init
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-1
@@ -21,6 +21,15 @@
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* Move relearner state machine
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* Move relearner state machine
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* ------------------------
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* ------------------------
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*
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*
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* CB2_MoveRelearner_Init
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* - Creates moveDisplayArrowTask to listen to right/left buttons.
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* - Creates moveListScrollArrowTask to listen to up/down buttons.
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* - Whenever the selected move changes (and once on init), the MoveRelearnerCursorCallback
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* is called (see sMoveRelearnerMovesListTemplate). That callback will reload the contest
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* display and battle display windows for the new move. Both are always loaded in
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* memory, but only the currently active one is copied to VRAM. The exception to this
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* is the appeal and jam hearts, which are sprites. MoveRelearnerShowHideHearts is called
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* while reloading the contest display to control them.
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* MoveRelearnerStateMachine: MENU_STATE_FADE_TO_BLACK
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* MoveRelearnerStateMachine: MENU_STATE_FADE_TO_BLACK
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* MoveRelearnerStateMachine: MENU_STATE_WAIT_FOR_FADE
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* MoveRelearnerStateMachine: MENU_STATE_WAIT_FOR_FADE
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* - Go to MENU_STATE_IDLE_BATTLE_MODE
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* - Go to MENU_STATE_IDLE_BATTLE_MODE
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@@ -70,7 +79,7 @@
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* - If the player cancels, go to MENU_STATE_SETUP_BATTLE_MODE.
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* - If the player cancels, go to MENU_STATE_SETUP_BATTLE_MODE.
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*
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*
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* CB2_MoveRelearner_Resume:
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* CB2_MoveRelearner_Resume:
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* - Do most of the same stuff as CB2_InitLearnMove.
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* - Do most of the same stuff as CB2_MoveRelearner_Init.
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* MoveRelearnerStateMachine: MENU_STATE_FADE_FROM_SUMMARY_SCREEN
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* MoveRelearnerStateMachine: MENU_STATE_FADE_FROM_SUMMARY_SCREEN
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* MoveRelearnerStateMachine: MENU_STATE_TRY_OVERWRITE_MOVE
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* MoveRelearnerStateMachine: MENU_STATE_TRY_OVERWRITE_MOVE
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* - If any of the pokemon's existing moves were chosen, overwrite the move and
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* - If any of the pokemon's existing moves were chosen, overwrite the move and
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