Document more battle anim effects
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@@ -3106,7 +3106,7 @@ static void AnimTask_FakeOut_Step2(u8 taskId)
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{
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gTasks[taskId].data[11] = 0x88;
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SetGpuReg(REG_OFFSET_BLDCNT, BLDCNT_TGT1_BG3 | BLDCNT_EFFECT_LIGHTEN);
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BlendPalettes(sub_80A75AC(1, 0, 0, 0, 0, 0, 0), 16, RGB(31, 31, 31));
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BlendPalettes(GetBattleBgPalettesMask(1, 0, 0, 0, 0, 0, 0), 16, RGB(31, 31, 31));
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}
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else if (gTasks[taskId].data[10] > 4)
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{
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@@ -3248,7 +3248,7 @@ void AnimTask_HeartsBackground(u8 taskId)
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gBattle_BG1_Y = 0;
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SetGpuReg(REG_OFFSET_BG1HOFS, gBattle_BG1_X);
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SetGpuReg(REG_OFFSET_BG1VOFS, gBattle_BG1_Y);
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GetDefaultBattleAnimBgData(&animBg);
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GetBattleAnimBg1Data(&animBg);
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AnimLoadCompressedBgGfx(animBg.bgId, &gBattleAnimBgImage_Attract, animBg.tilesOffset);
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AnimLoadCompressedBgTilemapHandleContest(&animBg, &gBattleAnimBgTilemap_Attract, 0);
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LoadCompressedPalette(&gBattleAnimBgPalette_Attract, animBg.paletteId * 16, 32);
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@@ -3295,8 +3295,8 @@ static void AnimTask_HeartsBackground_Step(u8 taskId)
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}
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break;
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case 3:
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GetDefaultBattleAnimBgData(&animBg);
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sub_80A6C68(animBg.bgId);
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GetBattleAnimBg1Data(&animBg);
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ClearBattleAnimBg(animBg.bgId);
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gTasks[taskId].data[12]++;
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break;
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case 4:
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@@ -3326,7 +3326,7 @@ void AnimTask_ScaryFace(u8 taskId)
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gBattle_BG1_Y = 0;
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SetGpuReg(REG_OFFSET_BG1HOFS, gBattle_BG1_X);
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SetGpuReg(REG_OFFSET_BG1VOFS, gBattle_BG1_Y);
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GetDefaultBattleAnimBgData(&animBg);
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GetBattleAnimBg1Data(&animBg);
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if (IsContest())
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AnimLoadCompressedBgTilemapHandleContest(&animBg, &gBattleAnimBgTilemap_ScaryFaceContest, 0);
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else if (GetBattlerSide(gBattleAnimTarget) == B_SIDE_OPPONENT)
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@@ -3379,9 +3379,9 @@ static void AnimTask_ScaryFace_Step(u8 taskId)
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}
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break;
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case 3:
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GetDefaultBattleAnimBgData(&animBg);
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sub_80A6C68(1);
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sub_80A6C68(2);
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GetBattleAnimBg1Data(&animBg);
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ClearBattleAnimBg(1);
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ClearBattleAnimBg(2);
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gTasks[taskId].data[12]++;
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// fall through
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case 4:
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