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Documented AnimThunderWave
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@@ -549,6 +549,10 @@
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createsprite gThunderboltOrbSpriteTemplate, \anim_battler, \subpriority_offset, \unk0, \x, \y, \unk3
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.endm
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.macro create_thunder_wave_sprite anim_battler:req, subpriority_offset:req, x:req, y:req
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createsprite gThunderWaveSpriteTemplate, \anim_battler, \subpriority_offset, \x, \y
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.endm
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@.macro create_zap_cannon_ball_sprite anim_battler:req, subpriority_offset:req
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@createsprite gZapCannonBallSpriteTemplate, \anim_battler, \subpriority_offset
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@.endm
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@@ -1132,11 +1132,11 @@ Move_THUNDER_WAVE:
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playsewithpan SE_M_THUNDER_WAVE, SOUND_PAN_TARGET
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delay 20
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loopsewithpan SE_M_THUNDERBOLT2, SOUND_PAN_TARGET, 10, 4
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createsprite gThunderWaveSpriteTemplate, ANIM_TARGET, 2, -16, -16
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create_thunder_wave_sprite ANIM_TARGET, 2, x=-16, y=-16
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delay 4
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createsprite gThunderWaveSpriteTemplate, ANIM_TARGET, 2, -16, 0
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create_thunder_wave_sprite ANIM_TARGET, 2, x=-16, y=0
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delay 4
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createsprite gThunderWaveSpriteTemplate, ANIM_TARGET, 2, -16, 16
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create_thunder_wave_sprite ANIM_TARGET, 2, x=-16, y=16
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waitforvisualfinish
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createvisualtask AnimTask_BlendBattleAnimPal, 10, F_PAL_BG, 0, 6, 0, RGB_BLACK
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waitforvisualfinish
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@@ -797,10 +797,12 @@ static void AnimElectricBoltSegment(struct Sprite *sprite)
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// The horizontal bands of electricity used in Thunder Wave
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static void AnimThunderWave(struct Sprite *sprite)
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{
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CMD_ARGS(x, y);
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u8 spriteId;
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sprite->x += gBattleAnimArgs[0];
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sprite->y += gBattleAnimArgs[1];
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sprite->x += cmd->x;
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sprite->y += cmd->y;
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spriteId = CreateSprite(&gThunderWaveSpriteTemplate, sprite->x + 32, sprite->y, sprite->subpriority);
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gSprites[spriteId].oam.tileNum += 8;
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gAnimVisualTaskCount++;
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