Label some attack animation functions

This commit is contained in:
xCrystal 2015-03-31 21:09:43 +02:00
parent c73b5d73f4
commit e6185ac358
4 changed files with 49 additions and 43 deletions

View file

@ -446,7 +446,7 @@ ShareMoveAnimations: ; 78da6 (1e:4da6)
ret
Func_78dbd: ; 78dbd (1e:4dbd)
ld a,[wcc5b]
ld a,[wAnimationType]
and a
ret z
dec a
@ -469,12 +469,12 @@ PointerTable_78dcf: ; 78dcf (1e:4dcf)
dw Func_78dfe
Func_78ddb: ; 78ddb (1e:4ddb)
call Func_79e6a
call PlayApplyingAttackSound
ld b, $8
jp Func_79209
Func_78de3: ; 78de3 (1e:4de3)
call Func_79e6a
call PlayApplyingAttackSound
ld b, $8
jp Func_79210
@ -483,11 +483,11 @@ Func_78deb: ; 78deb (1e:4deb)
jr Func_78e01
Func_78df0: ; 78df0 (1e:4df0)
call Func_79e6a
call PlayApplyingAttackSound
jp AnimationBlinkEnemyMon
Func_78df6: ; 78df6 (1e:4df6)
call Func_79e6a
call PlayApplyingAttackSound
ld b, $2
jp Func_79210
@ -2929,7 +2929,9 @@ TossBallAnimation: ; 79e16 (1e:5e16)
ld [W_ANIMATIONID],a
jp PlayAnimation
Func_79e6a: ; 79e6a (1e:5e6a)
PlayApplyingAttackSound: ; 79e6a (1e:5e6a)
; play a different sound depending if move is not very effective, neutral, or super-effective
; don't play any sound at all if move is ineffective
call WaitForSoundToFinish
ld a, [wDamageMultipliers]
and $7f