Some more docs in battle anims
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@@ -414,7 +414,7 @@ u16 ArcTan2Neg(s16 a, s16 b);
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void SetGreyscaleOrOriginalPalette(u16 paletteNum, bool8 restoreOriginalColor);
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u32 SelectBattleAnimSpriteAndBgPalettes(bool8 battleBackground, bool8 attacker, bool8 target, bool8 attackerPartner, bool8 targetPartner, bool8 a6, bool8 a7);
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u32 SelectBattlerSpritePalettes(bool8 playerLeft, bool8 playerRight, bool8 foeLeft, bool8 foeRight);
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u8 sub_8075D80(u8 a1);
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u8 GetSpritePalIdxByBattler(u8 a1);
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void AnimSpriteOnMonPos(struct Sprite *sprite);
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void TranslateAnimSpriteToTargetMonLocation(struct Sprite *sprite);
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void AnimThrowProjectile(struct Sprite *sprite);
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@@ -468,7 +468,7 @@ void sub_8099BD4(u8 taskId);
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extern const struct SpriteTemplate gUnknown_83E7C98;
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extern const struct SpriteTemplate gBasicHitSplatSpriteTemplate;
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u32 UnpackSelectedBattleAnimPalettes(s16 selector);
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void sub_80B9BDC(u8 taskId);
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void AnimTask_CurseBlendEffect(u8 taskId);
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void sub_80B9CE4(u8 taskId);
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void sub_80B9E58(u8 taskId);
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void sub_80B9F6C(u8 taskId);
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@@ -561,13 +561,13 @@ void AnimWaterPulseRing(struct Sprite *sprite);
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u8 SmokescreenImpact(s16 x, s16 y, u8 a3);
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// battle_anim_utility_funcs.c
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void sub_80BA7F8(u8 taskId);
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void sub_80BA83C(u8 taskId);
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void AnimTask_BlendSelected(u8 taskId);
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void AnimTask_BlendExcept(u8 taskId);
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void AnimTask_SetCamouflageBlend(u8 taskId);
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void AnimTask_BlendParticle(u8 taskId);
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void sub_80BAB38(u8 taskId);
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void sub_80BAB98(u8 taskId);
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void sub_80BACEC(u8 taskId);
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void AnimTask_HardwarePaletteFade(u8 taskId);
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void AnimTask_CloneBattlerSpriteWithBlend(u8 taskId);
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void AnimTask_SetUpCurseBackground(u8 taskId);
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void sub_80BB088(u8 taskId);
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void sub_80BB660(u8 taskId);
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void sub_80BB7DC(u8 taskId);
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