mirror of https://github.com/pret/pokeemerald.git
Merge pull request #1118 from PokeCodec/Matching
Match CreateWaterPulseRingBubbles
This commit is contained in:
commit
430a28a207
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@ -52,7 +52,7 @@ static void CreateWaterSpoutLaunchDroplets(struct Task*, u8);
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static void CreateWaterSpoutRainDroplet(struct Task*, u8);
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static void AnimTask_WaterSport_Step(u8);
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static void CreateWaterSportDroplet(struct Task*);
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static void CreateWaterPulseRingBubbles(struct Sprite*, int, int);
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static void CreateWaterPulseRingBubbles(struct Sprite*, s32, s32);
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// Both unused
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const u8 gUnknown_8593C80[] = INCBIN_U8("graphics/unknown/unknown_593C80.4bpp");
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@ -794,7 +794,7 @@ static void AnimSmallBubblePair_Step(struct Sprite *sprite)
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sprite->pos2.x = Sin(sprite->data[0], 4);
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sprite->data[1] += 48;
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sprite->pos2.y = -(sprite->data[1] >> 8);
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if (--sprite->data[7] == -1)
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if (sprite->data[7]-- == 0)
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DestroyAnimSprite(sprite);
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}
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@ -1931,216 +1931,50 @@ static void AnimWaterPulseRing_Step(struct Sprite *sprite)
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sprite->data[0]++;
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}
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#ifdef NONMATCHING
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static void CreateWaterPulseRingBubbles(struct Sprite *sprite, int xDiff, int yDiff)
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static void CreateWaterPulseRingBubbles(struct Sprite *sprite, s32 xDiff, s32 yDiff)
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{
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s16 something = sprite->data[0] / 2;
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s16 combinedX = sprite->pos1.x + sprite->pos2.x;
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s16 combinedY = sprite->pos1.y + sprite->pos2.y;
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s16 randomSomethingY = yDiff + (Random2() % 10) - 5;
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s16 randomSomethingX = -xDiff + (Random2() % 10) - 5;
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s16 i;
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s16 combinedX, combinedY;
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s16 i, something;
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s16 unusedVar = 1; //unusedVar is needed to match
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s16 somethingRandomX, somethingRandomY;
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u8 spriteId;
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for (i = 0; i <= 0; i++)
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something = sprite->data[0] / 2;
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combinedX = sprite->pos1.x + sprite->pos2.x;
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combinedY = sprite->pos1.y + sprite->pos2.y;
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if (yDiff < 0)
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unusedVar *= -1; //Needed to Match
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somethingRandomY = yDiff + (Random2() % 10) - 5;
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somethingRandomX = -xDiff + (Random2() % 10) - 5;
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for (i = 0; i < 1; i++)
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{
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spriteId = CreateSprite(&gWaterPulseRingBubbleSpriteTemplate, combinedX, combinedY + something, 130);
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gSprites[spriteId].data[0] = 20;
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gSprites[spriteId].data[1] = randomSomethingY;
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gSprites[spriteId].data[1] = somethingRandomY;
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gSprites[spriteId].subpriority = GetBattlerSpriteSubpriority(gBattleAnimAttacker) - 1;
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if (randomSomethingX < 0)
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gSprites[spriteId].data[2] = -randomSomethingX;
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if (somethingRandomX < 0)
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{
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gSprites[spriteId].data[2] = -somethingRandomX;
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}
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else
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gSprites[spriteId].data[2] = randomSomethingX;
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{
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gSprites[spriteId].data[2] = somethingRandomX;
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}
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}
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for (i = 0; i <= 0; i++)
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for (i = 0; i < 1; i++)
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{
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spriteId = CreateSprite(&gWaterPulseRingBubbleSpriteTemplate, combinedX, combinedY - something, 130);
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gSprites[spriteId].data[0] = 20;
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gSprites[spriteId].data[1] = randomSomethingY;
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gSprites[spriteId].data[1] = somethingRandomY;
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gSprites[spriteId].subpriority = GetBattlerSpriteSubpriority(gBattleAnimAttacker) - 1;
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if (randomSomethingX > 0)
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gSprites[spriteId].data[2] = -randomSomethingX;
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if (somethingRandomX > 0)
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{
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gSprites[spriteId].data[2] = -somethingRandomX;
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}
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else
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gSprites[spriteId].data[2] = randomSomethingX;
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{
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gSprites[spriteId].data[2] = somethingRandomX;
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}
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}
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}
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#else
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NAKED
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static void CreateWaterPulseRingBubbles(struct Sprite *sprite, int xDiff, int yDiff)
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{
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asm_unified("push {r4-r7,lr}\n\
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mov r7, r10\n\
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mov r6, r9\n\
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mov r5, r8\n\
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push {r5-r7}\n\
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sub sp, 0x18\n\
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adds r4, r1, 0\n\
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adds r5, r2, 0\n\
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movs r2, 0x2E\n\
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ldrsh r1, [r0, r2]\n\
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lsrs r2, r1, 31\n\
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adds r1, r2\n\
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lsls r1, 15\n\
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lsrs r1, 16\n\
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str r1, [sp]\n\
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ldrh r1, [r0, 0x24]\n\
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ldrh r3, [r0, 0x20]\n\
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adds r1, r3\n\
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lsls r1, 16\n\
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lsrs r1, 16\n\
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mov r8, r1\n\
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ldrh r1, [r0, 0x26]\n\
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ldrh r0, [r0, 0x22]\n\
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adds r1, r0\n\
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lsls r1, 16\n\
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lsrs r1, 16\n\
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mov r10, r1\n\
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bl Random2\n\
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lsls r0, 16\n\
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lsrs r0, 16\n\
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movs r1, 0xA\n\
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bl __umodsi3\n\
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adds r0, r5, r0\n\
