Added battle slide-in animation for Pokemon follower.
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parent
1991f65954
commit
7edb7bbc23
6 changed files with 91 additions and 8 deletions
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@ -61,6 +61,7 @@ void SpriteCB_FaintSlideAnim(struct Sprite *sprite);
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void DoBounceEffect(u8 battlerId, u8 b, s8 c, s8 d);
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void EndBounceEffect(u8 battlerId, bool8 b);
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void SpriteCB_PlayerMonFromBall(struct Sprite *sprite);
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void SpriteCB_PlayerMonSlideIn(struct Sprite *sprite);
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void SpriteCB_TrainerThrowObject(struct Sprite *sprite);
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void AnimSetCenterToCornerVecX(struct Sprite *sprite);
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void BeginBattleIntroDummy(void);
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@ -32,6 +32,7 @@ extern const struct SpriteTemplate gBallSpriteTemplates[];
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#define POKEBALL_PLAYER_SENDOUT 0xFF
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#define POKEBALL_OPPONENT_SENDOUT 0xFE
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#define POKEBALL_PLAYER_SLIDEIN 0xFD
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u8 DoPokeballSendOutAnimation(s16 pan, u8 kindOfThrow);
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void CreatePokeballSpriteToReleaseMon(u8 monSpriteId, u8 monPalNum, u8 x, u8 y, u8 oamPriority, u8 subpriortiy, u8 delay, u32 fadePalettes, u16 species);
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@ -10,6 +10,7 @@
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#include "battle_tv.h"
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#include "bg.h"
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#include "data.h"
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#include "event_object_movement.h"
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#include "item.h"
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#include "item_menu.h"
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#include "link.h"
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@ -114,7 +115,7 @@ static void Task_UpdateLvlInHealthbox(u8);
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static void PrintLinkStandbyMsg(void);
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static u32 CopyPlayerMonData(u8, u8 *);
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static void SetPlayerMonData(u8);
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static void StartSendOutAnim(u8, bool8);
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static void StartSendOutAnim(u8, bool8, bool8);
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static void DoSwitchOutAnimation(void);
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static void PlayerDoMoveAnimation(void);
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static void Task_StartSendOutAnim(u8);
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@ -2189,11 +2190,29 @@ static void PlayerHandleSwitchInAnim(void)
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BattleLoadPlayerMonSpriteGfx(&gPlayerParty[gBattlerPartyIndexes[gActiveBattler]], gActiveBattler);
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gActionSelectionCursor[gActiveBattler] = 0;
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gMoveSelectionCursor[gActiveBattler] = 0;
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StartSendOutAnim(gActiveBattler, gBattleBufferA[gActiveBattler][2]);
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#ifdef BATTLE_ENGINE
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StartSendOutAnim(gActiveBattler, gBattleResources->bufferA[gActiveBattler][2], FALSE);
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#else
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StartSendOutAnim(gActiveBattler, gBattleBufferA[gActiveBattler][2], FALSE);
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#endif
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gBattlerControllerFuncs[gActiveBattler] = SwitchIn_TryShinyAnimShowHealthbox;
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}
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static void StartSendOutAnim(u8 battlerId, bool8 dontClearSubstituteBit)
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// In normal singles, if follower pokemon is out, have it slide in instead of being thrown
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static bool8 ShouldDoSlideInAnim(void) {
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struct ObjectEvent *followerObj = GetFollowerObject();
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if (!followerObj || followerObj->invisible)
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return FALSE;
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if (gBattleTypeFlags & (
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BATTLE_TYPE_LINK | BATTLE_TYPE_DOUBLE | BATTLE_TYPE_FRONTIER | BATTLE_TYPE_FIRST_BATTLE |
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BATTLE_TYPE_SAFARI | BATTLE_TYPE_WALLY_TUTORIAL | BATTLE_TYPE_EREADER_TRAINER | BATTLE_TYPE_TWO_OPPONENTS |
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BATTLE_TYPE_INGAME_PARTNER | BATTLE_TYPE_RECORDED | BATTLE_TYPE_TRAINER_HILL)
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)
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return FALSE;
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return TRUE;
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}
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static void StartSendOutAnim(u8 battlerId, bool8 dontClearSubstituteBit, bool8 doSlideIn)
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{
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u16 species;
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@ -2221,7 +2240,7 @@ static void StartSendOutAnim(u8 battlerId, bool8 dontClearSubstituteBit)
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gSprites[gBattlerSpriteIds[battlerId]].invisible = TRUE;
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gSprites[gBattlerSpriteIds[battlerId]].callback = SpriteCallbackDummy;
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gSprites[gBattleControllerData[battlerId]].data[0] = DoPokeballSendOutAnimation(0, POKEBALL_PLAYER_SENDOUT);
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gSprites[gBattleControllerData[battlerId]].data[0] = DoPokeballSendOutAnimation(0, doSlideIn ? POKEBALL_PLAYER_SLIDEIN : POKEBALL_PLAYER_SENDOUT);
