Drop battle transition 'phase' terminology
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@@ -1,12 +1,11 @@
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#ifndef GUARD_BATTLE_TRANSITION_H
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#define GUARD_BATTLE_TRANSITION_H
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void TestBattleTransition(u8 transitionId);
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void BattleTransition_StartOnField(u8 transitionId);
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void BattleTransition_Start(u8 transitionId);
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bool8 IsBattleTransitionDone(void);
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bool8 FldEff_Pokeball(void);
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void TransitionPhase1_Task_RunFuncs(u8 taskId);
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void Task_BattleTransition_Intro(u8 taskId);
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void GetBg0TilesDst(u16 **tilemap, u16 **tileset);
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extern const struct SpritePalette gSpritePalette_Pokeball;
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@@ -1,13 +1,13 @@
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#ifndef GUARD_BATTLE_TRANSITION_FRONTIER_H
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#define GUARD_BATTLE_TRANSITION_FRONTIER_H
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void Phase2Task_FrontierCirclesMeet(u8 taskId);
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void Phase2Task_FrontierCirclesCross(u8 taskId);
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void Phase2Task_FrontierCirclesAsymmetricSpiral(u8 taskId);
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void Phase2Task_FrontierCirclesSymmetricSpiral(u8 taskId);
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void Phase2Task_FrontierCirclesMeetInSeq(u8 taskId);
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void Phase2Task_FrontierCirclesCrossInSeq(u8 taskId);
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void Phase2Task_FrontierCirclesAsymmetricSpiralInSeq(u8 taskId);
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void Phase2Task_FrontierCirclesSymmetricSpiralInSeq(u8 taskId);
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void Task_FrontierCirclesMeet(u8 taskId);
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void Task_FrontierCirclesCross(u8 taskId);
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void Task_FrontierCirclesAsymmetricSpiral(u8 taskId);
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void Task_FrontierCirclesSymmetricSpiral(u8 taskId);
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void Task_FrontierCirclesMeetInSeq(u8 taskId);
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void Task_FrontierCirclesCrossInSeq(u8 taskId);
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void Task_FrontierCirclesAsymmetricSpiralInSeq(u8 taskId);
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void Task_FrontierCirclesSymmetricSpiralInSeq(u8 taskId);
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#endif // GUARD_BATTLE_TRANSITION_FRONTIER_H
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