Document more battle anim effects
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@@ -565,14 +565,14 @@ static void AnimDefensiveWall_Step5(struct Sprite *sprite)
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u8 battler = battlerCopy = GetBattlerAtPosition(B_POSITION_OPPONENT_LEFT);
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u8 rank = GetBattlerSpriteBGPriorityRank(battler);
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int var0 = 1;
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u8 toBG_2 = (rank ^ var0) != 0;
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bool8 toBG2 = (rank ^ var0) != 0;
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if (IsBattlerSpriteVisible(battler))
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sub_80A477C(toBG_2);
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ResetBattleAnimBg(toBG2);
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battler = battlerCopy ^ 2;
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if (IsBattlerSpriteVisible(battler))
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sub_80A477C(toBG_2 ^ var0);
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ResetBattleAnimBg(toBG2 ^ var0);
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}
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sprite->callback = DestroyAnimSprite;
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@@ -836,7 +836,7 @@ static void AnimTask_ImprisonOrbs_Step(u8 taskId)
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}
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}
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static void sub_810FB60(struct Sprite *sprite)
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static void AnimRedx_Step(struct Sprite *sprite)
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{
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if (sprite->data[1] > sprite->data[0] - 10)
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sprite->invisible = sprite->data[1] & 1;
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@@ -856,7 +856,7 @@ static void AnimRedX(struct Sprite *sprite)
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}
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sprite->data[0] = gBattleAnimArgs[1];
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sprite->callback = sub_810FB60;
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sprite->callback = AnimRedx_Step;
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}
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void AnimTask_SkillSwap(u8 taskId)
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