More sync with battle controllers
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@@ -443,9 +443,9 @@ static void Intro_WaitForShinyAnimAndHealthbox(void)
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&& gBattleSpritesDataPtr->healthBoxesData[gActiveBattler ^ BIT_FLANK].finishedShinyMonAnim)
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{
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gBattleSpritesDataPtr->healthBoxesData[gActiveBattler].triedShinyMonAnim = FALSE;
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gBattleSpritesDataPtr->healthBoxesData[gActiveBattler].finishedShinyMonAnim = 0;
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gBattleSpritesDataPtr->healthBoxesData[gActiveBattler].finishedShinyMonAnim = FALSE;
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gBattleSpritesDataPtr->healthBoxesData[gActiveBattler ^ BIT_FLANK].triedShinyMonAnim = FALSE;
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gBattleSpritesDataPtr->healthBoxesData[gActiveBattler ^ BIT_FLANK].finishedShinyMonAnim = 0;
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gBattleSpritesDataPtr->healthBoxesData[gActiveBattler ^ BIT_FLANK].finishedShinyMonAnim = FALSE;
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FreeSpriteTilesByTag(ANIM_TAG_GOLD_STARS);
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FreeSpritePaletteByTag(ANIM_TAG_GOLD_STARS);
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CreateTask(Task_PlayerController_RestoreBgmAfterCry, 10);
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@@ -987,7 +987,7 @@ static void OakOldManHandleGetMonData(void)
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monToCheck >>= 1;
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}
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}
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BtlController_EmitDataTransfer(1, size, monData);
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BtlController_EmitDataTransfer(BUFFER_B, size, monData);
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OakOldManBufferExecCompleted();
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}
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@@ -1575,20 +1575,20 @@ static void OakOldManHandleDrawTrainerPic(void)
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{
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if (gBattleTypeFlags & BATTLE_TYPE_FIRST_BATTLE)
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{
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DecompressTrainerBackPalette(BACK_PIC_RED + gSaveBlock2Ptr->playerGender, gActiveBattler);
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SetMultiuseSpriteTemplateToTrainerBack(BACK_PIC_RED + gSaveBlock2Ptr->playerGender, GetBattlerPosition(gActiveBattler));
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DecompressTrainerBackPalette(gSaveBlock2Ptr->playerGender, gActiveBattler);
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SetMultiuseSpriteTemplateToTrainerBack(gSaveBlock2Ptr->playerGender, GetBattlerPosition(gActiveBattler));
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gBattlerSpriteIds[gActiveBattler] = CreateSprite(&gMultiuseSpriteTemplate,
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80,
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(8 - gTrainerBackPicCoords[BACK_PIC_RED + gSaveBlock2Ptr->playerGender].size) * 4 + 80,
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(8 - gTrainerBackPicCoords[gSaveBlock2Ptr->playerGender].size) * 4 + 80,
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30);
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}
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else
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{
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DecompressTrainerBackPalette(BACK_PIC_OLDMAN, gActiveBattler);
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SetMultiuseSpriteTemplateToTrainerBack(BACK_PIC_OLDMAN, GetBattlerPosition(gActiveBattler));
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DecompressTrainerBackPalette(TRAINER_BACK_PIC_OLD_MAN, gActiveBattler);
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SetMultiuseSpriteTemplateToTrainerBack(TRAINER_BACK_PIC_OLD_MAN, GetBattlerPosition(gActiveBattler));
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gBattlerSpriteIds[gActiveBattler] = CreateSprite(&gMultiuseSpriteTemplate,
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80,
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(8 - gTrainerBackPicCoords[BACK_PIC_OLDMAN].size) * 4 + 80,
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(8 - gTrainerBackPicCoords[TRAINER_BACK_PIC_OLD_MAN].size) * 4 + 80,
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30);
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}
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gSprites[gBattlerSpriteIds[gActiveBattler]].oam.paletteNum = gActiveBattler;
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@@ -1602,20 +1602,20 @@ static void OakOldManHandleTrainerSlide(void)
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{
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if (gBattleTypeFlags & BATTLE_TYPE_FIRST_BATTLE)
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{
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DecompressTrainerBackPalette(BACK_PIC_RED + gSaveBlock2Ptr->playerGender, gActiveBattler);
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SetMultiuseSpriteTemplateToTrainerBack(BACK_PIC_RED + gSaveBlock2Ptr->playerGender, GetBattlerPosition(gActiveBattler));
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DecompressTrainerBackPalette(gSaveBlock2Ptr->playerGender, gActiveBattler);
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SetMultiuseSpriteTemplateToTrainerBack(gSaveBlock2Ptr->playerGender, GetBattlerPosition(gActiveBattler));
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gBattlerSpriteIds[gActiveBattler] = CreateSprite(&gMultiuseSpriteTemplate,
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80,
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(8 - gTrainerBackPicCoords[BACK_PIC_RED + gSaveBlock2Ptr->playerGender].size) * 4 + 80,
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(8 - gTrainerBackPicCoords[gSaveBlock2Ptr->playerGender].size) * 4 + 80,
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30);
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}
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else
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{
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DecompressTrainerBackPalette(BACK_PIC_OLDMAN, gActiveBattler);
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SetMultiuseSpriteTemplateToTrainerBack(BACK_PIC_OLDMAN, GetBattlerPosition(gActiveBattler));
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DecompressTrainerBackPalette(TRAINER_BACK_PIC_OLD_MAN, gActiveBattler);
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SetMultiuseSpriteTemplateToTrainerBack(TRAINER_BACK_PIC_OLD_MAN, GetBattlerPosition(gActiveBattler));
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gBattlerSpriteIds[gActiveBattler] = CreateSprite(&gMultiuseSpriteTemplate,
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80,
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(8 - gTrainerBackPicCoords[BACK_PIC_OLDMAN].size) * 4 + 80,
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(8 - gTrainerBackPicCoords[TRAINER_BACK_PIC_OLD_MAN].size) * 4 + 80,
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30);
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}
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gSprites[gBattlerSpriteIds[gActiveBattler]].oam.paletteNum = gActiveBattler;
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@@ -2087,7 +2087,7 @@ static void OakOldManHandleIntroTrainerBallThrow(void)
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StoreSpriteCallbackInData6(&gSprites[gBattlerSpriteIds[gActiveBattler]], SpriteCB_FreePlayerSpriteLoadMonSprite);
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StartSpriteAnim(&gSprites[gBattlerSpriteIds[gActiveBattler]], 1);
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paletteNum = AllocSpritePalette(0xD6F8);
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LoadCompressedPalette(gTrainerBackPicPaletteTable[BACK_PIC_RED + gSaveBlock2Ptr->playerGender].data, 0x100 + paletteNum * 16, 32);
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LoadCompressedPalette(gTrainerBackPicPaletteTable[gSaveBlock2Ptr->playerGender].data, 0x100 + paletteNum * 16, 32);
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gSprites[gBattlerSpriteIds[gActiveBattler]].oam.paletteNum = paletteNum;
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taskId = CreateTask(Task_StartSendOutAnim, 5);
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gTasks[taskId].data[0] = gActiveBattler;
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