Document more battle anim effects
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@@ -767,7 +767,8 @@ void sub_81177E4(u8 taskId)
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DestroyAnimVisualTask(taskId);
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}
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void sub_8117854(u8 taskId, int unused, u16 arg2, u8 battler1, u8 arg4, u8 arg5, u8 arg6, u8 arg7, const u32 *arg8, const u32 *arg9, const u32 *palette)
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void sub_8117854(u8 taskId, int unused, u16 arg2, u8 battler1, u8 arg4, u8 arg5, u8 arg6, u8 arg7, const u8 *gfx, const u8 *tilemap, const u16 *palette)
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{
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u16 species;
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u8 spriteId, spriteId2;
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@@ -818,8 +819,8 @@ void sub_8117854(u8 taskId, int unused, u16 arg2, u8 battler1, u8 arg4, u8 arg5,
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spriteId2 = sub_80A89C8(battler2, gBattlerSpriteIds[battler2], species);
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sub_80A6B30(&unknownStruct);
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sub_80A6D60(&unknownStruct, arg9, 0);
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sub_80A6CC0(unknownStruct.bgId, arg8, unknownStruct.tilesOffset);
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sub_80A6D60(&unknownStruct, tilemap, 0);
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sub_80A6CC0(unknownStruct.bgId, gfx, unknownStruct.tilesOffset);
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LoadCompressedPalette(palette, unknownStruct.unk8 << 4, 32);
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gBattle_BG1_X = 0;
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