Document a bunch of battle anim stuff
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@@ -1128,7 +1128,7 @@ static void OpponentHandleLoadMonSprite(void)
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gBattlerSpriteIds[gActiveBattler] = CreateSprite(&gMultiuseSpriteTemplate,
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GetBattlerSpriteCoord(gActiveBattler, 2),
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GetBattlerSpriteDefault_Y(gActiveBattler),
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GetBattlerSubpriority(gActiveBattler));
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GetBattlerSpriteSubpriority(gActiveBattler));
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gSprites[gBattlerSpriteIds[gActiveBattler]].pos2.x = -240;
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gSprites[gBattlerSpriteIds[gActiveBattler]].data[0] = gActiveBattler;
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@@ -1163,7 +1163,7 @@ static void sub_80613DC(u8 battlerId, bool8 dontClearSubstituteBit)
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gBattlerSpriteIds[battlerId] = CreateSprite(&gMultiuseSpriteTemplate,
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GetBattlerSpriteCoord(battlerId, 2),
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GetBattlerSpriteDefault_Y(battlerId),
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GetBattlerSubpriority(battlerId));
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GetBattlerSpriteSubpriority(battlerId));
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gSprites[gBattlerSpriteIds[battlerId]].data[0] = battlerId;
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gSprites[gBattlerSpriteIds[battlerId]].data[2] = species;
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@@ -1293,7 +1293,7 @@ static void OpponentHandleDrawTrainerPic(void)
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gBattlerSpriteIds[gActiveBattler] = CreateSprite(&gMultiuseSpriteTemplate,
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xPos,
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(8 - gTrainerFrontPicCoords[trainerPicId].coords) * 4 + 40,
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GetBattlerSubpriority(gActiveBattler));
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GetBattlerSpriteSubpriority(gActiveBattler));
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gSprites[gBattlerSpriteIds[gActiveBattler]].pos2.x = -240;
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gSprites[gBattlerSpriteIds[gActiveBattler]].data[0] = 2;
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