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PR feedback: sdatSeq->sdatID
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@ -240,10 +240,10 @@
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.long \frames
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.endm
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.macro PlaySound battler, sdat_id
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.macro PlaySound battler, sdatID
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.long 31
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.long \battler
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.long \sdat_id
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.long \sdatID
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.endm
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.macro CompareVarToValue op, var, val, jump
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@ -403,9 +403,9 @@
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.byte \arg0
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.endm
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.macro PlayFanfare sdatSeq
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.macro PlayFanfare sdatID
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.short 73
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.short \sdatSeq
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.short \sdatID
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.endm
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.macro ScrCmd_04A arg0
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@ -2096,7 +2096,7 @@ static BOOL BtlCmd_WaitButtonABTime(BattleSystem *battleSys, BattleContext *batt
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* from which of the DS's stereo speakers to pan the sound. Enemies will have
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* their sounds pan from the right, while allies will have their sounds pan from
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* the left.
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* 2. The SDAT sequence to play.
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* 2. The SDAT ID to play.
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*
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* @param battleSys
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* @param battleCtx
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@ -2106,9 +2106,9 @@ static BOOL BtlCmd_PlaySound(BattleSystem *battleSys, BattleContext *battleCtx)
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{
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BattleScript_Iter(battleCtx, 1);
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int battler = BattleScript_Read(battleCtx);
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int sdatSeq = BattleScript_Read(battleCtx);
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int sdatID = BattleScript_Read(battleCtx);
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BattleIO_PlaySound(battleSys, battleCtx, sdatSeq, BattleScript_Battler(battleSys, battleCtx, battler));
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BattleIO_PlaySound(battleSys, battleCtx, sdatID, BattleScript_Battler(battleSys, battleCtx, battler));
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return FALSE;
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}
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@ -307,12 +307,12 @@ BOOL sub_02005728 (u16 param0, int param1)
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return v0;
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}
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BOOL Sound_PlayEffect (u16 sdatSeq)
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BOOL Sound_PlayEffect (u16 sdatID)
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{
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int v0 = sub_020040F0(sub_02004B18(sdatSeq));
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int v1 = NNS_SndArcPlayerStartSeq(sub_020040CC(v0), sdatSeq);
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int v0 = sub_020040F0(sub_02004B18(sdatID));
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int v1 = NNS_SndArcPlayerStartSeq(sub_020040CC(v0), sdatID);
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sub_02004AA0(sdatSeq, v0);
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sub_02004AA0(sdatID, v0);
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return v1;
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}
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