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subs r0, 0x5\n\
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lsls r0, 16\n\
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lsrs r0, 16\n\
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mov r9, r0\n\
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bl Random2\n\
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negs r4, r4\n\
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lsls r0, 16\n\
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lsrs r0, 16\n\
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movs r1, 0xA\n\
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bl __umodsi3\n\
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adds r4, r0\n\
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subs r4, 0x5\n\
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lsls r4, 16\n\
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lsrs r7, r4, 16\n\
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movs r6, 0\n\
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mov r0, r8\n\
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lsls r0, 16\n\
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mov r8, r0\n\
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mov r1, r10\n\
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lsls r1, 16\n\
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str r1, [sp, 0xC]\n\
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ldr r2, [sp]\n\
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lsls r2, 16\n\
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str r2, [sp, 0x10]\n\
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asrs r1, 16\n\
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lsls r0, r7, 16\n\
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asrs r5, r0, 16\n\
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str r0, [sp, 0x14]\n\
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negs r3, r5\n\
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str r3, [sp, 0x4]\n\
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asrs r0, r2, 16\n\
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adds r1, r0\n\
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lsls r1, 16\n\
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mov r10, r1\n\
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_08108DE2:\n\
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ldr r0, =gWaterPulseRingBubbleSpriteTemplate\n\
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mov r2, r8\n\
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asrs r1, r2, 16\n\
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mov r3, r10\n\
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asrs r2, r3, 16\n\
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movs r3, 0x82\n\
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bl CreateSprite\n\
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lsls r0, 24\n\
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lsrs r2, r0, 24\n\
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ldr r1, =gSprites\n\
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lsls r0, r2, 4\n\
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adds r0, r2\n\
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lsls r0, 2\n\
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adds r4, r0, r1\n\
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movs r0, 0x14\n\
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strh r0, [r4, 0x2E]\n\
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mov r0, r9\n\
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strh r0, [r4, 0x30]\n\
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ldr r0, =gBattleAnimAttacker\n\
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ldrb r0, [r0]\n\
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bl GetBattlerSpriteSubpriority\n\
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subs r0, 0x1\n\
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adds r1, r4, 0\n\
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adds r1, 0x43\n\
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strb r0, [r1]\n\
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cmp r5, 0\n\
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bge _08108E30\n\
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mov r1, sp\n\
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ldrh r1, [r1, 0x4]\n\
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strh r1, [r4, 0x32]\n\
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b _08108E32\n\
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.pool\n\
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_08108E30:\n\
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strh r7, [r4, 0x32]\n\
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_08108E32:\n\
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lsls r0, r6, 16\n\
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movs r2, 0x80\n\
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lsls r2, 9\n\
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adds r0, r2\n\
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lsrs r6, r0, 16\n\
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cmp r0, 0\n\
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ble _08108DE2\n\
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movs r6, 0\n\
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ldr r3, [sp, 0xC]\n\
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asrs r1, r3, 16\n\
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ldr r0, [sp, 0x14]\n\
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asrs r5, r0, 16\n\
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negs r2, r5\n\
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str r2, [sp, 0x8]\n\
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ldr r3, [sp, 0x10]\n\
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asrs r0, r3, 16\n\
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subs r1, r0\n\
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lsls r1, 16\n\
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mov r10, r1\n\
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_08108E58:\n\
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ldr r0, =gWaterPulseRingBubbleSpriteTemplate\n\
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mov r2, r8\n\
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asrs r1, r2, 16\n\
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mov r3, r10\n\
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asrs r2, r3, 16\n\
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movs r3, 0x82\n\
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bl CreateSprite\n\
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lsls r0, 24\n\
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lsrs r2, r0, 24\n\
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ldr r1, =gSprites\n\
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lsls r0, r2, 4\n\
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adds r0, r2\n\
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lsls r0, 2\n\
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adds r4, r0, r1\n\
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movs r0, 0x14\n\
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strh r0, [r4, 0x2E]\n\
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mov r0, r9\n\
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strh r0, [r4, 0x30]\n\
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ldr r0, =gBattleAnimAttacker\n\
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ldrb r0, [r0]\n\
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bl GetBattlerSpriteSubpriority\n\
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subs r0, 0x1\n\
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adds r1, r4, 0\n\
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adds r1, 0x43\n\
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strb r0, [r1]\n\
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cmp r5, 0\n\
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ble _08108EA8\n\
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mov r1, sp\n\
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ldrh r1, [r1, 0x8]\n\
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strh r1, [r4, 0x32]\n\
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b _08108EAA\n\
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.pool\n\
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_08108EA8:\n\
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strh r7, [r4, 0x32]\n\
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_08108EAA:\n\
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lsls r0, r6, 16\n\
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movs r2, 0x80\n\
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lsls r2, 9\n\
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adds r0, r2\n\
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lsrs r6, r0, 16\n\
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cmp r0, 0\n\
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ble _08108E58\n\
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add sp, 0x18\n\
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pop {r3-r5}\n\
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mov r8, r3\n\
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mov r9, r4\n\
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mov r10, r5\n\
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pop {r4-r7}\n\
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pop {r0}\n\
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bx r0\n");
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}
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#endif
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