Document some battle anims and helpers
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+10
-10
@@ -357,22 +357,22 @@ void sub_8113A90(struct Sprite *sprite)
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switch (gBattleAnimArgs[1])
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{
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case 0:
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sprite->pos1.x = sub_80A861C(battler, 5) - 8;
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sprite->pos1.y = sub_80A861C(battler, 2) + 8;
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sprite->pos1.x = GetBattlerSpriteCoordAttr(battler, BATTLER_COORD_ATTR_RIGHT) - 8;
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sprite->pos1.y = GetBattlerSpriteCoordAttr(battler, BATTLER_COORD_ATTR_TOP) + 8;
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break;
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case 1:
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sprite->pos1.x = sub_80A861C(battler, 5) - 14;
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sprite->pos1.y = sub_80A861C(battler, 2) + 16;
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sprite->pos1.x = GetBattlerSpriteCoordAttr(battler, BATTLER_COORD_ATTR_RIGHT) - 14;
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sprite->pos1.y = GetBattlerSpriteCoordAttr(battler, BATTLER_COORD_ATTR_TOP) + 16;
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break;
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case 2:
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sprite->pos1.x = sub_80A861C(battler, 4) + 8;
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sprite->pos1.y = sub_80A861C(battler, 2) + 8;
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sprite->pos1.x = GetBattlerSpriteCoordAttr(battler, BATTLER_COORD_ATTR_LEFT) + 8;
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sprite->pos1.y = GetBattlerSpriteCoordAttr(battler, BATTLER_COORD_ATTR_TOP) + 8;
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StartSpriteAffineAnim(sprite, 1);
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xOffset = -20;
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break;
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case 3:
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sprite->pos1.x = sub_80A861C(battler, 4) + 14;
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sprite->pos1.y = sub_80A861C(battler, 2) + 16;
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sprite->pos1.x = GetBattlerSpriteCoordAttr(battler, BATTLER_COORD_ATTR_LEFT) + 14;
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sprite->pos1.y = GetBattlerSpriteCoordAttr(battler, BATTLER_COORD_ATTR_TOP) + 16;
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StartSpriteAffineAnim(sprite, 1);
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xOffset = -20;
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break;
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@@ -403,7 +403,7 @@ void sub_8113BAC(u8 taskId)
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struct Task *task = &gTasks[taskId];
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task->data[7] = GetBattlerSpriteCoord(gBattleAnimAttacker, BATTLER_COORD_Y) + 31;
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task->data[6] = sub_80A861C(gBattleAnimAttacker, 2) - 7;
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task->data[6] = GetBattlerSpriteCoordAttr(gBattleAnimAttacker, BATTLER_COORD_ATTR_TOP) - 7;
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task->data[5] = task->data[7];
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task->data[4] = task->data[6];
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task->data[13] = (task->data[7] - task->data[6]) << 8;
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@@ -576,7 +576,7 @@ void sub_8113E78(u8 taskId)
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break;
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case 2:
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task->data[7] = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_Y) + 31;
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task->data[6] = sub_80A861C(gBattleAnimTarget, 2) - 7;
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task->data[6] = GetBattlerSpriteCoordAttr(gBattleAnimTarget, BATTLER_COORD_ATTR_TOP) - 7;
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task->data[13] = (task->data[7] - task->data[6]) << 8;
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x = GetBattlerSpriteCoord(gBattleAnimTarget, BATTLER_COORD_X);
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task->data[14] = x - 4;
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