_POSITION_OPPONENT_LEFT;
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gBattlerControllerFuncs[B_BATTLER_1] = SetControllerToRecordedOpponent;
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gBattlerPositions[B_BATTLER_1] = B_POSITION_OPPONENT_LEFT;
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gBattlerControllerFuncs[3] = SetControllerToRecordedOpponent;
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gBattlerPositions[3] = B_POSITION_OPPONENT_RIGHT;
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gBattlerControllerFuncs[B_BATTLER_3] = SetControllerToRecordedOpponent;
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gBattlerPositions[B_BATTLER_3] = B_POSITION_OPPONENT_RIGHT;
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}
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else
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{
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gBattlerControllerFuncs[1] = SetControllerToOpponent;
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gBattlerPositions[1] = B_POSITION_OPPONENT_LEFT;
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gBattlerControllerFuncs[B_BATTLER_1] = SetControllerToOpponent;
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gBattlerPositions[B_BATTLER_1] = B_POSITION_OPPONENT_LEFT;
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gBattlerControllerFuncs[3] = SetControllerToOpponent;
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gBattlerPositions[3] = B_POSITION_OPPONENT_RIGHT;
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gBattlerControllerFuncs[B_BATTLER_3] = SetControllerToOpponent;
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gBattlerPositions[B_BATTLER_3] = B_POSITION_OPPONENT_RIGHT;
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}
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}
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else
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{
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gBattlerControllerFuncs[1] = SetControllerToRecordedPlayer;
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gBattlerPositions[1] = B_POSITION_PLAYER_LEFT;
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gBattlerControllerFuncs[B_BATTLER_1] = SetControllerToRecordedPlayer;
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gBattlerPositions[B_BATTLER_1] = B_POSITION_PLAYER_LEFT;
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gBattlerControllerFuncs[3] = SetControllerToRecordedPlayer;
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gBattlerPositions[3] = B_POSITION_PLAYER_RIGHT;
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gBattlerControllerFuncs[B_BATTLER_3] = SetControllerToRecordedPlayer;
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gBattlerPositions[B_BATTLER_3] = B_POSITION_PLAYER_RIGHT;
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if (gBattleTypeFlags & BATTLE_TYPE_RECORDED_LINK)
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{
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gBattlerControllerFuncs[0] = SetControllerToRecordedOpponent;
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gBattlerPositions[0] = B_POSITION_OPPONENT_LEFT;
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gBattlerControllerFuncs[B_BATTLER_0] = SetControllerToRecordedOpponent;
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gBattlerPositions[B_BATTLER_0] = B_POSITION_OPPONENT_LEFT;
