Sync battle anim - scripts
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@@ -1662,7 +1662,7 @@ static void OakOldManHandleSuccessBallThrowAnim(void)
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{
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gBattleSpritesDataPtr->animationData->ballThrowCaseId = BALL_3_SHAKES_SUCCESS;
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gDoingBattleAnim = TRUE;
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InitAndLaunchSpecialAnimation(gActiveBattler, gActiveBattler, GetBattlerAtPosition(B_POSITION_OPPONENT_LEFT), B_ANIM_SAFARI_BALL_THROW);
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InitAndLaunchSpecialAnimation(gActiveBattler, gActiveBattler, GetBattlerAtPosition(B_POSITION_OPPONENT_LEFT), B_ANIM_BALL_THROW_WITH_TRAINER);
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gBattlerControllerFuncs[gActiveBattler] = CompleteOnSpecialAnimDone;
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}
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@@ -1672,7 +1672,7 @@ static void OakOldManHandleBallThrowAnim(void)
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gBattleSpritesDataPtr->animationData->ballThrowCaseId = ballThrowCaseId;
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gDoingBattleAnim = TRUE;
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InitAndLaunchSpecialAnimation(gActiveBattler, gActiveBattler, GetBattlerAtPosition(B_POSITION_OPPONENT_LEFT), B_ANIM_SAFARI_BALL_THROW);
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InitAndLaunchSpecialAnimation(gActiveBattler, gActiveBattler, GetBattlerAtPosition(B_POSITION_OPPONENT_LEFT), B_ANIM_BALL_THROW_WITH_TRAINER);
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gBattlerControllerFuncs[gActiveBattler] = CompleteOnSpecialAnimDone;
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}
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