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expansion sync: battle_anim_effects_3
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@ -554,7 +554,7 @@ void PrepareBattlerSpriteForRotScale(u8 spriteId, u8 objMode);
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void ResetSpriteRotScale(u8 spriteId);
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void ResetSpriteRotScale(u8 spriteId);
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void SetBattlerSpriteYOffsetFromRotation(u8 spriteId);
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void SetBattlerSpriteYOffsetFromRotation(u8 spriteId);
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void TrySetSpriteRotScale(struct Sprite *sprite, bool8 recalcCenterVector, s16 xScale, s16 yScale, u16 rotation);
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void TrySetSpriteRotScale(struct Sprite *sprite, bool8 recalcCenterVector, s16 xScale, s16 yScale, u16 rotation);
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void TryResetSpriteAffineState(struct Sprite *sprite);
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void ResetSpriteRotScale_PreserveAffine(struct Sprite *sprite);
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u16 ArcTan2Neg(s16 a, s16 b);
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u16 ArcTan2Neg(s16 a, s16 b);
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void SetGrayscaleOrOriginalPalette(u16 paletteNum, bool8 restoreOriginalColor);
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void SetGrayscaleOrOriginalPalette(u16 paletteNum, bool8 restoreOriginalColor);
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u32 GetBattlePalettesMask(bool8 battleBackground, bool8 attacker, bool8 target, bool8 attackerPartner, bool8 targetPartner, bool8 a6, bool8 a7);
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u32 GetBattlePalettesMask(bool8 battleBackground, bool8 attacker, bool8 target, bool8 attackerPartner, bool8 targetPartner, bool8 a6, bool8 a7);
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@ -4799,9 +4799,9 @@ extern const u32 gCureBubblesTilemap[];
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extern const u32 gBattleAnimBgTilemap_Attract[];
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extern const u32 gBattleAnimBgTilemap_Attract[];
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extern const u32 gBattleAnimBgImage_Attract[];
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extern const u32 gBattleAnimBgImage_Attract[];
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extern const u32 gBattleAnimBgPalette_Attract[];
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extern const u32 gBattleAnimBgPalette_Attract[];
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extern const u32 gBattleAnim_MorningSunGfx[];
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extern const u32 gBattleAnimMaskImage_LightBeam[];
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extern const u32 gBattleAnim_MorningSunTilemap[];
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extern const u32 gBattleAnimMaskTilemap_LightBeam[];
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extern const u32 gBattleAnim_MorningSunPal[];
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extern const u32 gBattleAnimMaskPalette_LightBeam[];
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// battle bg
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// battle bg
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extern const u32 gBattleAnimBgImage_Dark[];
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extern const u32 gBattleAnimBgImage_Dark[];
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File diff suppressed because it is too large
Load Diff
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@ -1174,7 +1174,7 @@ static void AnimDiveWaterSplash(struct Sprite *sprite)
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sprite->y2 = t2;
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sprite->y2 = t2;
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if (sprite->data[2] == 24)
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if (sprite->data[2] == 24)
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{
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{
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TryResetSpriteAffineState(sprite);
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ResetSpriteRotScale_PreserveAffine(sprite);
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DestroyAnimSprite(sprite);
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DestroyAnimSprite(sprite);
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}
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}
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break;
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break;
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@ -1183,7 +1183,7 @@ void TrySetSpriteRotScale(struct Sprite *sprite, bool8 recalcCenterVector, s16 x
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}
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}
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}
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}
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void TryResetSpriteAffineState(struct Sprite *sprite)
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void ResetSpriteRotScale_PreserveAffine(struct Sprite *sprite)
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{
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{
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TrySetSpriteRotScale(sprite, TRUE, 0x100, 0x100, 0);
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TrySetSpriteRotScale(sprite, TRUE, 0x100, 0x100, 0);
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sprite->affineAnimPaused = FALSE;
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sprite->affineAnimPaused = FALSE;
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@ -886,9 +886,9 @@ const u32 gBattleAnimBgPalette_Bug[] = INCBIN_U32("graphics/battle_anims/backgro
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const u32 gBattleAnimBgImage_Highspeed[] = INCBIN_U32("graphics/battle_anims/backgrounds/highspeed.4bpp.lz");
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const u32 gBattleAnimBgImage_Highspeed[] = INCBIN_U32("graphics/battle_anims/backgrounds/highspeed.4bpp.lz");
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const u32 gBattleAnimBgTilemap_HighspeedPlayer[] = INCBIN_U32("graphics/battle_anims/backgrounds/highspeed_player.bin.lz");
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const u32 gBattleAnimBgTilemap_HighspeedPlayer[] = INCBIN_U32("graphics/battle_anims/backgrounds/highspeed_player.bin.lz");
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const u32 gBattleAnim_MorningSunGfx[] = INCBIN_U32("graphics/battle_anims/masks/light_beam.4bpp.lz");
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const u32 gBattleAnimMaskImage_LightBeam[] = INCBIN_U32("graphics/battle_anims/masks/light_beam.4bpp.lz");
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const u32 gBattleAnim_MorningSunPal[] = INCBIN_U32("graphics/battle_anims/masks/light_beam.gbapal.lz");
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const u32 gBattleAnimMaskPalette_LightBeam[] = INCBIN_U32("graphics/battle_anims/masks/light_beam.gbapal.lz");
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const u32 gBattleAnim_MorningSunTilemap[] = INCBIN_U32("graphics/battle_anims/masks/light_beam.bin.lz");
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const u32 gBattleAnimMaskTilemap_LightBeam[] = INCBIN_U32("graphics/battle_anims/masks/light_beam.bin.lz");
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const u32 gBattleAnimBgTilemap_GuillotineOpponent[] = INCBIN_U32("graphics/battle_anims/backgrounds/guillotine_opponent.bin.lz");
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const u32 gBattleAnimBgTilemap_GuillotineOpponent[] = INCBIN_U32("graphics/battle_anims/backgrounds/guillotine_opponent.bin.lz");
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const u32 gBattleAnimBgTilemap_GuillotinePlayer[] = INCBIN_U32("graphics/battle_anims/backgrounds/guillotine_player.bin.lz");
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const u32 gBattleAnimBgTilemap_GuillotinePlayer[] = INCBIN_U32("graphics/battle_anims/backgrounds/guillotine_player.bin.lz");
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