Shorten squish anim
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9979fe01ac
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904d59220d
2 changed files with 29 additions and 12 deletions
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@ -17907,7 +17907,7 @@ Move_AXE_KICK::
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delay 2
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delay 2
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playsewithpan SE_M_COMET_PUNCH, SOUND_PAN_TARGET
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playsewithpan SE_M_COMET_PUNCH, SOUND_PAN_TARGET
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createsprite gBasicHitSplatSpriteTemplate, ANIM_ATTACKER, 1, 0, 0, ANIM_TARGET, 1
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createsprite gBasicHitSplatSpriteTemplate, ANIM_ATTACKER, 1, 0, 0, ANIM_TARGET, 1
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createvisualtask AnimTask_SquishTarget, 2
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createvisualtask AnimTask_SquishTargetShort, 2
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waitforvisualfinish
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waitforvisualfinish
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createsprite gSlideMonToOriginalPosSpriteTemplate, ANIM_ATTACKER, 2, 0, 1, 4
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createsprite gSlideMonToOriginalPosSpriteTemplate, ANIM_ATTACKER, 2, 0, 1, 4
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end
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end
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@ -110,6 +110,14 @@ static const union AffineAnimCmd sSquishTargetAffineAnimCmds[] =
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AFFINEANIMCMD_END,
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AFFINEANIMCMD_END,
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};
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};
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static const union AffineAnimCmd sSquishTargetShortAffineAnimCmds[] =
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{
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AFFINEANIMCMD_FRAME(0, 64, 0, 4), //Flatten
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AFFINEANIMCMD_FRAME(0, 0, 0, 16),
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AFFINEANIMCMD_FRAME(0, -64, 0, 4),
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AFFINEANIMCMD_END,
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};
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// GEN 4
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// GEN 4
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// shadow sneak
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// shadow sneak
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const struct SpriteTemplate gShadowSneakImpactSpriteTemplate =
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const struct SpriteTemplate gShadowSneakImpactSpriteTemplate =
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@ -8525,6 +8533,15 @@ void AnimTask_SquishTarget(u8 taskId)
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task->func = AnimTask_WaitAffineAnim;
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task->func = AnimTask_WaitAffineAnim;
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}
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}
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void AnimTask_SquishTargetShort(u8 taskId)
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{
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struct Task* task = &gTasks[taskId];
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u8 spriteId = GetAnimBattlerSpriteId(ANIM_TARGET);
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PrepareAffineAnimInTaskData(task, spriteId, sSquishTargetShortAffineAnimCmds);
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task->func = AnimTask_WaitAffineAnim;
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}
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void CoreEnforcerLoadBeamTarget(struct Sprite *sprite)
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void CoreEnforcerLoadBeamTarget(struct Sprite *sprite)
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{
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{
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sprite->data[0] = gBattleAnimArgs[2];
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sprite->data[0] = gBattleAnimArgs[2];
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