Set Unit Status By ENTD Unit ID
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# ROUTINE: SET UNIT STATUS BY ENTD UNIT ID # Parameters: # r4 = (ENTDUnitID) ENTD Unit ID # r5 = (statusIndex) Index of status effect, going from 0 to 39, in order of storage in status flags. 0 = (Blank Status), 39 = Death Sentence # r6 = (isInfliction) Inflicts status if true (1), otherwise removes status # r7 = (useLessStrictStatusRemoval) Use less strict status removal during status validation 80149100: 27bdffd8 addiu r29,r29,-0x0028 80149104: afb00010 sw r16,0x0010(r29) 80149108: 00a08021 addu r16,r5,r0 8014910c: afb20018 sw r18,0x0018(r29) 80149110: 00c09021 addu r18,r6,r0 80149114: afb3001c sw r19,0x001c(r29) 80149118: 00e09821 addu r19,r7,r0 8014911c: afbf0020 sw r31,0x0020(r29) 80149120: 0c04b72b jal 0x8012dcac # battleUnitIndex = Get Battle Unit Index By ENTD Unit ID (ENTDUnitID); 80149124: afb10014 sw r17,0x0014(r29) 80149128: 00408821 addu r17,r2,r0 # battleUnitIndex 8014912c: 340207d0 ori r2,r0,0x07d0 # 2000 80149130: 12220021 beq r17,r2,0x801491b8 # if (battleUnitIndex == 2000) return; 80149134: 00000000 nop 80149138: 0c0602bf jal 0x80180afc # unit = Get Unit's Data Pointer (battleUnitIndex); 8014913c: 02202021 addu r4,r17,r0 80149140: 00402821 addu r5,r2,r0 # unit 80149144: 00001821 addu r3,r0,r0 # statusByteIndex = 0 # do { 80149148: 00a31021 addu r2,r5,r3 8014914c: 24630001 addiu r3,r3,0x0001 # statusByteIndex = statusByteIndex + 1 80149150: a04001a7 sb r0,0x01a7(r2) # unit.actionStatusInfliction[statusByteIndex] = 0 80149154: a04001ac sb r0,0x01ac(r2) # unit.actionStatusRemoval[statusByteIndex] = 0 80149158: 28620005 slti r2,r3,0x0005 8014915c: 1440fffa bne r2,r0,0x80149148 # } while (statusByteIndex < 5); 80149160: 00000000 nop 80149164: 06010002 bgez r16,0x80149170 80149168: 02001021 addu r2,r16,r0 8014916c: 26020007 addiu r2,r16,0x0007 80149170: 000220c3 sra r4,r2,0x03 # statusByteIndex = statusIndex / 8 // (integer division) 80149174: 000410c0 sll r2,r4,0x03 80149178: 02021023 subu r2,r16,r2 # statusIndex % 8 // (modulo) 8014917c: 34030001 ori r3,r0,0x0001 # 1 80149180: 12400004 beq r18,r0,0x80149194 80149184: 00431804 sllv r3,r3,r2 # statusValue = 1 << (statusIndex % 8) # if (isInfliction) { 80149188: 00a41021 addu r2,r5,r4 8014918c: 08052467 j 0x8014919c 80149190: a04301a7 sb r3,0x01a7(r2) # unit.actionStatusInfliction[statusByteIndex] = statusValue # } else { 80149194: 00a41021 addu r2,r5,r4 80149198: a04301ac sb r3,0x01ac(r2) # unit.actionStatusRemoval[statusByteIndex] = statusValue # } 8014919c: 3c028019 lui r2,0x8019 801491a0: 2442e07c addiu r2,r2,-0x1f84 # 0x8018e07c 801491a4: 3c018017 lui r1,0x8017 801491a8: ac223ca8 sw r2,0x3ca8(r1) # routine = 0x8018e07c (Post Ability Hardcoding?) 801491ac: 02202021 addu r4,r17,r0 801491b0: 0c0533ad jal 0x8014ceb4 # Call Inner Subroutine (battleUnitIndex, useLessStrictStatusRemoval); (routine = 0x8018e07c Post Ability Hardcoding?) 801491b4: 02602821 addu r5,r19,r0 801491b8: 8fbf0020 lw r31,0x0020(r29) 801491bc: 8fb3001c lw r19,0x001c(r29) 801491c0: 8fb20018 lw r18,0x0018(r29) 801491c4: 8fb10014 lw r17,0x0014(r29) 801491c8: 8fb00010 lw r16,0x0010(r29) 801491cc: 27bd0028 addiu r29,r29,0x0028 801491d0: 03e00008 jr r31 801491d4: 00000000 nop