Use move animation constants instead of static values.

This allows new moves and animations to be added without overlap.
This commit is contained in:
yenatch 2014-09-17 12:37:47 -07:00
parent 29aff84107
commit aa361c3bf7
3 changed files with 25 additions and 25 deletions

View file

@ -525,9 +525,9 @@ Func_78e23: ; 78e23 (1e:4e23)
ld [wcc79], a
ld b, $e4
ld a, [W_ANIMATIONID] ; W_ANIMATIONID
cp $aa
cp ANIM_AA
jr c, .asm_78e3f
cp $ae
cp ANIM_AD + 1
jr nc, .asm_78e3f
ld b, $f0
.asm_78e3f
@ -697,13 +697,13 @@ AnimationIdSpecialEffects: ; 78ef5 (1e:4ef5)
db ROCK_SLIDE
dw DoRockSlideSpecialEffects
db $AA
db ANIM_AA
dw Func_79041
db $AB
db ANIM_AB
dw Func_7904c
db $AC
db ANIM_AC
dw Func_7907c
db TOSS_ANIM
@ -2855,10 +2855,10 @@ TossBallAnimation: ; 79e16 (1e:5e16)
.PokeBallAnimations: ; 79e50 (1e:5e50)
; sequence of animations that make up the Poké Ball toss
db POOF_ANIM,HIDEPIC_ANIM,$C2,POOF_ANIM,SHOWPIC_ANIM
db POOF_ANIM,HIDEPIC_ANIM,SHAKE_ANIM,POOF_ANIM,SHOWPIC_ANIM
.BlockBall ; 5E55
ld a,$C1
ld a,TOSS_ANIM
ld [W_ANIMATIONID],a
call PlayAnimation
ld a,(SFX_08_43 - SFX_Headers_08) / 3