Document some battle anims and helpers
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+3
-3
@@ -800,7 +800,7 @@ void sub_81123C4(u8 taskId)
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task->data[10] = gBattleAnimArgs[0];
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baseX = GetBattlerSpriteCoord(gBattleAnimAttacker, 2);
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baseY = sub_80A861C(gBattleAnimAttacker, 3);
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baseY = GetBattlerSpriteCoordAttr(gBattleAnimAttacker, BATTLER_COORD_ATTR_BOTTOM);
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if (!IsContest())
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{
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for (battler = 0; battler < 4; battler++)
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@@ -813,7 +813,7 @@ void sub_81123C4(u8 taskId)
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if (spriteId != MAX_SPRITES)
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{
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x = GetBattlerSpriteCoord(battler, 2);
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y = sub_80A861C(battler, 3);
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y = GetBattlerSpriteCoordAttr(battler, BATTLER_COORD_ATTR_BOTTOM);
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gSprites[spriteId].data[0] = baseX << 4;
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gSprites[spriteId].data[1] = baseY << 4;
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gSprites[spriteId].data[2] = ((x - baseX) << 4) / gBattleAnimArgs[1];
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@@ -1168,7 +1168,7 @@ void sub_8112C6C(u8 taskId)
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task->data[1] = 16;
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task->data[9] = GetBattlerSpriteCoord(gBattleAnimAttacker, 2);
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task->data[10] = GetBattlerYCoordWithElevation(gBattleAnimAttacker);
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task->data[11] = (sub_80A861C(gBattleAnimAttacker, 1) / 2) + 8;
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task->data[11] = (GetBattlerSpriteCoordAttr(gBattleAnimAttacker, BATTLER_COORD_ATTR_WIDTH) / 2) + 8;
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task->data[7] = 0;
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task->data[5] = GetBattlerSpriteBGPriority(gBattleAnimAttacker);
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task->data[6] = GetBattlerSpriteSubpriority(gBattleAnimAttacker) - 2;
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