Merge commit '51b000860be6d26da989c8b2e51a3f66c664083e' into pret-merge

Conflicts:
	src/battle_controllers.c
	src/battle_gfx_sfx_util.c
This commit is contained in:
Hedara 2025-05-15 21:38:57 +02:00
commit 468454d810
4 changed files with 145 additions and 134 deletions

View File

@ -23,12 +23,23 @@
* +---------------------------+
*/
#define MAX_BATTLERS_COUNT 4
enum BattlerPosition
{
B_POSITION_PLAYER_LEFT,
B_POSITION_OPPONENT_LEFT,
B_POSITION_PLAYER_RIGHT,
B_POSITION_OPPONENT_RIGHT,
MAX_POSITION_COUNT,
};
#define B_POSITION_PLAYER_LEFT 0
#define B_POSITION_OPPONENT_LEFT 1
#define B_POSITION_PLAYER_RIGHT 2
#define B_POSITION_OPPONENT_RIGHT 3
enum BattlerId
{
B_BATTLER_0,
B_BATTLER_1,
B_BATTLER_2,
B_BATTLER_3,
MAX_BATTLERS_COUNT,
};
// These macros can be used with either battler ID or positions to get the partner or the opposite mon
#define BATTLE_OPPOSITE(id) ((id) ^ BIT_SIDE)