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gBattlerControllerFuncs[2] = SetControllerToRecordedOpponent;
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gBattlerPositions[2] = B_POSITION_OPPONENT_RIGHT;
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gBattlerControllerFuncs[B_BATTLER_2] = SetControllerToRecordedOpponent;
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gBattlerPositions[B_BATTLER_2] = B_POSITION_OPPONENT_RIGHT;
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}
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else
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{
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gBattlerControllerFuncs[0] = SetControllerToOpponent;
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gBattlerPositions[0] = B_POSITION_OPPONENT_LEFT;
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gBattlerControllerFuncs[B_BATTLER_0] = SetControllerToOpponent;
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gBattlerPositions[B_BATTLER_0] = B_POSITION_OPPONENT_LEFT;
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gBattlerControllerFuncs[2] = SetControllerToOpponent;
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gBattlerPositions[2] = B_POSITION_OPPONENT_RIGHT;
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gBattlerControllerFuncs[B_BATTLER_2] = SetControllerToOpponent;
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gBattlerPositions[B_BATTLER_2] = B_POSITION_OPPONENT_RIGHT;
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}
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}
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}
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@ -422,21 +422,21 @@ static void InitLinkBtlControllers(void)
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{
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gBattleMainFunc = BeginBattleIntro;
|
||||
|
||||
gBattlerControllerFuncs[0] = SetControllerToPlayer;
|
||||
gBattlerPositions[0] = B_POSITION_PLAYER_LEFT;
|
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gBattlerControllerFuncs[B_BATTLER_0] = SetControllerToPlayer;
|
||||
gBattlerPositions[B_BATTLER_0] = B_POSITION_PLAYER_LEFT;
|
||||
|
||||
gBattlerControllerFuncs[1] = SetControllerToLinkOpponent;
|
||||
gBattlerPositions[1] = B_POSITION_OPPONENT_LEFT;
|
||||
gBattlerControllerFuncs[B_BATTLER_1] = SetControllerToLinkOpponent;
|
||||
gBattlerPositions[B_BATTLER_1] = B_POSITION_OPPONENT_LEFT;
|
||||
|
||||
gBattlersCount = 2;
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||||
}
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||||
else
|
||||
{
|
||||
gBattlerControllerFuncs[1] = SetControllerToPlayer;
|
||||
gBattlerPositions[1] = B_POSITION_PLAYER_LEFT;
|
||||
gBattlerControllerFuncs[B_BATTLER_1] = SetControllerToPlayer;
|
||||
gBattlerPositions[B_BATTLER_1] = B_POSITION_PLAYER_LEFT;
|
||||
|
||||
gBattlerControllerFuncs[0] = SetControllerToLinkOpponent;
|
||||
gBattlerPositions[0] = B_POSITION_OPPONENT_LEFT;
|
||||
gBattlerControllerFuncs[B_BATTLER_0] = SetControllerToLinkOpponent;
|
||||
gBattlerPositions[B_BATTLER_0] = B_POSITION_OPPONENT_LEFT;
|
||||
|
||||
gBattlersCount = 2;
|
||||
}
|
||||
@ -447,33 +447,33 @@ static void InitLinkBtlControllers(void)
|
||||
{
|
||||
gBattleMainFunc = BeginBattleIntro;
|
||||
|
||||
gBattlerControllerFuncs[0] = SetControllerToPlayer;
|
||||
gBattlerPositions[0] = B_POSITION_PLAYER_LEFT;
|
||||
gBattlerControllerFuncs[B_BATTLER_0] = SetControllerToPlayer;
|
||||
gBattlerPositions[B_BATTLER_0] = B_POSITION_PLAYER_LEFT;
