Use HFLIP, VFLIP
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@@ -1618,7 +1618,7 @@ void sub_815AAA4(struct Sprite *sprite)
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if (gBattleAnimArgs[2] == 0)
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{
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sprite->oam.matrixNum = 8;
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sprite->oam.matrixNum = ST_OAM_MNUM_HFLIP;
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sprite->pos2.x = -12;
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sprite->data[1] = 2;
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}
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@@ -4167,7 +4167,7 @@ void AnimSmellingSaltsHand(struct Sprite *sprite)
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sprite->pos1.y = GetBattlerSpriteCoord(battler, 3);
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if (gBattleAnimArgs[1] == 0)
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{
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sprite->oam.matrixNum |= 0x8;
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sprite->oam.matrixNum |= ST_OAM_MNUM_HFLIP;
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sprite->pos1.x = GetBattlerSpriteCoordAttr(battler, BATTLER_COORD_ATTR_LEFT) - 8;
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}
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else
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@@ -4317,7 +4317,7 @@ void AnimHelpingHandClap(struct Sprite *sprite)
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{
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if (gBattleAnimArgs[0] == 0)
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{
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sprite->oam.matrixNum |= 0x8; // horizontal flip
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sprite->oam.matrixNum |= ST_OAM_MNUM_HFLIP;
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sprite->pos1.x = 100;
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sprite->data[7] = 1;
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}
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@@ -4545,7 +4545,7 @@ void AnimForesightMagnifyingGlass(struct Sprite *sprite)
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}
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if (GetBattlerSide(sprite->data[7]) == B_SIDE_OPPONENT)
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sprite->oam.matrixNum = 8; // horizontal flip
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sprite->oam.matrixNum = ST_OAM_MNUM_HFLIP;
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sprite->oam.priority = GetBattlerSpriteBGPriority(sprite->data[7]);
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sprite->oam.objMode = ST_OAM_OBJ_BLEND;
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