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Added macro for Surf/Muddy Water's animation (#2232)
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@ -579,3 +579,7 @@
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.macro shake_battle_platforms priority=2, x_offset:req, y_offset:req, shakes:req, delay:req
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.macro shake_battle_platforms priority=2, x_offset:req, y_offset:req, shakes:req, delay:req
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createvisualtask AnimTask_ShakeBattlePlatforms, \priority, \x_offset, \y_offset, \shakes, \delay
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createvisualtask AnimTask_ShakeBattlePlatforms, \priority, \x_offset, \y_offset, \shakes, \delay
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.endm
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.endm
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.macro create_surf_wave priority=2, palette:req
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createvisualtask AnimTask_CreateSurfWave, \priority, \palette
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.endm
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@ -6296,7 +6296,7 @@ Move_CRABHAMMER:
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end
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end
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Move_SURF:
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Move_SURF:
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createvisualtask AnimTask_CreateSurfWave, 2, FALSE
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create_surf_wave palette=ANIM_SURF_PAL_SURF
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delay 24
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delay 24
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panse SE_M_SURF, SOUND_PAN_ATTACKER, SOUND_PAN_TARGET, +2, 0
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panse SE_M_SURF, SOUND_PAN_ATTACKER, SOUND_PAN_TARGET, +2, 0
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waitforvisualfinish
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waitforvisualfinish
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@ -8594,7 +8594,7 @@ ArmThrustLeft:
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Move_MUDDY_WATER:
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Move_MUDDY_WATER:
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panse SE_M_WHIRLPOOL, SOUND_PAN_ATTACKER, SOUND_PAN_TARGET, +2, 0
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panse SE_M_WHIRLPOOL, SOUND_PAN_ATTACKER, SOUND_PAN_TARGET, +2, 0
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createvisualtask AnimTask_CreateSurfWave, 2, TRUE
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create_surf_wave palette=ANIM_SURF_PAL_MUDDY_WATER
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waitforvisualfinish
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waitforvisualfinish
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end
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end
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@ -420,6 +420,10 @@
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#define ANIM_WEATHER_SANDSTORM 3
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#define ANIM_WEATHER_SANDSTORM 3
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#define ANIM_WEATHER_HAIL 4
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#define ANIM_WEATHER_HAIL 4
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// Surf wave palettes
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#define ANIM_SURF_PAL_SURF 0
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#define ANIM_SURF_PAL_MUDDY_WATER 1
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// Flags given to various functions to indicate which palettes to consider.
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// Flags given to various functions to indicate which palettes to consider.
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// Handled by UnpackSelectedBattlePalettes
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// Handled by UnpackSelectedBattlePalettes
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#define F_PAL_BG (1 << 0)
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#define F_PAL_BG (1 << 0)
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@ -1,6 +1,7 @@
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#include "global.h"
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#include "global.h"
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#include "battle.h"
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#include "battle.h"
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#include "battle_anim.h"
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#include "battle_anim.h"
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#include "battle_anim_internal.h"
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#include "gpu_regs.h"
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#include "gpu_regs.h"
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#include "graphics.h"
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#include "graphics.h"
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#include "palette.h"
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#include "palette.h"
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@ -812,6 +813,8 @@ static void AnimSmallBubblePair_Step(struct Sprite *sprite)
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void AnimTask_CreateSurfWave(u8 taskId)
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void AnimTask_CreateSurfWave(u8 taskId)
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{
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{
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CMD_ARGS(palette);
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struct BattleAnimBgData animBg;
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struct BattleAnimBgData animBg;
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u8 taskId2;
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u8 taskId2;
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u16 *x;
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u16 *x;
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@ -838,7 +841,7 @@ void AnimTask_CreateSurfWave(u8 taskId)
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AnimLoadCompressedBgTilemapHandleContest(&animBg, gBattleAnimBgTilemap_SurfContest, TRUE);
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AnimLoadCompressedBgTilemapHandleContest(&animBg, gBattleAnimBgTilemap_SurfContest, TRUE);
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}
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}
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AnimLoadCompressedBgGfx(animBg.bgId, gBattleAnimBgImage_Surf, animBg.tilesOffset);
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AnimLoadCompressedBgGfx(animBg.bgId, gBattleAnimBgImage_Surf, animBg.tilesOffset);
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if (gBattleAnimArgs[0] == 0)
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if (cmd->palette == ANIM_SURF_PAL_SURF)
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LoadCompressedPalette(gBattleAnimBgPalette_Surf, BG_PLTT_ID(animBg.paletteId), PLTT_SIZE_4BPP);
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LoadCompressedPalette(gBattleAnimBgPalette_Surf, BG_PLTT_ID(animBg.paletteId), PLTT_SIZE_4BPP);
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else
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else
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LoadCompressedPalette(gBattleAnimBackgroundImageMuddyWater_Pal, BG_PLTT_ID(animBg.paletteId), PLTT_SIZE_4BPP);
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LoadCompressedPalette(gBattleAnimBackgroundImageMuddyWater_Pal, BG_PLTT_ID(animBg.paletteId), PLTT_SIZE_4BPP);
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