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- thumb_func_start sub_80D7F10
- sub_80D7F10: @ 80D7F10
- push {r4-r6,lr}
- adds r5, r0, 0
- ldr r6, _30 @ =gBattleAnimArgs
- movs r1, 0x8
- ldrsh r0, [r6, r1]
- cmp r0, 0 // cmp 1
- bne _80 // L88
- movs r1, 0xA //
- ldrsh r0, [r6, r1]
- cmp r0, 0 // cmp 2
- bne _34 // L89
- adds r0, r5, 0
- movs r1, 0
- bl InitAnimSpritePos
- b _72 // L90
- .align 2, 0
- _30: .4byte gBattleAnimArgs
- _34: // L89
- ldr r4, _5C @ =gAnimBankAttacker
- ldrb r0, [r4]
- adds r2, r5, 0
- adds r2, 0x20
- adds r3, r5, 0
- adds r3, 0x22
- movs r1, 0
- bl SetAverageBattlerPositions
- ldrb r0, [r4]
- bl GetBattlerSide
- lsls r0, 24
- cmp r0, 0 // cmp 3
- beq _60 // L91
- ldrh r0, [r5, 0x20]
- ldrh r1, [r6]
- subs r0, r1
- b _66 // L102
- .align 2, 0
- _5C: .4byte gAnimBankAttacker
- _60: // L91
- ldrh r0, [r6]
- ldrh r1, [r5, 0x20]
- adds r0, r1
- _66: // L102
- strh r0, [r5, 0x20]
- ldr r0, _78 @ =gBattleAnimArgs
- ldrh r0, [r0, 0x2]
- ldrh r1, [r5, 0x22]
- adds r0, r1
- strh r0, [r5, 0x22]
- _72:
- ldr r0, _7C @ =gAnimBankAttacker
- b _D0
- .align 2, 0
- _78: .4byte gBattleAnimArgs
- _7C: .4byte gAnimBankAttacker
- _80: // L88
- movs r1, 0xA
- ldrsh r0, [r6, r1]
- cmp r0, 0 // cmp 4
- bne _92 // L94
- adds r0, r5, 0
- movs r1, 0
- bl sub_8078764
- b _CE // L95
- _92: // L94
- ldr r4, _B8 @ =gAnimBankTarget
- ldrb r0, [r4]
- adds r2, r5, 0
- adds r2, 0x20
- adds r3, r5, 0
- adds r3, 0x22
- movs r1, 0
- bl SetAverageBattlerPositions
- ldrb r0, [r4]
- bl GetBattlerSide
- lsls r0, 24
- cmp r0, 0 // cmp 5
- beq _BC // L96
- ldrh r0, [r5, 0x20]
- ldrh r1, [r6]
- subs r0, r1
- b _C2 // L104
- .align 2, 0
- _B8: .4byte gAnimBankTarget
- _BC: // L96
- ldrh r0, [r6]
- ldrh r1, [r5, 0x20]
- adds r0, r1
- _C2: // L104
- strh r0, [r5, 0x20]
- ldr r0, _EC @ =gBattleAnimArgs
- ldrh r0, [r0, 0x2]
- ldrh r1, [r5, 0x22]
- adds r0, r1
- strh r0, [r5, 0x22]
- _CE: // L95
- ldr r0, _F0 @ =gAnimBankTarget
- _D0:
- ldrb r0, [r0]
- strh r0, [r5, 0x3C]
- ldr r0, _EC @ =gBattleAnimArgs
- movs r1, 0xA
- ldrsh r0, [r0, r1]
- cmp r0, 0 // cmp 6
- beq _E8
- bl IsDoubleBattle
- lsls r0, 24
- cmp r0, 0 // cmp 7
- bne _F4
- _E8:
- movs r0, 0x20
- b _F6
- .align 2, 0
- _EC: .4byte gBattleAnimArgs
- _F0: .4byte gAnimBankTarget
- _F4:
- movs r0, 0x40
- _F6:
- strh r0, [r5, 0x3A]
- ldr r0, _080D803C @ =gAnimBankTarget
- ldrb r0, [r0]
- bl GetBattlerSide
- lsls r0, 24
- cmp r0, 0 // cmp 8
- bne _0C
- ldrh r0, [r5, 0x22]
- adds r0, 0x8
- strh r0, [r5, 0x22]
- _0C:
- ldr r1, _080D8040 @ =gBattleAnimArgs
- ldrh r0, [r1, 0x6]
- strh r0, [r5, 0x2E]
- ldrh r0, [r5, 0x20]
- strh r0, [r5, 0x30]
- strh r0, [r5, 0x32]
- ldrh r0, [r5, 0x22]
- strh r0, [r5, 0x34]
- ldrh r1, [r1, 0x4]
- adds r0, r1
- strh r0, [r5, 0x36]
- adds r0, r5, 0
- bl InitAnimLinearTranslation
- movs r0, 0x40
- strh r0, [r5, 0x38]
- ldr r1, _080D8044 @ =sub_80D8048
- str r1, [r5, 0x1C]
- adds r0, r5, 0
- bl _call_via_r1
- pop {r4-r6}
- pop {r0}
- bx r0
- .align 2, 0
- _080D803C: .4byte gAnimBankTarget
- _080D8040: .4byte gBattleAnimArgs
- _080D8044: .4byte sub_80D8048
- thumb_func_end sub_80D7F10
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