View File

@ -127,31 +127,31 @@ static void InitSinglePlayerBtlControllers(void)
if (gBattleTypeFlags & BATTLE_TYPE_RECORDED)
{
gBattlerControllerFuncs[0] = SetControllerToRecordedPlayer;
gBattlerPositions[0] = B_POSITION_PLAYER_LEFT;
gBattlerControllerFuncs[B_BATTLER_0] = SetControllerToRecordedPlayer;
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] = SetControllerToPlayerPartner;
gBattlerPositions[2] = B_POSITION_PLAYER_RIGHT;
gBattlerControllerFuncs[B_BATTLER_2] = SetControllerToPlayerPartner;
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;
}
else
{
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] = SetControllerToPlayerPartner;
gBattlerPositions[2] = B_POSITION_PLAYER_RIGHT;
gBattlerControllerFuncs[B_BATTLER_2] = SetControllerToPlayerPartner;
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;
@ -179,18 +179,18 @@ static void InitSinglePlayerBtlControllers(void)
gBattleMainFunc = BeginBattleIntro;
if (gBattleTypeFlags & BATTLE_TYPE_SAFARI)
gBattlerControllerFuncs[0] = SetControllerToSafari;
gBattlerControllerFuncs[B_BATTLER_0] = SetControllerToSafari;
else if (gBattleTypeFlags & BATTLE_TYPE_WALLY_TUTORIAL)
gBattlerControllerFuncs[0] = SetControllerToWally;
gBattlerControllerFuncs[B_BATTLER_0] = SetControllerToWally;
else if (IsAiVsAiBattle())
gBattlerControllerFuncs[0] = SetControllerToPlayerPartner;
gBattlerControllerFuncs[B_BATTLER_0] = SetControllerToPlayerPartner;
else
gBattlerControllerFuncs[0] = SetControllerToPlayer;
gBattlerControllerFuncs[B_BATTLER_0] = SetControllerToPlayer;
gBattlerPositions[0] = B_POSITION_PLAYER_LEFT;
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;
gBattlersCount = 2;
@ -202,32 +202,32 @@ static void InitSinglePlayerBtlControllers(void)
{
gBattleMainFunc = BeginBattleIntro;
gBattlerControllerFuncs[0] = SetControllerToRecordedPlayer;
gBattlerPositions[0] = B_POSITION_PLAYER_LEFT;
gBattlerControllerFuncs[B_BATTLER_0] = SetControllerToRecordedPlayer;
gBattlerPositions[B_BATTLER_0] = B_POSITION_PLAYER_LEFT;
gBattlerControllerFuncs[1] = SetControllerToRecordedOpponent;
gBattlerPositions[1] = B_POSITION_OPPONENT_LEFT;
gBattlerControllerFuncs[B_BATTLER_1] = SetControllerToRecordedOpponent;
gBattlerPositions[B_BATTLER_1] = B_POSITION_OPPONENT_LEFT;
gBattlersCount = 2;
}
else // see how the banks are switched
{
gBattlerControllerFuncs[1] = SetControllerToRecordedPlayer;
gBattlerPositions[1] = B_POSITION_PLAYER_LEFT;
gBattlerControllerFuncs[B_BATTLER_1] = SetControllerToRecordedPlayer;
gBattlerPositions[B_BATTLER_1] = B_POSITION_PLAYER_LEFT;
gBattlerControllerFuncs[0] = SetControllerToRecordedOpponent;
gBattlerPositions[0] = B_POSITION_OPPONENT_LEFT;
gBattlerControllerFuncs[B_BATTLER_0] = SetControllerToRecordedOpponent;
gBattlerPositions[B_BATTLER_0] = B_POSITION_OPPONENT_LEFT;
gBattlersCount = 2;
}
}
else
{
gBattlerControllerFuncs[0] = SetControllerToRecordedPlayer;
gBattlerPositions[0] = B_POSITION_PLAYER_LEFT;
gBattlerControllerFuncs[B_BATTLER_0] = SetControllerToRecordedPlayer;
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;
}
}
}
@ -236,22 +236,22 @@ static void InitSinglePlayerBtlControllers(void)
gBattleMainFunc = BeginBattleIntro;
if (IsAiVsAiBattle())
gBattlerControllerFuncs[0] = SetControllerToPlayerPartner;
gBattlerControllerFuncs[B_BATTLER_0] = SetControllerToPlayerPartner;
else
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;
if (IsAiVsAiBattle())
gBattlerControllerFuncs[2] = SetControllerToPlayerPartner;
gBattlerControllerFuncs[B_BATTLER_2] = SetControllerToPlayerPartner;
else
gBattlerControllerFuncs[2] = SetControllerToPlayer;
gBattlerPositions[2] = B_POSITION_PLAYER_RIGHT;
gBattlerControllerFuncs[B_BATTLER_2] = SetControllerToPlayer;
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;
@ -261,17 +261,17 @@ static void InitSinglePlayerBtlControllers(void)
{
gBattleMainFunc = BeginBattleIntro;
