Split battle/ into data/ and engine/ components
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27
engine/battle/effect_commands/spikes.asm
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27
engine/battle/effect_commands/spikes.asm
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@@ -0,0 +1,27 @@
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BattleCommand_Spikes: ; 37683
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; spikes
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ld hl, EnemyScreens
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ld a, [hBattleTurn]
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and a
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jr z, .asm_3768e
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ld hl, PlayerScreens
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.asm_3768e
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; Fails if spikes are already down!
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bit SCREENS_SPIKES, [hl]
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jr nz, .failed
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; Nothing else stops it from working.
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set SCREENS_SPIKES, [hl]
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call AnimateCurrentMove
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ld hl, SpikesText
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jp StdBattleTextBox
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.failed
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jp FailSpikes
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; 376a0
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