player battle controller is done
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@@ -750,38 +750,39 @@ extern struct BattleStruct* gBattleStruct;
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#define MOVE_EFFECT_AFFECTS_USER 0x40
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#define MOVE_EFFECT_CERTAIN 0x80
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// battle animations ids
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// table ids for general animations
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#define B_ANIM_CASTFORM_CHANGE 0x0
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#define B_ANIM_STATS_CHANGE 0x1
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#define B_ANIM_SUBSTITUTE_FADE 0x2
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#define B_ANIM_SUBSTITUTE_APPEAR 0x3
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#define B_ANIM_x4 0x4
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#define B_ANIM_ITEM_KNOCKOFF 0x5
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#define B_ANIM_TURN_TRAP 0x6
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#define B_ANIM_ITEM_EFFECT 0x7
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#define B_ANIM_SMOKEBALL_ESCAPE 0x8
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#define B_ANIM_HANGED_ON 0x9
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#define B_ANIM_RAIN_CONTINUES 0xA
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#define B_ANIM_SUN_CONTINUES 0xB
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#define B_ANIM_SANDSTORM_CONTINUES 0xC
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#define B_ANIM_HAIL_CONTINUES 0xD
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#define B_ANIM_LEECH_SEED_DRAIN 0xE
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#define B_ANIM_MON_HIT 0xF
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#define B_ANIM_ITEM_STEAL 0x10
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#define B_ANIM_SNATCH_MOVE 0x11
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#define B_ANIM_FUTURE_SIGHT_HIT 0x12
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#define B_ANIM_x13 0x13
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#define B_ANIM_x14 0x14
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#define B_ANIM_INGRAIN_HEAL 0x15
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#define B_ANIM_WISH_HEAL 0x16
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#define B_ANIM_CASTFORM_CHANGE 0x0
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#define B_ANIM_STATS_CHANGE 0x1
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#define B_ANIM_SUBSTITUTE_FADE 0x2
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#define B_ANIM_SUBSTITUTE_APPEAR 0x3
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#define B_ANIM_x4 0x4
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#define B_ANIM_ITEM_KNOCKOFF 0x5
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#define B_ANIM_TURN_TRAP 0x6
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#define B_ANIM_ITEM_EFFECT 0x7
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#define B_ANIM_SMOKEBALL_ESCAPE 0x8
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#define B_ANIM_HANGED_ON 0x9
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#define B_ANIM_RAIN_CONTINUES 0xA
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#define B_ANIM_SUN_CONTINUES 0xB
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#define B_ANIM_SANDSTORM_CONTINUES 0xC
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#define B_ANIM_HAIL_CONTINUES 0xD
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#define B_ANIM_LEECH_SEED_DRAIN 0xE
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#define B_ANIM_MON_HIT 0xF
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#define B_ANIM_ITEM_STEAL 0x10
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#define B_ANIM_SNATCH_MOVE 0x11
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#define B_ANIM_FUTURE_SIGHT_HIT 0x12
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#define B_ANIM_x13 0x13
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#define B_ANIM_x14 0x14
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#define B_ANIM_INGRAIN_HEAL 0x15
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#define B_ANIM_WISH_HEAL 0x16
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#define B_ANIM_x17 0x17
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#define B_ANIM_x18 0x18
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#define B_ANIM_x19 0x19
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#define B_ANIM_x1A 0x1A
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#define B_ANIM_x1B 0x1B
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#define B_ANIM_x1C 0x1C
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#define B_ANIM_x1D 0x1D
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// special animations table
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#define B_ANIM_LVL_UP 0x0
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#define B_ANIM_SWITCH_OUT_MON 0x1
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#define B_ANIM_SPECIAL_2 0x2
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#define B_ANIM_BALL_THROW 0x3
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#define B_ANIM_SPECIAL_4 0x4
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#define B_ANIM_SUBSTITUTE_TO_MON 0x5
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#define B_ANIM_MON_TO_SUBSTITUTE 0x6
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#define GET_STAT_BUFF_ID(n)((n & 0xF)) // first four bits 0x1, 0x2, 0x4, 0x8
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#define GET_STAT_BUFF_VALUE(n)(((n >> 4) & 7)) // 0x10, 0x20, 0x40
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@@ -868,6 +869,13 @@ bool8 IsMoveWithoutAnimation(u16 moveId, u8 animationTurn);
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void sub_805EB9C(u8 arg0);
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void sub_805E394(void);
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void TrySetBehindSubstituteSpriteBit(u8 bank, u16 move);
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void DoStatusAnimation(bool8 isStatus2, u32 status);
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void DoSpecialBattleAnimation(u8 activeBank, u8 atkBank, u8 defBank, u8 tableId);
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bool8 DoBattleAnimationFromTable(u8 active, u8 atkBank, u8 defBank, u8 tableId, u16 argument);
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void SetBattleSpriteInvisibilityBitToSpriteInvisibility(u8 bank);
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u16 ChooseMoveAndTargetInBattlePalace(void);
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void LoadBattleBarGfx(u8 arg0);
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bool8 mplay_80342A4(u8 bank);
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enum
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{
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@@ -905,7 +913,7 @@ struct BattleAnimationInfo
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u8 field_5;
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u8 field_6;
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u8 field_7;
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u8 field_8;
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u8 ballThrowCaseId;
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u8 field_9_x1 : 1;
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u8 field_9_x2 : 1;
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u8 field_9_x1C : 3;
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@@ -920,9 +928,9 @@ struct BattleHealthboxInfo
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u8 flag_x2 : 1;
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u8 flag_x4 : 1;
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u8 flag_x8 : 1;
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u8 flag_x10 : 1;
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u8 flag_x20 : 1;
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u8 flag_x40 : 1;
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u8 statusAnimActive : 1; // x10
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u8 animFromTableActive : 1; // x20
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u8 specialAnimActive : 1; //x40
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u8 flag_x80 : 1;
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u8 field_1_x1 : 1;
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u8 field_1_x2 : 1;
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@@ -934,7 +942,7 @@ struct BattleHealthboxInfo
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u8 field_1_x80 : 1;
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u8 field_2;
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u8 field_3;
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u8 field_4;
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u8 animationState;
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u8 field_5;
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u8 field_6;
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u8 field_7;
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@@ -949,7 +957,7 @@ struct BattleBarInfo
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u8 healthboxSpriteId;
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s32 maxValue;
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s32 currentValue;
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s32 field_C;
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s32 receivedValue;
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s32 field_10;
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};
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