battle anim documentation
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+66
-66
@@ -215,7 +215,7 @@ void AnimMetronomeFinger(struct Sprite *);
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void AnimFollowMeFinger(struct Sprite *);
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void AnimTauntFinger(struct Sprite *);
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void SetSpriteNextToMonHead(u8 battler, struct Sprite* sprite);
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void sub_80A2F0C(u8 taskId);
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void AnimTask_ShrinkTargetCopy(u8 taskId);
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// battle_anim_effects_2.c
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extern const union AffineAnimCmd *const gGrowingRingAffineAnimTable[];
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@@ -421,9 +421,9 @@ void AnimThrowProjectile(struct Sprite *sprite);
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void AnimSnoreZ(struct Sprite *sprite);
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s16 CloneBattlerSpriteWithBlend(u8 animBattler);
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void obj_delete_but_dont_free_vram(struct Sprite *sprite);
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void sub_8076048(u8 taskId);
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void AnimTask_AlphaFadeIn(u8 taskId);
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void AnimTask_BlendMonInAndOut(u8 task);
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void sub_8076288(u8 taskId);
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void AnimTask_BlendPalInAndOutByTag(u8 taskId);
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void PrepareAffineAnimInTaskData(struct Task *task, u8 spriteId, const union AffineAnimCmd *affineAnimCmds);
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bool8 RunAffineAnimFromTaskData(struct Task *task);
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void SetBattlerSpriteYOffsetFromYScale(u8 spriteId);
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@@ -445,7 +445,7 @@ u8 sub_8076E34(s32 battlerId, u8 spriteId, s32 species);
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void sub_8076ED8(struct Sprite *sprite);
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void sub_8076F58(struct Sprite *sprite);
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void sub_8076FD0(struct Sprite *sprite);
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void sub_8077030(u8 taskId);
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void AnimTask_AttackerPunchWithTrace(u8 taskId);
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void sub_807729C(struct Sprite *sprite);
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void AnimWeatherBallDown(struct Sprite *sprite);
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@@ -457,82 +457,82 @@ void AnimTask_ShakeAndSinkMon(u8 taskId);
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void AnimTask_TranslateMonElliptical(u8 taskId);
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void AnimTask_TranslateMonEllipticalRespectSide(u8 taskId);
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void AnimTask_WindUpLunge(u8 taskId);
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void sub_80995FC(u8 taskId);
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void AnimTask_SlideOffScreen(u8 taskId);
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void AnimTask_SwayMon(u8 taskId);
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void AnimTask_ScaleMonAndRestore(u8 taskId);
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void sub_8099980(u8 taskId);
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void sub_8099A78(u8 taskId);
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void sub_8099BD4(u8 taskId);
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void AnimTask_RotateMonSpriteToSide(u8 taskId);
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void AnimTask_RotateMonToSideAndRestore(u8 taskId);
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void AnimTask_ShakeTargetBasedOnMovePowerOrDmg(u8 taskId);
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// normal.c
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extern const struct SpriteTemplate gUnknown_83E7C98;
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extern const struct SpriteTemplate gFlashingHitSplatSpriteTemplate;
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extern const struct SpriteTemplate gBasicHitSplatSpriteTemplate;
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extern const struct SpriteTemplate gWaterHitSplatSpriteTemplate;
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u32 UnpackSelectedBattleAnimPalettes(s16 selector);
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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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void sub_80BA0E8(u8 taskId);
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void sub_80BA47C(u8 taskId);
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void AnimTask_BlendColorCycleExclude(u8 taskId);
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void AnimTask_BlendColorCycleByTag(u8 taskId);
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void AnimTask_FlashAnimTagWithColor(u8 taskId);
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void AnimTask_InvertScreenColor(u8 taskId);
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void AnimTask_ShakeBattleTerrain(u8 taskId);
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// ground.c
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void sub_80B8E94(u8 taskId);
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void sub_80B90EC(u8 taskId);
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void AnimTask_DigDownMovement(u8 taskId);
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void AnimTask_DigUpMovement(u8 taskId);
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void AnimTask_HorizontalShake(u8 taskId);
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void AnimTask_IsPowerOver99(u8 taskId);
