Give proper names to some functions
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@@ -359,7 +359,7 @@ static void HandleInputChooseTarget(void)
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} while (i < gBattlersCount);
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}
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if (gMain.heldKeys & DPAD_ANY && gSaveBlock2Ptr->optionsButtonMode == 2)
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if (gMain.heldKeys & DPAD_ANY && gSaveBlock2Ptr->optionsButtonMode == OPTIONS_BUTTON_MODE_L_EQUALS_A)
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gPlayerDpadHoldFrames++;
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else
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gPlayerDpadHoldFrames = 0;
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@@ -367,7 +367,7 @@ static void HandleInputChooseTarget(void)
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if (gMain.newKeys & A_BUTTON)
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{
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PlaySE(SE_SELECT);
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gSprites[gBattlerSpriteIds[gMultiUsePlayerCursor]].callback = sub_8039B2C;
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gSprites[gBattlerSpriteIds[gMultiUsePlayerCursor]].callback = SpriteCb_HideAsMoveTarget;
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BtlController_EmitTwoReturnValues(1, 10, gMoveSelectionCursor[gActiveBattler] | (gMultiUsePlayerCursor << 8));
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EndBounceEffect(gMultiUsePlayerCursor, BOUNCE_HEALTHBOX);
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PlayerBufferExecCompleted();
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@@ -375,7 +375,7 @@ static void HandleInputChooseTarget(void)
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else if (gMain.newKeys & B_BUTTON || gPlayerDpadHoldFrames > 59)
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{
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PlaySE(SE_SELECT);
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gSprites[gBattlerSpriteIds[gMultiUsePlayerCursor]].callback = sub_8039B2C;
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gSprites[gBattlerSpriteIds[gMultiUsePlayerCursor]].callback = SpriteCb_HideAsMoveTarget;
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gBattlerControllerFuncs[gActiveBattler] = HandleInputChooseMove;
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DoBounceEffect(gActiveBattler, BOUNCE_HEALTHBOX, 7, 1);
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DoBounceEffect(gActiveBattler, BOUNCE_MON, 7, 1);
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@@ -384,7 +384,7 @@ static void HandleInputChooseTarget(void)
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else if (gMain.newKeys & (DPAD_LEFT | DPAD_UP))
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{
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PlaySE(SE_SELECT);
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gSprites[gBattlerSpriteIds[gMultiUsePlayerCursor]].callback = sub_8039B2C;
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gSprites[gBattlerSpriteIds[gMultiUsePlayerCursor]].callback = SpriteCb_HideAsMoveTarget;
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do
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{
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@@ -421,12 +421,12 @@ static void HandleInputChooseTarget(void)
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if (gAbsentBattlerFlags & gBitTable[gMultiUsePlayerCursor])
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i = 0;
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} while (i == 0);
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gSprites[gBattlerSpriteIds[gMultiUsePlayerCursor]].callback = sub_8039AD8;
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gSprites[gBattlerSpriteIds[gMultiUsePlayerCursor]].callback = SpriteCb_ShowAsMoveTarget;
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}
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else if (gMain.newKeys & (DPAD_RIGHT | DPAD_DOWN))
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{
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PlaySE(SE_SELECT);
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gSprites[gBattlerSpriteIds[gMultiUsePlayerCursor]].callback = sub_8039B2C;
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gSprites[gBattlerSpriteIds[gMultiUsePlayerCursor]].callback = SpriteCb_HideAsMoveTarget;
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do
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{
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@@ -463,7 +463,7 @@ static void HandleInputChooseTarget(void)
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if (gAbsentBattlerFlags & gBitTable[gMultiUsePlayerCursor])
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i = 0;
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} while (i == 0);
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gSprites[gBattlerSpriteIds[gMultiUsePlayerCursor]].callback = sub_8039AD8;
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gSprites[gBattlerSpriteIds[gMultiUsePlayerCursor]].callback = SpriteCb_ShowAsMoveTarget;
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}
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}
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@@ -536,7 +536,7 @@ static void HandleInputChooseMove(void)
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else
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gMultiUsePlayerCursor = GetBattlerAtPosition(B_POSITION_OPPONENT_LEFT);
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gSprites[gBattlerSpriteIds[gMultiUsePlayerCursor]].callback = sub_8039AD8;
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gSprites[gBattlerSpriteIds[gMultiUsePlayerCursor]].callback = SpriteCb_ShowAsMoveTarget;
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}
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}
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else if (gMain.newKeys & B_BUTTON || gPlayerDpadHoldFrames > 59)
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