clean up
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+4
-20
@@ -91,18 +91,19 @@ extern const struct OamData gOamData_83ACB48;
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extern const struct OamData gOamData_83ACB28;
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extern const struct OamData gOamData_83ACAC8;
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// battle_anim.s
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void MoveBattlerSpriteToBG(u8 battlerId, u8);
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void sub_8073128(u8);
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void ClearBattleAnimationVars(void);
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void DoMoveAnim(u16 move);
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void LaunchBattleAnimation(const u8 *const animsTable[], u16 tableId, bool8 isMoveAnim);
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void DestroyAnimSprite(struct Sprite *sprite);
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void DestroyAnimVisualTask(u8 taskId);
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void DestroyAnimSoundTask(u8 taskId);
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bool8 IsAnimBankSpriteVisible(u8 bank);
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void sub_80A438C(u8 bank, bool8 toBG_2, bool8 setSpriteInvisible);
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bool8 IsAnimBankSpriteVisible(u8 battlerId);
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bool8 IsContest(void);
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s8 BattleAnimAdjustPanning(s8 pan);
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s8 BattleAnimAdjustPanning2(s8 pan);
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s16 sub_80A52EC(s16 a);
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s16 CalculatePanIncrement(s16 sourcePan, s16 targetPan, s16 incrementPan);
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bool8 IsBattlerSpriteVisible(u8 battlerId);
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s16 KeepPanInRange(s16 a, s32 oldPan);
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@@ -141,23 +142,6 @@ enum
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BATTLER_COORD_ATTR_RAW_BOTTOM,
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};
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u8 GetBattlerSpriteCoord(u8 battlerId, u8 attributeId);
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bool8 IsBankSpritePresent(u8 battlerId);
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void sub_80A6C68(u8 arg0);
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u8 GetAnimBattlerSpriteId(u8 wantedBank);
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bool8 IsDoubleBattle(void);
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u8 sub_80A6D94(void);
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u8 sub_80A8364(u8);
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void StoreSpriteCallbackInData6(struct Sprite *sprite, void (*spriteCallback)(struct Sprite *));
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void SetSpritePrimaryCoordsFromSecondaryCoords(struct Sprite *sprite);
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u8 GetBattlerSpriteDefault_Y(u8 battlerId);
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u8 sub_80A82E4(u8 battlerId);
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u8 GetSubstituteSpriteDefault_Y(u8 battlerId);
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u8 GetGhostSpriteDefault_Y(u8 battlerId);
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void MoveBattlerSpriteToBG(u8 battlerId, u8);
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void sub_8073128(u8);
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// battle_anim_status_effects.s
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#define STAT_ANIM_PLUS1 15
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#define STAT_ANIM_PLUS2 39
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+2
-2
@@ -548,8 +548,8 @@ static void sub_80ADD4C(struct Sprite *sprite)
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sprite->oam.priority = GetBattlerSpriteBGPriority(battler) + 1;
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matrixNum = sprite->oam.matrixNum;
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sineVal = gSineTable[gBattleAnimArgs[2]];
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gOamMatrices[matrixNum].a = gOamMatrices[matrixNum].d = gSineTable[gBattleAnimArgs[2] + 64];
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gOamMatrices[matrixNum].b = sineVal;
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gOamMatrices[matrixNum].a = gOamMatrices[matrixNum].d = gSineTable[gBattleAnimArgs[2] + 64];
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gOamMatrices[matrixNum].b = sineVal;
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gOamMatrices[matrixNum].c = -sineVal;
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sprite->data[0] = gBattleAnimArgs[3];
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sprite->callback = sub_80B1D3C;
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