Remove all address comments
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@@ -1,4 +1,4 @@
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CheckTrainerBattle2:: ; 3600
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CheckTrainerBattle2::
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ld a, [hROMBank]
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push af
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@@ -9,9 +9,8 @@ CheckTrainerBattle2:: ; 3600
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ld a, b
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rst Bankswitch
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ret
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; 360d
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CheckTrainerBattle:: ; 360d
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CheckTrainerBattle::
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; Check if any trainer on the map sees the player and wants to battle.
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; Skip the player object.
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@@ -101,15 +100,14 @@ CheckTrainerBattle:: ; 360d
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ld a, c
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ld [wEngineBuffer3], a
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jr LoadTrainer_continue
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; 3674
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TalkToTrainer:: ; 3674
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TalkToTrainer::
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ld a, 1
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ld [wEngineBuffer2], a
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ld a, -1
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ld [wEngineBuffer3], a
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LoadTrainer_continue:: ; 367e
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LoadTrainer_continue::
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call GetMapScriptsBank
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ld [wEngineBuffer1], a
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@@ -128,9 +126,8 @@ LoadTrainer_continue:: ; 367e
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ld [wRunningTrainerBattleScript], a
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scf
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ret
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; 36a5
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FacingPlayerDistance_bc:: ; 36a5
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FacingPlayerDistance_bc::
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push de
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call FacingPlayerDistance
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@@ -138,9 +135,8 @@ FacingPlayerDistance_bc:: ; 36a5
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ld c, e
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pop de
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ret
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; 36ad
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FacingPlayerDistance:: ; 36ad
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FacingPlayerDistance::
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; Return carry if the sprite at bc is facing the player,
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; and its distance in d.
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@@ -208,9 +204,8 @@ FacingPlayerDistance:: ; 36ad
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.NotFacing:
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and a
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ret
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; 36f5
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CheckTrainerFlag:: ; 36f5
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CheckTrainerFlag::
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push bc
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ld hl, OBJECT_MAP_OBJECT_INDEX
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add hl, bc
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@@ -233,9 +228,8 @@ CheckTrainerFlag:: ; 36f5
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and a
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pop bc
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ret
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; 3718
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PrintWinLossText:: ; 3718
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PrintWinLossText::
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ld a, [wBattleType]
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cp BATTLETYPE_CANLOSE
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jr .canlose ; ??????????
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@@ -260,4 +254,3 @@ PrintWinLossText:: ; 3718
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call WaitBGMap
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call WaitPressAorB_BlinkCursor
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ret
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; 3741
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