List battle animation indexes alongside tables
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@@ -346,51 +346,51 @@
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#define BG_SOLARBEAM_PLAYER 25
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#define BG_SOLARBEAM_CONTESTS 26
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// table ids for general animations
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#define B_ANIM_CASTFORM_CHANGE 0x0
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#define B_ANIM_STATS_CHANGE 0x1
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#define B_ANIM_SUBSTITUTE_FADE 0x2
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#define B_ANIM_SUBSTITUTE_APPEAR 0x3
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#define B_ANIM_POKEBLOCK_THROW 0x4
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#define B_ANIM_ITEM_KNOCKOFF 0x5
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#define B_ANIM_TURN_TRAP 0x6
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#define B_ANIM_HELD_ITEM_EFFECT 0x7
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#define B_ANIM_SMOKEBALL_ESCAPE 0x8
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#define B_ANIM_FOCUS_BAND 0x9
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#define B_ANIM_RAIN_CONTINUES 0xA
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#define B_ANIM_SUN_CONTINUES 0xB
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#define B_ANIM_SANDSTORM_CONTINUES 0xC
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#define B_ANIM_HAIL_CONTINUES 0xD
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#define B_ANIM_LEECH_SEED_DRAIN 0xE
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#define B_ANIM_MON_HIT 0xF
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#define B_ANIM_ITEM_STEAL 0x10
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#define B_ANIM_SNATCH_MOVE 0x11
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#define B_ANIM_FUTURE_SIGHT_HIT 0x12
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#define B_ANIM_DOOM_DESIRE_HIT 0x13
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#define B_ANIM_FOCUS_PUNCH_SETUP 0x14
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#define B_ANIM_INGRAIN_HEAL 0x15
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#define B_ANIM_WISH_HEAL 0x16
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// table ids for general animations (gBattleAnims_General)
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#define B_ANIM_CASTFORM_CHANGE 0
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#define B_ANIM_STATS_CHANGE 1
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#define B_ANIM_SUBSTITUTE_FADE 2
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#define B_ANIM_SUBSTITUTE_APPEAR 3
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#define B_ANIM_POKEBLOCK_THROW 4
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#define B_ANIM_ITEM_KNOCKOFF 5
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#define B_ANIM_TURN_TRAP 6
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#define B_ANIM_HELD_ITEM_EFFECT 7
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#define B_ANIM_SMOKEBALL_ESCAPE 8
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#define B_ANIM_FOCUS_BAND 9
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#define B_ANIM_RAIN_CONTINUES 10
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#define B_ANIM_SUN_CONTINUES 11
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#define B_ANIM_SANDSTORM_CONTINUES 12
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#define B_ANIM_HAIL_CONTINUES 13
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#define B_ANIM_LEECH_SEED_DRAIN 14
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#define B_ANIM_MON_HIT 15
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#define B_ANIM_ITEM_STEAL 16
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#define B_ANIM_SNATCH_MOVE 17
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#define B_ANIM_FUTURE_SIGHT_HIT 18
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#define B_ANIM_DOOM_DESIRE_HIT 19
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#define B_ANIM_FOCUS_PUNCH_SETUP 20
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#define B_ANIM_INGRAIN_HEAL 21
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#define B_ANIM_WISH_HEAL 22
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// special animations table
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#define B_ANIM_LVL_UP 0x0
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#define B_ANIM_SWITCH_OUT_PLAYER_MON 0x1
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#define B_ANIM_SWITCH_OUT_OPPONENT_MON 0x2
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#define B_ANIM_BALL_THROW 0x3
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#define B_ANIM_BALL_THROW_WITH_TRAINER 0x4
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#define B_ANIM_SUBSTITUTE_TO_MON 0x5
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#define B_ANIM_MON_TO_SUBSTITUTE 0x6
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// special animations table (gBattleAnims_Special)
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#define B_ANIM_LVL_UP 0
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#define B_ANIM_SWITCH_OUT_PLAYER_MON 1
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#define B_ANIM_SWITCH_OUT_OPPONENT_MON 2
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#define B_ANIM_BALL_THROW 3
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#define B_ANIM_BALL_THROW_WITH_TRAINER 4
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#define B_ANIM_SUBSTITUTE_TO_MON 5
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#define B_ANIM_MON_TO_SUBSTITUTE 6
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// status animation table
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#define B_ANIM_STATUS_PSN 0x0
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#define B_ANIM_STATUS_CONFUSION 0x1
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#define B_ANIM_STATUS_BRN 0x2
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#define B_ANIM_STATUS_INFATUATION 0x3
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#define B_ANIM_STATUS_SLP 0x4
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#define B_ANIM_STATUS_PRZ 0x5
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#define B_ANIM_STATUS_FRZ 0x6
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#define B_ANIM_STATUS_CURSED 0x7
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#define B_ANIM_STATUS_NIGHTMARE 0x8
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#define B_ANIM_STATUS_WRAPPED 0x9 // does not actually exist
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// status animation table (gBattleAnims_StatusConditions)
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#define B_ANIM_STATUS_PSN 0
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#define B_ANIM_STATUS_CONFUSION 1
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#define B_ANIM_STATUS_BRN 2
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#define B_ANIM_STATUS_INFATUATION 3
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#define B_ANIM_STATUS_SLP 4
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#define B_ANIM_STATUS_PRZ 5
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#define B_ANIM_STATUS_FRZ 6
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#define B_ANIM_STATUS_CURSED 7
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#define B_ANIM_STATUS_NIGHTMARE 8
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#define B_ANIM_STATUS_WRAPPED 9 // does not actually exist
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// Tasks with return values often assign them to gBattleAnimArgs[7].
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#define ARG_RET_ID 7
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