Fix build and cleanup mistakes
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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 AnimRedx_Step(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 = AnimRedx_Step;
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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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@@ -38,7 +38,7 @@ static void AnimTask_UpdateSlidingBg(u8);
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static void UpdateMonScrollingBgMask(u8);
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static void AnimTask_WaitAndRestoreVisibility(u8);
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static const u16 wCurseLinesPalette[] = { RGB_WHITE };
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static const u16 sCurseLinesPalette[] = { RGB_WHITE };
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// These belong in battle_intro.c, but putting them there causes 2 bytes of alignment padding
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// between the two .rodata segments. Perhaps battle_intro.c actually belongs in this file, too.
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@@ -333,7 +333,7 @@ void AnimTask_DrawFallingWhiteLinesOnAttacker(u8 taskId)
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GetBattleAnimBg1Data(&animBgData);
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AnimLoadCompressedBgTilemapHandleContest(&animBgData, gBattleAnimMaskTilemap_Curse, 0);
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AnimLoadCompressedBgGfx(animBgData.bgId, gBattleAnimMaskImage_Curse, animBgData.tilesOffset);
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LoadPalette(wCurseLinesPalette, animBgData.paletteId * 16 + 1, 2);
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LoadPalette(sCurseLinesPalette, animBgData.paletteId * 16 + 1, 2);
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gBattle_BG1_X = -gSprites[spriteId].pos1.x + 32;
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gBattle_BG1_Y = -gSprites[spriteId].pos1.y + 32;
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