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}
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static void PlayerHandleReturnMonToBall(void)
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@ -2957,7 +2976,7 @@ static void PlayerHandleIntroTrainerBallThrow(void)
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gSprites[gBattlerSpriteIds[gActiveBattler]].sBattlerId = gActiveBattler;
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StoreSpriteCallbackInData6(&gSprites[gBattlerSpriteIds[gActiveBattler]], SpriteCB_FreePlayerSpriteLoadMonSprite);
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StartSpriteAnim(&gSprites[gBattlerSpriteIds[gActiveBattler]], 1);
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StartSpriteAnim(&gSprites[gBattlerSpriteIds[gActiveBattler]], ShouldDoSlideInAnim() ? 2 : 1);
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paletteNum = AllocSpritePalette(0xD6F8);
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LoadCompressedPalette(gTrainerBackPicPaletteTable[gSaveBlock2Ptr->playerGender].data, 0x100 + paletteNum * 16, 32);
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@ -3004,16 +3023,16 @@ static void Task_StartSendOutAnim(u8 taskId)
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if (!IsDoubleBattle() || (gBattleTypeFlags & BATTLE_TYPE_MULTI))
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{
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gBattleBufferA[gActiveBattler][1] = gBattlerPartyIndexes[gActiveBattler];
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StartSendOutAnim(gActiveBattler, FALSE);
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StartSendOutAnim(gActiveBattler, FALSE, ShouldDoSlideInAnim());
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}
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else
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{
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gBattleBufferA[gActiveBattler][1] = gBattlerPartyIndexes[gActiveBattler];
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StartSendOutAnim(gActiveBattler, FALSE);
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StartSendOutAnim(gActiveBattler, FALSE, ShouldDoSlideInAnim());
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gActiveBattler ^= BIT_FLANK;
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gBattleBufferA[gActiveBattler][1] = gBattlerPartyIndexes[gActiveBattler];
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BattleLoadPlayerMonSpriteGfx(&gPlayerParty[gBattlerPartyIndexes[gActiveBattler]], gActiveBattler);
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StartSendOutAnim(gActiveBattler, FALSE);
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StartSendOutAnim(gActiveBattler, FALSE, ShouldDoSlideInAnim());
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gActiveBattler ^= BIT_FLANK;
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}
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gBattlerControllerFuncs[gActiveBattler] = Intro_TryShinyAnimShowHealthbox;
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@ -2978,6 +2978,29 @@ void SpriteCB_PlayerMonFromBall(struct Sprite *sprite)
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BattleAnimateBackSprite(sprite, sprite->sSpeciesId);
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}
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void SpriteCB_PlayerMonSlideIn(struct Sprite *sprite) {
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if (sprite->data[3] == 0) {
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PlaySE(SE_BALL_TRAY_ENTER);
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sprite->data[3]++;
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} else if (sprite->data[3] == 1) {
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if (sprite->animEnded)
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return;
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sprite->data[4] = sprite->x;
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sprite->x = -33;
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sprite->invisible = FALSE;
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sprite->data[3]++;
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} else if (sprite->data[3] < 27) {
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sprite->x += 4;
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sprite->data[3]++;
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} else {
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sprite->data[3] = 0;
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sprite->x = sprite->data[4];
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sprite->data[4] = 0;
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sprite->callback = SpriteCB_PlayerMonFromBall;
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PlayCry_ByMode(sprite->sSpeciesId, -25, CRY_MODE_NORMAL);
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}
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}
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static void SpriteCB_TrainerThrowObject_Main(struct Sprite *sprite)
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{
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AnimSetCenterToCornerVecX(sprite);
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@ -18,6 +18,16 @@ static const union AnimCmd sAnimCmd_May_Steven_1[] =
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ANIMCMD_END,
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};
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static const union AnimCmd sAnimCmd_Point_HGSS[] =
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{
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ANIMCMD_FRAME(3, 9),
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ANIMCMD_FRAME(0, 9),
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ANIMCMD_FRAME(2, 24),
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ANIMCMD_FRAME(2, 24),
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ANIMCMD_FRAME(3, 50),
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ANIMCMD_END,
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};
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static const union AnimCmd sAnimCmd_Wally_1[] =
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{
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ANIMCMD_FRAME(0, 24),
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@ -48,6 +58,16 @@ static const union AnimCmd sAnimCmd_Leaf_1[] =
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ANIMCMD_END,
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};