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void sub_80B9800(u8 taskId);
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void AnimTask_PositionFissureBgOnBattler(u8 taskId);
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// dragon.c
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void sub_80B75E0(u8 taskId);
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void AnimTask_DragonDanceWaver(u8 taskId);
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// ghost.c
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void sub_80B54E8(u8 taskId);
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void sub_80B58AC(u8 taskId);
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void sub_80B5AAC(u8 taskId);
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void sub_80B6020(u8 taskId);
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void sub_80B63B4(u8 taskId);
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void sub_80B68C8(u8 taskId);
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void AnimTask_NightShadeClone(u8 taskId);
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void AnimTask_NightmareClone(u8 taskId);
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void AnimTask_SpiteTargetShadow(u8 taskId);
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void AnimTask_DestinyBondWhiteShadow(u8 taskId);
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void AnimTask_CurseStretchingBlackBg(u8 taskId);
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void AnimTask_GrudgeFlames(u8 taskId);
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void sub_80B6BBC(u8 taskId);
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// rock.c
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void AnimTask_LoadSandstormBackground(u8 taskId);
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void sub_80B4BD0(u8 taskId);
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void AnimTask_Rollout(u8 taskId);
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void AnimTask_GetSeismicTossDamageLevel(u8 taskId);
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void sub_80B5188(u8 taskId);
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void sub_80B51EC(u8 taskId);
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void AnimTask_MoveSeismicTossBg(u8 taskId);
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void AnimTask_SeismicTossBgAccelerateDownAtEnd(u8 taskId);
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// psychic.c
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void sub_80B3418(u8 taskId);
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void sub_80B3480(u8 taskId);
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void sub_80B3584(u8 taskId);
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void sub_80B3834(u8 taskId);
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void sub_80B3A58(u8 taskId);
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void sub_80B3C78(u8 taskId);
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void AnimTask_MeditateStretchAttacker(u8 taskId);
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void AnimTask_Teleport(u8 taskId);
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void AnimTask_ImprisonOrbs(u8 taskId);
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void AnimTask_SkillSwap(u8 taskId);
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void AnimTask_ExtrasensoryDistortion(u8 taskId);
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void AnimTask_TransparentCloneGrowAndShrink(u8 taskId);
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// dark.c
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extern const union AffineAnimCmd *const gUnknown_83E7910[];
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void sub_80B78E0(u8 taskId);
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void sub_80B79DC(u8 taskId);
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void sub_80B7A80(u8 taskId);
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void sub_80B7DA4(u8 taskId);
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void sub_80B8070(u8 taskId);
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void sub_80B85B8(u8 taskId);
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extern const union AffineAnimCmd *const gAffineAnims_Bite[];
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void AnimTask_AttackerFadeToInvisible(u8 taskId);
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void AnimTask_AttackerFadeFromInvisible(u8 taskId);
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void AnimTask_InitAttackerFadeFromInvisible(u8 taskId);
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void AnimTask_MoveAttackerMementoShadow(u8 taskId);
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void AnimTask_MoveTargetMementoShadow(u8 taskId);
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void AnimTask_InitMementoShadow(u8 taskId);
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void sub_80B8664(u8 taskId);
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void AnimTask_MetallicShine(u8 taskId);
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void AnimTask_SetGreyscaleOrOriginalPal(u8 taskId);
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void sub_80B8B38(u8 taskId);
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void GetIsDoomDesireHitTurn(u8 taskId);
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// flying.c
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void sub_80B194C(u8 taskId);
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void AnimTask_AnimateGustTornadoPalette(u8 taskId);
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void sub_80B1D3C(struct Sprite *sprite);
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void sub_80B2868(u8 taskId);
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void AnimTask_DrillPeckHitSplats(u8 taskId);
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// poison.c
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extern const union AffineAnimCmd *const gAffineAnims_Droplet[];