|
||||
|
||||
gBattlerControllerFuncs[1] = SetControllerToLinkOpponent;
|
||||
gBattlerPositions[1] = B_POSITION_OPPONENT_LEFT;
|
||||
gBattlerControllerFuncs[B_BATTLER_1] = SetControllerToLinkOpponent;
|
||||
gBattlerPositions[B_BATTLER_1] = B_POSITION_OPPONENT_LEFT;
|
||||
|
||||
gBattlerControllerFuncs[2] = SetControllerToPlayer;
|
||||
gBattlerPositions[2] = B_POSITION_PLAYER_RIGHT;
|
||||
gBattlerControllerFuncs[B_BATTLER_2] = SetControllerToPlayer;
|
||||
gBattlerPositions[B_BATTLER_2] = B_POSITION_PLAYER_RIGHT;
|
||||
|
||||
gBattlerControllerFuncs[3] = SetControllerToLinkOpponent;
|
||||
gBattlerPositions[3] = B_POSITION_OPPONENT_RIGHT;
|
||||
gBattlerControllerFuncs[B_BATTLER_3] = SetControllerToLinkOpponent;
|
||||
gBattlerPositions[B_BATTLER_3] = B_POSITION_OPPONENT_RIGHT;
|
||||
|
||||
gBattlersCount = MAX_BATTLERS_COUNT;
|
||||
}
|
||||
else
|
||||
{
|
||||
gBattlerControllerFuncs[1] = SetControllerToPlayer;
|
||||
gBattlerPositions[1] = B_POSITION_PLAYER_LEFT;
|
||||
gBattlerControllerFuncs[B_BATTLER_1] = SetControllerToPlayer;
|
||||
gBattlerPositions[B_BATTLER_1] = B_POSITION_PLAYER_LEFT;
|
||||
|
||||
gBattlerControllerFuncs[0] = SetControllerToLinkOpponent;
|
||||
gBattlerPositions[0] = B_POSITION_OPPONENT_LEFT;
|
||||
gBattlerControllerFuncs[B_BATTLER_0] = SetControllerToLinkOpponent;
|
||||
gBattlerPositions[B_BATTLER_0] = B_POSITION_OPPONENT_LEFT;
|
||||
|
||||
gBattlerControllerFuncs[3] = SetControllerToPlayer;
|
||||
gBattlerPositions[3] = B_POSITION_PLAYER_RIGHT;
|
||||
gBattlerControllerFuncs[B_BATTLER_3] = SetControllerToPlayer;
|
||||
gBattlerPositions[B_BATTLER_3] = B_POSITION_PLAYER_RIGHT;
|
||||
|
||||
gBattlerControllerFuncs[2] = SetControllerToLinkOpponent;
|
||||
gBattlerPositions[2] = B_POSITION_OPPONENT_RIGHT;
|
||||
gBattlerControllerFuncs[B_BATTLER_2] = SetControllerToLinkOpponent;
|
||||
gBattlerPositions[B_BATTLER_2] = B_POSITION_OPPONENT_RIGHT;
|
||||
|
||||
gBattlersCount = MAX_BATTLERS_COUNT;
|
||||
}
|
||||
@ -484,33 +484,33 @@ static void InitLinkBtlControllers(void)
|
||||
{
|
||||
gBattleMainFunc = BeginBattleIntro;
|
||||
|
||||
gBattlerControllerFuncs[0] = SetControllerToPlayer;
|
||||
gBattlerPositions[0] = B_POSITION_PLAYER_LEFT;
|
||||
gBattlerControllerFuncs[B_BATTLER_0] = SetControllerToPlayer;
|
||||
gBattlerPositions[B_BATTLER_0] = B_POSITION_PLAYER_LEFT;
|
||||
|
||||
gBattlerControllerFuncs[1] = SetControllerToOpponent;
|
||||
gBattlerPositions[1] = B_POSITION_OPPONENT_LEFT;
|
||||
gBattlerControllerFuncs[B_BATTLER_1] = SetControllerToOpponent;
|
||||
gBattlerPositions[B_BATTLER_1] = B_POSITION_OPPONENT_LEFT;
|
||||
|
||||
gBattlerControllerFuncs[2] = SetControllerToLinkPartner;
|
||||
gBattlerPositions[2] = B_POSITION_PLAYER_RIGHT;
|
||||
gBattlerControllerFuncs[B_BATTLER_2] = SetControllerToLinkPartner;
|
||||
gBattlerPositions[B_BATTLER_2] = B_POSITION_PLAYER_RIGHT;
|
||||
|
||||
gBattlerControllerFuncs[3] = SetControllerToOpponent;
|
||||
gBattlerPositions[3] = B_POSITION_OPPONENT_RIGHT;
|
||||
gBattlerControllerFuncs[B_BATTLER_3] = SetControllerToOpponent;
|
||||
gBattlerPositions[B_BATTLER_3] = B_POSITION_OPPONENT_RIGHT;
|
||||
|
||||
gBattlersCount = MAX_BATTLERS_COUNT;
|
||||
}
|
||||
else
|
||||
{
|
||||
gBattlerControllerFuncs[0] = SetControllerToLinkPartner;
|
||||
gBattlerPositions[0] = B_POSITION_PLAYER_LEFT;
|
||||
gBattlerControllerFuncs[B_BATTLER_0] = SetControllerToLinkPartner;
|
||||
gBattlerPositions[B_BATTLER_0] = B_POSITION_PLAYER_LEFT;
|
||||
|
||||
gBattlerControllerFuncs[1] = SetControllerToLinkOpponent;
