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Identify remaining two battle anim BG effect functions
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@ -1490,7 +1490,7 @@ Tackle_MoveForward:
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.reached_limit
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call BattleBGEffects_IncrementJumptable
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.finish
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call Functionc88a5
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call Rollout_FillLYOverridesBackup
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ld hl, BG_EFFECT_STRUCT_BATTLE_TURN
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add hl, bc
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ld a, [hl]
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@ -1511,7 +1511,7 @@ Tackle_ReturnMove:
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jr nz, .move_back
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call BattleBGEffects_IncrementJumptable
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.move_back
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call Functionc88a5
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call Rollout_FillLYOverridesBackup
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ld hl, BG_EFFECT_STRUCT_BATTLE_TURN
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add hl, bc
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ld a, [hl]
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@ -1523,7 +1523,7 @@ Tackle_ReturnMove:
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ld [hl], a
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ret
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Functionc88a5:
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Rollout_FillLYOverridesBackup:
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push af
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ld a, [wFXAnimID + 1]
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or a
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@ -2281,7 +2281,7 @@ BattleBGEffect_WobblePlayer:
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ret
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BattleBGEffect_Rollout:
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call Functionc8d0b
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call BattleBGEffects_GetShakeAmount
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jr c, .xor_a
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bit 7, a
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jr z, .okay
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@ -2298,7 +2298,7 @@ BattleBGEffect_Rollout:
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ret
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BattleBGEffect_ShakeScreenX:
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call Functionc8d0b
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call BattleBGEffects_GetShakeAmount
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jr nc, .skip
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xor a
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.skip
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@ -2306,14 +2306,14 @@ BattleBGEffect_ShakeScreenX:
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ret
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BattleBGEffect_ShakeScreenY:
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call Functionc8d0b
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call BattleBGEffects_GetShakeAmount
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jr nc, .skip
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xor a
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.skip
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ldh [hSCY], a
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ret
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Functionc8d0b:
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BattleBGEffects_GetShakeAmount:
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ld hl, BG_EFFECT_STRUCT_JT_INDEX
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add hl, bc
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ld a, [hl]
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