Document more battle anim effects
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@@ -2387,7 +2387,7 @@ void AnimTask_MorningSunLightBeam(u8 taskId)
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if (!IsContest())
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SetAnimBgAttribute(1, BG_ANIM_CHAR_BASE_BLOCK, 1);
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GetDefaultBattleAnimBgData(&animBg);
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GetBattleAnimBg1Data(&animBg);
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AnimLoadCompressedBgTilemapHandleContest(&animBg, &gBattleAnimMaskTilemap_LightBeam, 0);
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if (IsContest())
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{
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@@ -2450,8 +2450,8 @@ void AnimTask_MorningSunLightBeam(u8 taskId)
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}
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break;
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case 4:
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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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if (!IsContest())
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SetAnimBgAttribute(1, BG_ANIM_CHAR_BASE_BLOCK, 0);
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@@ -2568,7 +2568,7 @@ void AnimTask_DoomDesireLightBeam(u8 taskId)
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if (!IsContest())
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SetAnimBgAttribute(1, BG_ANIM_CHAR_BASE_BLOCK, 1);
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GetDefaultBattleAnimBgData(&animBg);
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GetBattleAnimBg1Data(&animBg);
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AnimLoadCompressedBgTilemapHandleContest(&animBg, &gBattleAnimMaskTilemap_LightBeam, 0);
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if (IsContest())
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{
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@@ -2639,8 +2639,8 @@ void AnimTask_DoomDesireLightBeam(u8 taskId)
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gTasks[taskId].data[0] = 1;
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break;
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case 5:
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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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if (!IsContest())
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SetAnimBgAttribute(1, BG_ANIM_CHAR_BASE_BLOCK, 0);
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@@ -3866,7 +3866,7 @@ static void AnimTask_FacadeColorBlend_Step(u8 taskId)
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// The sliding circle effect used by Refresh and Aromatherapy
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void AnimTask_StatusClearedEffect(u8 taskId)
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{
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sub_8117854(
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StartMonScrollingBgMask(
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taskId,
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0,
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0x1A0,
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