identity -> position
This commit is contained in:
@@ -232,7 +232,7 @@ static void (*const sPlayerBufferCommands[CONTROLLER_CMDS_COUNT])(void) =
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nullsub_22
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};
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static const u8 sTargetIdentities[] = {IDENTITY_PLAYER_MON1, IDENTITY_PLAYER_MON2, IDENTITY_OPPONENT_MON2, IDENTITY_OPPONENT_MON1};
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static const u8 sTargetIdentities[] = {B_POSITION_PLAYER_LEFT, B_POSITION_PLAYER_RIGHT, B_POSITION_OPPONENT_RIGHT, B_POSITION_OPPONENT_LEFT};
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// unknown unused data
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static const u8 sUnknown_0831C5FC[] = {0x48, 0x48, 0x20, 0x5a, 0x50, 0x50, 0x50, 0x58};
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@@ -357,8 +357,8 @@ static void HandleInputChooseAction(void)
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else if (gMain.newKeys & B_BUTTON || gPlayerDpadHoldFrames > 59)
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{
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if ((gBattleTypeFlags & BATTLE_TYPE_DOUBLE)
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&& GetBankIdentity(gActiveBank) == IDENTITY_PLAYER_MON2
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&& !(gAbsentBankFlags & gBitTable[GetBankByIdentity(IDENTITY_PLAYER_MON1)])
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&& GetBankPosition(gActiveBank) == B_POSITION_PLAYER_RIGHT
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&& !(gAbsentBankFlags & gBitTable[GetBankByIdentity(B_POSITION_PLAYER_LEFT)])
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&& !(gBattleTypeFlags & BATTLE_TYPE_MULTI))
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{
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if (gBattleBufferA[gActiveBank][1] == ACTION_USE_ITEM)
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@@ -436,7 +436,7 @@ static void HandleInputChooseTarget(void)
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do
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{
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u8 currSelIdentity = GetBankIdentity(gMultiUsePlayerCursor);
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u8 currSelIdentity = GetBankPosition(gMultiUsePlayerCursor);
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for (i = 0; i < BATTLE_BANKS_COUNT; i++)
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{
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@@ -451,17 +451,17 @@ static void HandleInputChooseTarget(void)
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} while (gMultiUsePlayerCursor == gNoOfAllBanks);
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i = 0;
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switch (GetBankIdentity(gMultiUsePlayerCursor))
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switch (GetBankPosition(gMultiUsePlayerCursor))
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{
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case IDENTITY_PLAYER_MON1:
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case IDENTITY_PLAYER_MON2:
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case B_POSITION_PLAYER_LEFT:
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case B_POSITION_PLAYER_RIGHT:
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if (gActiveBank != gMultiUsePlayerCursor)
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i++;
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else if (gBattleMoves[GetMonData(&gPlayerParty[gBattlePartyID[gActiveBank]], MON_DATA_MOVE1 + gMoveSelectionCursor[gActiveBank])].target & MOVE_TARGET_USER)
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i++;
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break;
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case IDENTITY_OPPONENT_MON1:
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case IDENTITY_OPPONENT_MON2:
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case B_POSITION_OPPONENT_LEFT:
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case B_POSITION_OPPONENT_RIGHT:
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i++;
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break;
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}
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@@ -478,7 +478,7 @@ static void HandleInputChooseTarget(void)
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do
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{
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u8 currSelIdentity = GetBankIdentity(gMultiUsePlayerCursor);
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u8 currSelIdentity = GetBankPosition(gMultiUsePlayerCursor);
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for (i = 0; i < BATTLE_BANKS_COUNT; i++)
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{
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@@ -493,17 +493,17 @@ static void HandleInputChooseTarget(void)
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} while (gMultiUsePlayerCursor == gNoOfAllBanks);
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i = 0;
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switch (GetBankIdentity(gMultiUsePlayerCursor))
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switch (GetBankPosition(gMultiUsePlayerCursor))
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{
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case IDENTITY_PLAYER_MON1:
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case IDENTITY_PLAYER_MON2:
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case B_POSITION_PLAYER_LEFT:
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case B_POSITION_PLAYER_RIGHT:
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if (gActiveBank != gMultiUsePlayerCursor)
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i++;
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else if (gBattleMoves[GetMonData(&gPlayerParty[gBattlePartyID[gActiveBank]], MON_DATA_MOVE1 + gMoveSelectionCursor[gActiveBank])].target & MOVE_TARGET_USER)
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i++;
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break;
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case IDENTITY_OPPONENT_MON1:
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case IDENTITY_OPPONENT_MON2:
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case B_POSITION_OPPONENT_LEFT:
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case B_POSITION_OPPONENT_RIGHT:
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i++;
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break;
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}
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@@ -545,7 +545,7 @@ static void HandleInputChooseMove(void)
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if (moveTarget & MOVE_TARGET_x10)
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gMultiUsePlayerCursor = gActiveBank;
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else
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gMultiUsePlayerCursor = GetBankByIdentity((GetBankIdentity(gActiveBank) & BIT_SIDE) ^ BIT_SIDE);
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gMultiUsePlayerCursor = GetBankByIdentity((GetBankPosition(gActiveBank) & BIT_SIDE) ^ BIT_SIDE);
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if (!gBattleBufferA[gActiveBank][1]) // not a double battle
