Label remaining battle types
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+5
-5
@@ -759,7 +759,7 @@ void LoadBattleMenuWindowGfx(void)
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void DrawMainBattleBackground(void)
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{
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if (gBattleTypeFlags & (BATTLE_TYPE_LINK | BATTLE_TYPE_FRONTIER | BATTLE_TYPE_EREADER_TRAINER | BATTLE_TYPE_x2000000))
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if (gBattleTypeFlags & (BATTLE_TYPE_LINK | BATTLE_TYPE_FRONTIER | BATTLE_TYPE_EREADER_TRAINER | BATTLE_TYPE_RECORDED_LINK))
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{
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LZDecompressVram(gBattleTerrainTiles_Building, (void*)(BG_CHAR_ADDR(2)));
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LZDecompressVram(gBattleTerrainTilemap_Building, (void*)(BG_SCREEN_ADDR(26)));
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@@ -1140,7 +1140,7 @@ void DrawBattleEntryBackground(void)
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gBattle_BG2_Y = 0xFF5C;
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LoadCompressedSpriteSheetUsingHeap(&sVsLettersSpriteSheet);
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}
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else if (gBattleTypeFlags & (BATTLE_TYPE_FRONTIER | BATTLE_TYPE_LINK | BATTLE_TYPE_x2000000 | BATTLE_TYPE_EREADER_TRAINER))
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else if (gBattleTypeFlags & (BATTLE_TYPE_FRONTIER | BATTLE_TYPE_LINK | BATTLE_TYPE_RECORDED_LINK | BATTLE_TYPE_EREADER_TRAINER))
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{
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if (!(gBattleTypeFlags & BATTLE_TYPE_INGAME_PARTNER) || gPartnerTrainerId == TRAINER_STEVEN_PARTNER)
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{
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@@ -1221,7 +1221,7 @@ bool8 LoadChosenBattleElement(u8 caseId)
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LoadCompressedPalette(gBattleTextboxPalette, 0, 0x40);
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break;
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case 3:
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if (gBattleTypeFlags & (BATTLE_TYPE_FRONTIER | BATTLE_TYPE_LINK | BATTLE_TYPE_x2000000 | BATTLE_TYPE_EREADER_TRAINER))
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if (gBattleTypeFlags & (BATTLE_TYPE_FRONTIER | BATTLE_TYPE_LINK | BATTLE_TYPE_RECORDED_LINK | BATTLE_TYPE_EREADER_TRAINER))
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{
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LZDecompressVram(gBattleTerrainTiles_Building, (void*)(BG_CHAR_ADDR(2)));
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}
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@@ -1280,7 +1280,7 @@ bool8 LoadChosenBattleElement(u8 caseId)
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}
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break;
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case 4:
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if (gBattleTypeFlags & (BATTLE_TYPE_FRONTIER | BATTLE_TYPE_LINK | BATTLE_TYPE_x2000000 | BATTLE_TYPE_EREADER_TRAINER))
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if (gBattleTypeFlags & (BATTLE_TYPE_FRONTIER | BATTLE_TYPE_LINK | BATTLE_TYPE_RECORDED_LINK | BATTLE_TYPE_EREADER_TRAINER))
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{
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LZDecompressVram(gBattleTerrainTilemap_Building, (void*)(BG_SCREEN_ADDR(26)));
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}
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@@ -1342,7 +1342,7 @@ bool8 LoadChosenBattleElement(u8 caseId)
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}
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break;
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case 5:
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if (gBattleTypeFlags & (BATTLE_TYPE_FRONTIER | BATTLE_TYPE_LINK | BATTLE_TYPE_x2000000 | BATTLE_TYPE_EREADER_TRAINER))
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if (gBattleTypeFlags & (BATTLE_TYPE_FRONTIER | BATTLE_TYPE_LINK | BATTLE_TYPE_RECORDED_LINK | BATTLE_TYPE_EREADER_TRAINER))
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{
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LoadCompressedPalette(gBattleTerrainPalette_Frontier, 0x20, 0x60);
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}
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