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// fighting.c
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void sub_80B1530(u8 taskId);
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void AnimTask_MoveSkyUppercutBg(u8 taskId);
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// ice.c
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extern const union AnimCmd *const gAnims_SmallBubblePair[];
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@@ -542,19 +542,19 @@ void AnimTask_Hail1(u8 taskId);
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void AnimTask_GetRolloutCounter(u8 taskId);
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// electric.c
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void sub_80AE220(u8 taskId);
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void sub_80AE540(u8 taskId);
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void sub_80AE8A0(u8 taskId);
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void sub_80AEA10(u8 taskId);
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void sub_80AECE0(u8 taskId);
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void sub_80AEFA0(u8 taskId);
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void AnimTask_ElectricBolt(u8 taskId);
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void AnimTask_ElectricChargingParticles(u8 taskId);
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void AnimTask_VoltTackleAttackerReappear(u8 taskId);
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void AnimTask_VoltTackleBolt(u8 taskId);
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void AnimTask_ShockWaveProgressingBolt(u8 taskId);
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void AnimTask_ShockWaveLightning(u8 taskId);
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// fire.c
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extern const union AnimCmd *const gUnknown_83E5D48[];
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void sub_80ACEA4(u8 taskId);
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void sub_80ADAD8(u8 taskId);
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extern const union AnimCmd *const gAnims_BasicFire[];
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void AnimTask_EruptionLaunchRocks(u8 taskId);
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void AnimTask_ShakeTargetInPattern(u8 taskId);
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void AnimTask_BlendBackground(u8 taskId);
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void sub_80AD800(u8 taskId);
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void AnimTask_MoveHeatWaveTargets(u8 taskId);
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// water.c
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extern const union AnimCmd *const gAnims_WaterMudOrb[];
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@@ -574,25 +574,25 @@ 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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void sub_80BB82C(u8 taskId);
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void AnimTask_BlendNonAttackerPalettes(u8 taskId);
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void AnimTask_StartSlidingBg(u8 taskId);
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void AnimTask_GetAttackerSide(u8 taskId);
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void AnimTask_GetTargetSide(u8 taskId);
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void AnimTask_GetTargetIsAttackerPartner(u8 taskId);
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void sub_80BB9B0(u8 taskId);
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void AnimTask_SetAllNonAttackersInvisiblity(u8 taskId);
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void sub_80BBA20(u8 taskId, s32 unused, u16 arg2, u8 battler1, u8 arg4, u8 arg5, u8 arg6, u8 arg7, const u32 *gfx, const u32 *tilemap, const u32 *palette);
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void AnimTask_GetBattleTerrain(u8 taskId);
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void sub_80BBE10(u8 taskId);
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void sub_80BBE3C(u8 taskId);
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void sub_80BBE6C(u8 taskId);
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void sub_80BBF08(u8 taskId);
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void sub_80BBFA4(u8 taskId);
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void AnimTask_AllocBackupPalBuffer(u8 taskId);
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void AnimTask_FreeBackupPalBuffer(u8 taskId);
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void AnimTask_CopyPalUnfadedToBackup(u8 taskId);
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void AnimTask_CopyPalUnfadedFromBackup(u8 taskId);
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void AnimTask_CopyPalFadedToUnfaded(u8 taskId);
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void AnimTask_IsContest(u8 taskId);
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void sub_80BC060(u8 taskId);
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void AnimTask_SetAnimAttackerAndTargetForEffectTgt(u8 taskId);
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void AnimTask_IsTargetSameSide(u8 taskId);
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void sub_80BC0DC(u8 taskId);
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void sub_80BC0FC(u8 taskId);
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void sub_80BC12C(u8 taskId);
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void AnimTask_SetAnimTargetToBattlerTarget(u8 taskId);
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void AnimTask_SetAnimAttackerAndTargetForEffectAtk(u8 taskId);
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void AnimTask_SetAttackerInvisibleWaitForSignal(u8 taskId);
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// battle_anim_scripts.s
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extern const u8 *const gBattleAnims_StatusConditions[];
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