Sync sprite and battle anim consts/labels (#1055)
* Sync sprite and battle anim consts/labels * Add `; 00` comments * Renamed to `SpriteAnimFunc_` and `BattleAnimFunc_`
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@@ -78,7 +78,7 @@ DoBattleBGEffectFunction:
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jp hl
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BattleBGEffects:
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; entries correspond to ANIM_BG_* constants
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; entries correspond to BATTLE_BG_EFFECT_* constants
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dw BattleBGEffect_End
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dw BattleBGEffect_FlashInverted
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dw BattleBGEffect_FlashWhite
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@@ -426,13 +426,13 @@ BattleBGEffect_BattlerObj_1Row:
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push bc
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call BGEffect_CheckBattleTurn
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jr nz, .player_side
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ld a, ANIM_OBJ_ENEMYFEET_1ROW
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ld a, BATTLE_ANIM_OBJ_ENEMYFEET_1ROW
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ld [wBattleObjectTempID], a
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ld a, 16 * TILE_WIDTH + 4
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jr .okay
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.player_side
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ld a, ANIM_OBJ_PLAYERHEAD_1ROW
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ld a, BATTLE_ANIM_OBJ_PLAYERHEAD_1ROW
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ld [wBattleObjectTempID], a
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ld a, 6 * TILE_WIDTH
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.okay
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@@ -493,13 +493,13 @@ BattleBGEffect_BattlerObj_2Row:
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push bc
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call BGEffect_CheckBattleTurn
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jr nz, .player_side
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ld a, ANIM_OBJ_ENEMYFEET_2ROW
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ld a, BATTLE_ANIM_OBJ_ENEMYFEET_2ROW
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ld [wBattleObjectTempID], a
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ld a, 16 * TILE_WIDTH + 4
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jr .okay
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.player_side
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ld a, ANIM_OBJ_PLAYERHEAD_2ROW
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ld a, BATTLE_ANIM_OBJ_PLAYERHEAD_2ROW
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ld [wBattleObjectTempID], a
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ld a, 6 * TILE_WIDTH
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.okay
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