|
||||
gBattlerPositions[1] = B_POSITION_OPPONENT_LEFT;
|
||||
gBattlerControllerFuncs[B_BATTLER_1] = SetControllerToLinkOpponent;
|
||||
gBattlerPositions[B_BATTLER_1] = B_POSITION_OPPONENT_LEFT;
|
||||
|
||||
gBattlerControllerFuncs[2] = SetControllerToPlayer;
|
||||
gBattlerPositions[2] = B_POSITION_PLAYER_RIGHT;
|
||||
gBattlerControllerFuncs[B_BATTLER_2] = SetControllerToPlayer;
|
||||
gBattlerPositions[B_BATTLER_2] = B_POSITION_PLAYER_RIGHT;
|
||||
|
||||
gBattlerControllerFuncs[3] = SetControllerToLinkOpponent;
|
||||
gBattlerPositions[3] = B_POSITION_OPPONENT_RIGHT;
|
||||
gBattlerControllerFuncs[B_BATTLER_3] = SetControllerToLinkOpponent;
|
||||
gBattlerPositions[B_BATTLER_3] = B_POSITION_OPPONENT_RIGHT;
|
||||
|
||||
gBattlersCount = MAX_BATTLERS_COUNT;
|
||||
}
|
||||
|
||||
@ -767,11 +767,11 @@ bool8 BattleLoadAllHealthBoxesGfx(u8 state)
|
||||
}
|
||||
else if (state == 4)
|
||||
{
|
||||
LoadCompressedSpriteSheet(&sSpriteSheets_HealthBar[GetBattlerPosition(0)]);
|
||||
LoadCompressedSpriteSheet(&sSpriteSheets_HealthBar[GetBattlerPosition(B_BATTLER_0)]);
|
||||
}
|
||||
else if (state == 5)
|
||||
{
|
||||
LoadCompressedSpriteSheet(&sSpriteSheets_HealthBar[GetBattlerPosition(1)]);
|
||||
LoadCompressedSpriteSheet(&sSpriteSheets_HealthBar[GetBattlerPosition(B_BATTLER_1)]);
|
||||
}
|
||||
else
|
||||
{
|
||||
@ -794,13 +794,13 @@ bool8 BattleLoadAllHealthBoxesGfx(u8 state)
|
||||
else if (state == 5)
|
||||
LoadCompressedSpriteSheet(&sSpriteSheets_DoublesOpponentHealthbox[1]);
|
||||
else if (state == 6)
|
||||
LoadCompressedSpriteSheet(&sSpriteSheets_HealthBar[GetBattlerPosition(0)]);
|
||||
LoadCompressedSpriteSheet(&sSpriteSheets_HealthBar[GetBattlerPosition(B_BATTLER_0)]);
|
||||
else if (state == 7)
|
||||
LoadCompressedSpriteSheet(&sSpriteSheets_HealthBar[GetBattlerPosition(1)]);
|
||||
LoadCompressedSpriteSheet(&sSpriteSheets_HealthBar[GetBattlerPosition(B_BATTLER_1)]);
|
||||
else if (state == 8)
|
||||
LoadCompressedSpriteSheet(&sSpriteSheets_HealthBar[GetBattlerPosition(2)]);
|
||||
LoadCompressedSpriteSheet(&sSpriteSheets_HealthBar[GetBattlerPosition(B_BATTLER_2)]);
|
||||
else if (state == 9)
|
||||
LoadCompressedSpriteSheet(&sSpriteSheets_HealthBar[GetBattlerPosition(3)]);
|
||||
LoadCompressedSpriteSheet(&sSpriteSheets_HealthBar[GetBattlerPosition(B_BATTLER_3)]);
|
||||
else
|
||||
retVal = TRUE;
|
||||
}
|
||||
|
||||
@ -1449,13 +1449,13 @@ static bool8 SetupContestGraphics(u8 *stateVar)
|
||||
CreateApplauseMeterSprite();
|
||||
CreateJudgeAttentionEyeTask();
|
||||
CreateUnusedBlendTask();
|
||||
gBattlerPositions[0] = B_POSITION_PLAYER_LEFT;
|
||||
gBattlerPositions[1] = B_POSITION_OPPONENT_LEFT;
|
||||
gBattlerPositions[2] = B_POSITION_OPPONENT_RIGHT;
|
||||
gBattlerPositions[3] = B_POSITION_PLAYER_RIGHT;
|
||||
gBattlerPositions[B_BATTLER_0] = B_POSITION_PLAYER_LEFT;
|
||||
gBattlerPositions[B_BATTLER_1] = B_POSITION_OPPONENT_LEFT;
|
||||
gBattlerPositions[B_BATTLER_2] = B_POSITION_OPPONENT_RIGHT;
|
||||
gBattlerPositions[B_BATTLER_3] = B_POSITION_PLAYER_RIGHT;
|
||||
gBattleTypeFlags = 0;
|
||||
gBattlerAttacker = B_POSITION_PLAYER_RIGHT;
|
||||
gBattlerTarget = B_POSITION_OPPONENT_RIGHT;
|
||||
gBattlerAttacker = B_BATTLER_2;
|
||||
gBattlerTarget = B_BATTLER_3;
|
||||
// Unclear why judge sprite is assigned here
|
||||
// Overwritten in APPEALSTATE_SLIDE_MON_IN with the attacking contest mon
|
||||
gBattlerSpriteIds[gBattlerAttacker] = CreateJudgeSprite();
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user