update static declarations
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+10
-11
@@ -59,7 +59,6 @@ static void LoadDefaultBg(void);
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static void Task_LoopAndPlaySE(u8 taskId);
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static void Task_WaitAndPlaySE(u8 taskId);
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static void sub_807331C(u8 taskId);
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static bool8 sub_807378C(u16 a);
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static void ScriptCmd_loadspritegfx(void);
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static void ScriptCmd_unloadspritegfx(void);
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@@ -125,7 +124,6 @@ const struct OamData gOamData_AffineOff_ObjNormal_8x8 =
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.paletteNum = 0,
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};
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const struct OamData gOamData_AffineOff_ObjNormal_16x16 =
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{
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.y = 0,
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@@ -2082,6 +2080,7 @@ static void ScriptCmd_waitforvisualfinish(void)
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static void ScriptCmd_hang1(void)
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{
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}
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static void ScriptCmd_hang2(void)
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{
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}
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@@ -3281,7 +3280,7 @@ static void ScriptCmd_visible(void)
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static void ScriptCmd_doublebattle_2D(void)
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{
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u8 wantedBattler;
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u8 r4;
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u8 priority;
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u8 spriteId;
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wantedBattler = sBattleAnimScriptPtr[1];
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@@ -3291,21 +3290,21 @@ static void ScriptCmd_doublebattle_2D(void)
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{
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if (wantedBattler == ANIM_ATTACKER)
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{
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r4 = GetBattlerSpriteBGPriorityRank(gBattleAnimAttacker);
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priority = GetBattlerSpriteBGPriorityRank(gBattleAnimAttacker);
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spriteId = GetAnimBattlerSpriteId(ANIM_ATTACKER);
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}
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else
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{
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r4 = GetBattlerSpriteBGPriorityRank(gBattleAnimTarget);
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priority = GetBattlerSpriteBGPriorityRank(gBattleAnimTarget);
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spriteId = GetAnimBattlerSpriteId(ANIM_TARGET);
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}
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if (spriteId != 0xFF)
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{
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gSprites[spriteId].invisible = FALSE;
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if (r4 == 2)
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if (priority == 2)
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gSprites[spriteId].oam.priority = 3;
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if (r4 == 1)
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if (priority == 1)
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sub_8073128(FALSE);
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else
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sub_8073128(TRUE);
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@@ -3316,7 +3315,7 @@ static void ScriptCmd_doublebattle_2D(void)
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static void ScriptCmd_doublebattle_2E(void)
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{
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u8 wantedBattler;
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u8 r4;
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u8 priority;
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u8 spriteId;
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wantedBattler = sBattleAnimScriptPtr[1];
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@@ -3326,16 +3325,16 @@ static void ScriptCmd_doublebattle_2E(void)
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{
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if (wantedBattler == ANIM_ATTACKER)
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{
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r4 = GetBattlerSpriteBGPriorityRank(gBattleAnimAttacker);
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priority = GetBattlerSpriteBGPriorityRank(gBattleAnimAttacker);
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spriteId = GetAnimBattlerSpriteId(ANIM_ATTACKER);
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}
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else
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{
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r4 = GetBattlerSpriteBGPriorityRank(gBattleAnimTarget);
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priority = GetBattlerSpriteBGPriorityRank(gBattleAnimTarget);
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spriteId = GetAnimBattlerSpriteId(ANIM_TARGET);
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}
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if (spriteId != 0xFF && r4 == 2)
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if (spriteId != 0xFF && priority == 2)
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gSprites[spriteId].oam.priority = 2;
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}
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}
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