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{
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@@ -579,10 +579,10 @@ static void HandleInputChooseMove(void)
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if (moveTarget & (MOVE_TARGET_x10 | MOVE_TARGET_USER))
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gMultiUsePlayerCursor = gActiveBank;
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else if (gAbsentBankFlags & gBitTable[GetBankByIdentity(IDENTITY_OPPONENT_MON1)])
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gMultiUsePlayerCursor = GetBankByIdentity(IDENTITY_OPPONENT_MON2);
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else if (gAbsentBankFlags & gBitTable[GetBankByIdentity(B_POSITION_OPPONENT_LEFT)])
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gMultiUsePlayerCursor = GetBankByIdentity(B_POSITION_OPPONENT_RIGHT);
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else
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gMultiUsePlayerCursor = GetBankByIdentity(IDENTITY_OPPONENT_MON1);
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gMultiUsePlayerCursor = GetBankByIdentity(B_POSITION_OPPONENT_LEFT);
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gSprites[gBankSpriteIds[gMultiUsePlayerCursor]].callback = sub_8039AD8;
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}
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@@ -2234,11 +2234,11 @@ static void sub_805B258(u8 bank, bool8 dontClearSubstituteBit)
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gBattlePartyID[bank] = gBattleBufferA[bank][1];
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species = GetMonData(&gPlayerParty[gBattlePartyID[bank]], MON_DATA_SPECIES);
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gUnknown_03005D7C[bank] = CreateInvisibleSpriteWithCallback(sub_805D714);
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sub_806A068(species, GetBankIdentity(bank));
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sub_806A068(species, GetBankPosition(bank));
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gBankSpriteIds[bank] = CreateSprite(
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&gUnknown_0202499C,
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GetBankPosition(bank, 2),
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GetBankCoord(bank, 2),
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GetBankSpriteDefault_Y(bank),
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sub_80A82E4(bank));
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@@ -2326,7 +2326,7 @@ static void PlayerHandleDrawTrainerPic(void)
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if (gBattleTypeFlags & BATTLE_TYPE_MULTI)
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{
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if ((GetBankIdentity(gActiveBank) & BIT_MON) != 0) // second mon
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if ((GetBankPosition(gActiveBank) & BIT_MON) != 0) // second mon
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xPos = 90;
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else // first mon
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xPos = 32;
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@@ -2353,7 +2353,7 @@ static void PlayerHandleDrawTrainerPic(void)
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{
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trainerPicId = PlayerGenderToFrontTrainerPicId(gSaveBlock2Ptr->playerGender);
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DecompressTrainerFrontPic(trainerPicId, gActiveBank);
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sub_806A1C0(trainerPicId, GetBankIdentity(gActiveBank));
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sub_806A1C0(trainerPicId, GetBankPosition(gActiveBank));
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gBankSpriteIds[gActiveBank] = CreateSprite(&gUnknown_0202499C, xPos, yPos, sub_80A82E4(gActiveBank));
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gSprites[gBankSpriteIds[gActiveBank]].oam.paletteNum = IndexOfSpritePaletteTag(gTrainerFrontPicPaletteTable[trainerPicId].tag);
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@@ -2368,7 +2368,7 @@ static void PlayerHandleDrawTrainerPic(void)
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else
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{
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DecompressTrainerBackPic(trainerPicId, gActiveBank);
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sub_806A12C(trainerPicId, GetBankIdentity(gActiveBank));
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sub_806A12C(trainerPicId, GetBankPosition(gActiveBank));
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gBankSpriteIds[gActiveBank] = CreateSprite(&gUnknown_0202499C, xPos, yPos, sub_80A82E4(gActiveBank));
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gSprites[gBankSpriteIds[gActiveBank]].oam.paletteNum = gActiveBank;
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@@ -2407,7 +2407,7 @@ static void PlayerHandleTrainerSlide(void)
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}
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DecompressTrainerBackPic(trainerPicId, gActiveBank);
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sub_806A12C(trainerPicId, GetBankIdentity(gActiveBank));
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sub_806A12C(trainerPicId, GetBankPosition(gActiveBank));
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gBankSpriteIds[gActiveBank] = CreateSprite(&gUnknown_0202499C, 80, (8 - gTrainerBackPicCoords[trainerPicId].coords) * 4 + 80, 30);
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gSprites[gBankSpriteIds[gActiveBank]].oam.paletteNum = gActiveBank;
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@@ -2463,7 +2463,7 @@ static void PlayerHandleSuccessBallThrowAnim(void)
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{
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gBattleSpritesDataPtr->animationData->ballThrowCaseId = BALL_3_SHAKES_SUCCESS;
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gDoingBattleAnim = TRUE;
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InitAndLaunchSpecialAnimation(gActiveBank, gActiveBank, GetBankByIdentity(IDENTITY_OPPONENT_MON1), B_ANIM_BALL_THROW);
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InitAndLaunchSpecialAnimation(gActiveBank, gActiveBank, GetBankByIdentity(B_POSITION_OPPONENT_LEFT), B_ANIM_BALL_THROW);
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gBattleBankFunc[gActiveBank] = CompleteOnSpecialAnimDone;
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}
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@@ -2473,7 +2473,7 @@ static void PlayerHandleBallThrowAnim(void)
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gBattleSpritesDataPtr->animationData->ballThrowCaseId = ballThrowCaseId;
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gDoingBattleAnim = TRUE;
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InitAndLaunchSpecialAnimation(gActiveBank, gActiveBank, GetBankByIdentity(IDENTITY_OPPONENT_MON1), B_ANIM_BALL_THROW);
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InitAndLaunchSpecialAnimation(gActiveBank, gActiveBank, GetBankByIdentity(B_POSITION_OPPONENT_LEFT), B_ANIM_BALL_THROW);
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gBattleBankFunc[gActiveBank] = CompleteOnSpecialAnimDone;
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}
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