gBattlerControllerFuncs[0] = SetControllerToRecordedPlayer;
gBattlerPositions[0] = B_POSITION_PLAYER_LEFT;
gBattlerControllerFuncs[B_BATTLER_0] = SetControllerToRecordedPlayer;
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] = SetControllerToRecordedPlayer;
gBattlerPositions[2] = B_POSITION_PLAYER_RIGHT;
gBattlerControllerFuncs[B_BATTLER_2] = SetControllerToRecordedPlayer;
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;
@ -359,52 +359,52 @@ static void InitSinglePlayerBtlControllers(void)
}
else if (gBattleTypeFlags & BATTLE_TYPE_IS_MASTER)
{
gBattlerControllerFuncs[0] = SetControllerToRecordedPlayer;
gBattlerPositions[0] = B_POSITION_PLAYER_LEFT;
gBattlerControllerFuncs[B_BATTLER_0] = SetControllerToRecordedPlayer;
gBattlerPositions[B_BATTLER_0] = B_POSITION_PLAYER_LEFT;
gBattlerControllerFuncs[2] = SetControllerToRecordedPlayer;
gBattlerPositions[2] = B_POSITION_PLAYER_RIGHT;
gBattlerControllerFuncs[B_BATTLER_2] = SetControllerToRecordedPlayer;
gBattlerPositions[B_BATTLER_2] = B_POSITION_PLAYER_RIGHT;
if (gBattleTypeFlags & BATTLE_TYPE_RECORDED_LINK)
{
gBattlerControllerFuncs[1] = SetControllerToRecordedOpponent;
gBattlerPositions[1] = B_POSITION_OPPONENT_LEFT;
gBattlerControllerFuncs[B_BATTLER_1] = SetControllerToRecordedOpponent;
gBattlerPositions[B_BATTLER_1] = B_POSITION_OPPONENT_LEFT;
gBattlerControllerFuncs[3] = SetControllerToRecordedOpponent;
gBattlerPositions[3] = B_POSITION_OPPONENT_RIGHT;
gBattlerControllerFuncs[B_BATTLER_3] = SetControllerToRecordedOpponent;
gBattlerPositions[B_BATTLER_3] = B_POSITION_OPPONENT_RIGHT;
}
else
{
gBattlerControllerFuncs[1] = SetControllerToOpponent;
gBattlerPositions[1] = B_POSITION_OPPONENT_LEFT;
gBattlerControllerFuncs[B_BATTLER_1] = SetControllerToOpponent;
gBattlerPositions[B_BATTLER_1] = B_POSITION_OPPONENT_LEFT;
gBattlerControllerFuncs[3] = SetControllerToOpponent;
gBattlerPositions[3] = B_POSITION_OPPONENT_RIGHT;
gBattlerControllerFuncs[B_BATTLER_3] = SetControllerToOpponent;
gBattlerPositions[B_BATTLER_3] = B_POSITION_OPPONENT_RIGHT;
}
}
else
{
gBattlerControllerFuncs[1] = SetControllerToRecordedPlayer;
gBattlerPositions[1] = B_POSITION_PLAYER_LEFT;
gBattlerControllerFuncs[B_BATTLER_1] = SetControllerToRecordedPlayer;
gBattlerPositions[B_BATTLER_1] = B_POSITION_PLAYER_LEFT;
gBattlerControllerFuncs[3] = SetControllerToRecordedPlayer;
gBattlerPositions[3] = B_POSITION_PLAYER_RIGHT;
gBattlerControllerFuncs[B_BATTLER_3] = SetControllerToRecordedPlayer;
gBattlerPositions[B_BATTLER_3] = B_POSITION_PLAYER_RIGHT;
if (gBattleTypeFlags & BATTLE_TYPE_RECORDED_LINK)
{
gBattlerControllerFuncs[0] = SetControllerToRecordedOpponent;
gBattlerPositions[0] = B_POSITION_OPPONENT_LEFT;
gBattlerControllerFuncs[B_BATTLER_0] = SetControllerToRecordedOpponent;
gBattlerPositions[B_BATTLER_0] = B_POSITION_OPPONENT_LEFT;
gBattlerControllerFuncs[2] = SetControllerToRecordedOpponent;
gBattlerPositions[2] = B_POSITION_OPPONENT_RIGHT;
gBattlerControllerFuncs[B_BATTLER_2] = SetControllerToRecordedOpponent;
gBattlerPositions[B_BATTLER_2] = B_POSITION_OPPONENT_RIGHT;
}
else
{
gBattlerControllerFuncs[0] = SetControllerToOpponent;
gBattlerPositions[0] = B_POSITION_OPPONENT_LEFT;
gBattlerControllerFuncs[B_BATTLER_0] = SetControllerToOpponent;
gBattlerPositions[B_BATTLER_0] = B_POSITION_OPPONENT_LEFT;
gBattlerControllerFuncs[2] = SetControllerToOpponent;
gBattlerPositions[2] = B_POSITION_OPPONENT_RIGHT;
gBattlerControllerFuncs[B_BATTLER_2] = SetControllerToOpponent;
gBattlerPositions[B_BATTLER_2] = B_POSITION_OPPONENT_RIGHT;
}
}
}
@ -422,21 +422,21 @@ 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;
gBattlersCount = 2;
}
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;
}

View File

@ -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;
}

View File

@ -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();