Document old man batttle controller
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@@ -1469,7 +1469,7 @@ void BufferStringBattle(u16 stringId)
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gLastUsedItem = sBattleMsgDataPtr->lastItem;
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gLastUsedAbility = sBattleMsgDataPtr->lastAbility;
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gBattleScripting.battler = sBattleMsgDataPtr->scrActive;
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*(&gBattleStruct->field_52) = sBattleMsgDataPtr->unk1605E;
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*(&gBattleStruct->scriptPartyIdx) = sBattleMsgDataPtr->bakScriptPartyIdx;
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*(&gBattleStruct->hpScale) = sBattleMsgDataPtr->hpScale;
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gPotentialItemEffectBattler = sBattleMsgDataPtr->itemEffectBattler;
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*(&gBattleStruct->stringMoveType) = sBattleMsgDataPtr->moveType;
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@@ -2079,7 +2079,7 @@ u32 BattleStringExpandPlaceholders(const u8 *src, u8 *dst)
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toCpy = gStringVar4;
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break;
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case B_TXT_26: // ?
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HANDLE_NICKNAME_STRING_CASE(gBattleScripting.battler, *(&gBattleStruct->field_52))
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HANDLE_NICKNAME_STRING_CASE(gBattleScripting.battler, *(&gBattleStruct->scriptPartyIdx))
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break;
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case B_TXT_PC_CREATOR_NAME: // lanette pc
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if (FlagGet(FLAG_SYS_NOT_SOMEONES_PC))
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@@ -2379,6 +2379,9 @@ static const struct BattleWindowText sTextOnWindowsInfo_Normal[] = {
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const u8 gUnknown_83FEC90[] = {0x04, 0x05, 0x02, 0x02};
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// windowId: Upper 2 bits are text flags
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// x40: Use NPC context-defined font
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// x80: Inhibit window clear
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void BattlePutTextOnWindow(const u8 *text, u8 windowId) {
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bool32 copyToVram;
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struct TextPrinterTemplate printerTemplate;
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@@ -2457,7 +2460,7 @@ void BattlePutTextOnWindow(const u8 *text, u8 windowId) {
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}
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}
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bool8 sub_80D89B0(u16 stringId)
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bool8 BattleStringShouldBeColored(u16 stringId)
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{
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if (stringId == STRINGID_TRAINER1LOSETEXT || stringId == STRINGID_TRAINER2CLASS || stringId == STRINGID_TRAINER1WINTEXT || stringId == STRINGID_TRAINER2NAME)
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return TRUE;
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