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static const union AnimCmd sAnimCmd_Point_HGSS_Red_Leaf[] =
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{
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ANIMCMD_FRAME(0, 9),
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ANIMCMD_FRAME(1, 9),
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ANIMCMD_FRAME(3, 24),
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ANIMCMD_FRAME(3, 24),
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ANIMCMD_FRAME(0, 50),
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ANIMCMD_END,
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};
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static const union AnimCmd sAnimCmd_RubySapphireBrendan_1[] =
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{
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ANIMCMD_FRAME(0, 24),
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@ -72,48 +92,56 @@ static const union AnimCmd *const sBackAnims_Brendan[] =
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{
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sAnim_GeneralFrame3,
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sAnimCmd_Brendan_1,
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sAnimCmd_Point_HGSS,
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};
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static const union AnimCmd *const sBackAnims_May[] =
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{
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sAnim_GeneralFrame3,
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sAnimCmd_May_Steven_1,
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sAnimCmd_Point_HGSS,
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};
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static const union AnimCmd *const sBackAnims_Red[] =
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{
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sAnim_GeneralFrame0,
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sAnimCmd_Red_1,
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sAnimCmd_Point_HGSS_Red_Leaf,
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};
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static const union AnimCmd *const sBackAnims_Leaf[] =
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{
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sAnim_GeneralFrame0,
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sAnimCmd_Leaf_1,
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sAnimCmd_Point_HGSS_Red_Leaf,
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};
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static const union AnimCmd *const sBackAnims_RubySapphireBrendan[] =
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{
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sAnim_GeneralFrame3,
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sAnimCmd_RubySapphireBrendan_1,
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sAnimCmd_Point_HGSS,
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};
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static const union AnimCmd *const sBackAnims_RubySapphireMay[] =
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{
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sAnim_GeneralFrame3,
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sAnimCmd_RubySapphireMay_1,
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sAnimCmd_Point_HGSS,
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};
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static const union AnimCmd *const sBackAnims_Wally[] =
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{
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sAnim_GeneralFrame3,
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sAnimCmd_Wally_1,
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sAnimCmd_Point_HGSS,
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};
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static const union AnimCmd *const sBackAnims_Steven[] =
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{
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sAnim_GeneralFrame3,
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sAnimCmd_May_Steven_1,
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sAnimCmd_Point_HGSS,
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};
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const union AnimCmd *const *const gTrainerBackAnimsPtrTable[] =
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@ -380,6 +380,11 @@ static void Task_DoPokeballSendOutAnim(u8 taskId)
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switch (throwCaseId)
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{
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case POKEBALL_PLAYER_SLIDEIN: // don't actually send out, trigger the slide-in animation
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gBattlerTarget = battlerId;
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gSprites[ballSpriteId].callback = HandleBallAnimEnd;
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gSprites[ballSpriteId].invisible = TRUE;
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break;
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case POKEBALL_PLAYER_SENDOUT:
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gBattlerTarget = battlerId;
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gSprites[ballSpriteId].x = 24;
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@ -845,6 +850,12 @@ static void HandleBallAnimEnd(struct Sprite *sprite)
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bool8 affineAnimEnded = FALSE;
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u8 battlerId = sprite->sBattler;
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if (sprite->data[7] == POKEBALL_PLAYER_SLIDEIN) {
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gSprites[gBattlerSpriteIds[sprite->sBattler]].callback = SpriteCB_PlayerMonSlideIn;
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AnimateSprite(&gSprites[gBattlerSpriteIds[sprite->sBattler]]);
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gSprites[gBattlerSpriteIds[sprite->sBattler]].data[1] = 0x1000;
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}
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gSprites[gBattlerSpriteIds[battlerId]].invisible = FALSE;
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if (sprite->animEnded)
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sprite->invisible = TRUE;
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