Document more battle anim effects
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+16
-14
@@ -21,11 +21,11 @@ static void AnimTask_DigBounceMovement(u8);
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static void AnimTask_DigEndBounceMovementSetInvisible(u8);
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static void AnimTask_DigSetVisibleUnderground(u8);
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static void AnimTask_DigRiseUpFromHole(u8);
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static void sub_81150E0(u8, s16, s16);
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static void SetDigScanlineEffect(u8, s16, s16);
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static void AnimTask_ShakeTerrain(u8);
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static void AnimTask_ShakeBattlers(u8);
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static void SetBattlersXOffsetForShake(struct Task *);
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static void sub_81156D0(u8);
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static void WaitForFissureCompletion(u8);
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static const union AffineAnimCmd sAffineAnim_Bonemerang[] =
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{
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@@ -299,7 +299,7 @@ void AnimTask_DigDownMovement(u8 taskId)
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static void AnimTask_DigBounceMovement(u8 taskId)
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{
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u8 var0;
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u8 y;
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struct Task *task = &gTasks[taskId];
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switch (task->data[0])
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@@ -318,9 +318,9 @@ static void AnimTask_DigBounceMovement(u8 taskId)
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task->data[13] = gBattle_BG2_Y;
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}
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var0 = GetBattlerYCoordWithElevation(gBattleAnimAttacker);
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task->data[14] = var0 - 32;
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task->data[15] = var0 + 32;
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y = GetBattlerYCoordWithElevation(gBattleAnimAttacker);
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task->data[14] = y - 32;
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task->data[15] = y + 32;
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if (task->data[14] < 0)
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task->data[14] = 0;
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@@ -328,7 +328,7 @@ static void AnimTask_DigBounceMovement(u8 taskId)
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task->data[0]++;
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break;
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case 1:
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sub_81150E0(task->data[11], task->data[14], task->data[15]);
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SetDigScanlineEffect(task->data[11], task->data[14], task->data[15]);
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task->data[0]++;
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break;
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case 2:
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@@ -434,7 +434,7 @@ static void AnimTask_DigRiseUpFromHole(u8 taskId)
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task->data[0]++;
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break;
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case 1:
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sub_81150E0(task->data[11], 0, task->data[15]);
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SetDigScanlineEffect(task->data[11], 0, task->data[15]);
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task->data[0]++;
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break;
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case 2:
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@@ -455,7 +455,7 @@ static void AnimTask_DigRiseUpFromHole(u8 taskId)
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}
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}
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static void sub_81150E0(u8 useBG1, s16 y, s16 endY)
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static void SetDigScanlineEffect(u8 useBG1, s16 y, s16 endY)
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{
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s16 bgX;
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struct ScanlineEffectParams scanlineParams;
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@@ -743,21 +743,23 @@ void AnimTask_PositionFissureBgOnBattler(u8 taskId)
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u8 battler = (gBattleAnimArgs[0] & ANIM_TARGET) ? gBattleAnimTarget : gBattleAnimAttacker;
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if (gBattleAnimArgs[0] > ANIM_TARGET)
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battler ^= 2;
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battler = BATTLE_PARTNER(battler);
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newTask = &gTasks[CreateTask(sub_81156D0, gBattleAnimArgs[1])];
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newTask->data[1] = (32 - GetBattlerSpriteCoord(battler, 2)) & 0x1FF;
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newTask->data[2] = (64 - GetBattlerSpriteCoord(battler, 3)) & 0xFF;
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newTask = &gTasks[CreateTask(WaitForFissureCompletion, gBattleAnimArgs[1])];
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newTask->data[1] = (32 - GetBattlerSpriteCoord(battler, BATTLER_COORD_X_2)) & 0x1FF;
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newTask->data[2] = (64 - GetBattlerSpriteCoord(battler, BATTLER_COORD_Y_PIC_OFFSET)) & 0xFF;
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gBattle_BG3_X = newTask->data[1];
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gBattle_BG3_Y = newTask->data[2];
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newTask->data[3] = gBattleAnimArgs[2];
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DestroyAnimVisualTask(taskId);
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}
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static void sub_81156D0(u8 taskId)
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static void WaitForFissureCompletion(u8 taskId)
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{
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struct Task *task = &gTasks[taskId];
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// Holds the BG3 offsets until gBattleAnimArgs[7]
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// is set to a special terminator value.
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if (gBattleAnimArgs[7] == task->data[3])
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{
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gBattle_BG3_X = 0;
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