fire; update constants
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@@ -1393,7 +1393,7 @@ void TranslateAnimSpriteToTargetMonLocation(struct Sprite *sprite)
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void AnimThrowProjectile(struct Sprite *sprite)
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{
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InitSpritePosToAnimAttacker(sprite, 1);
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if (GetBattlerSide(gBattleAnimAttacker))
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if (GetBattlerSide(gBattleAnimAttacker) != B_SIDE_PLAYER)
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gBattleAnimArgs[2] = -gBattleAnimArgs[2];
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sprite->data[0] = gBattleAnimArgs[4];
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sprite->data[2] = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_X_2) + gBattleAnimArgs[2];
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@@ -1434,7 +1434,7 @@ void AnimSnoreZ(struct Sprite *sprite)
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InitSpritePosToAnimTarget(sprite, r4);
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battlerId = gBattleAnimTarget;
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}
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if (GetBattlerSide(gBattleAnimAttacker))
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if (GetBattlerSide(gBattleAnimAttacker) != B_SIDE_PLAYER)
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gBattleAnimArgs[2] = -gBattleAnimArgs[2];
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InitSpritePosToAnimTarget(sprite, r4);
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sprite->data[0] = gBattleAnimArgs[4];
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@@ -2070,7 +2070,7 @@ u8 sub_8076E34(s32 battlerId, u8 spriteId, s32 species)
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void sub_8076ED8(struct Sprite *sprite)
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{
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SetSpriteCoordsToAnimAttackerCoords(sprite);
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if (GetBattlerSide(gBattleAnimAttacker))
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if (GetBattlerSide(gBattleAnimAttacker) != B_SIDE_PLAYER)
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{
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sprite->pos1.x -= gBattleAnimArgs[0];
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gBattleAnimArgs[3] = -gBattleAnimArgs[3];
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@@ -2113,7 +2113,7 @@ void sub_8076F58(struct Sprite *sprite)
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void sub_8076FD0(struct Sprite *sprite)
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{
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SetSpriteCoordsToAnimAttackerCoords(sprite);
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if (GetBattlerSide(gBattleAnimAttacker))
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if (GetBattlerSide(gBattleAnimAttacker) != B_SIDE_PLAYER)
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sprite->pos1.x -= gBattleAnimArgs[0];
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else
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sprite->pos1.x += gBattleAnimArgs[0];
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@@ -2210,7 +2210,7 @@ void sub_807729C(struct Sprite *sprite)
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{
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sprite->pos1.x = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_X_2);
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sprite->pos1.y = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_Y_PIC_OFFSET);
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if (!GetBattlerSide(gBattleAnimAttacker))
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if (GetBattlerSide(gBattleAnimAttacker) == B_SIDE_PLAYER)
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sprite->data[0] = 5;
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else
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sprite->data[0] = -10;
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@@ -2237,7 +2237,7 @@ void sub_8077350(struct Sprite *sprite)
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sprite->data[0] = gBattleAnimArgs[2];
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sprite->data[2] = sprite->pos1.x + gBattleAnimArgs[4];
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sprite->data[4] = sprite->pos1.y + gBattleAnimArgs[5];
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if (!GetBattlerSide(gBattleAnimTarget))
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if (GetBattlerSide(gBattleAnimTarget) == B_SIDE_PLAYER)
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{
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x = (u16)gBattleAnimArgs[4] + 30;
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sprite->pos1.x += x;
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