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https://github.com/pret/pokefirered.git
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remove B_ANIM_STATUS_WRAPPED
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@@ -27634,9 +27634,6 @@ Status_Nightmare::
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clearmonbg ANIM_DEF_PARTNER
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end
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Status_Powder::
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end
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General_StatsChange::
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createvisualtask AnimTask_StatsChange, 5
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waitforvisualfinish
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@@ -948,7 +948,6 @@ extern const u8 Status_Paralysis[];
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extern const u8 Status_Freeze[];
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extern const u8 Status_Curse[];
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extern const u8 Status_Nightmare[];
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extern const u8 Status_Powder[];
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// general animations
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extern const u8 General_StatsChange[];
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@@ -613,9 +613,8 @@
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#define B_ANIM_STATUS_FRZ 6
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#define B_ANIM_STATUS_CURSED 7
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#define B_ANIM_STATUS_NIGHTMARE 8
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#define B_ANIM_STATUS_WRAPPED 9 // does not actually exist
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#define NUM_B_ANIMS_STATUS 10
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#define NUM_B_ANIMS_STATUS 9
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// Most tasks return a value to gBattleAnimArgs[7].
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#define ARG_RET_ID 7
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@@ -193,7 +193,6 @@ static const u8* const sBattleAnims_StatusConditions[NUM_B_ANIMS_STATUS] =
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[B_ANIM_STATUS_FRZ] = Status_Freeze,
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[B_ANIM_STATUS_CURSED] = Status_Curse,
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[B_ANIM_STATUS_NIGHTMARE] = Status_Nightmare,
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[B_ANIM_STATUS_WRAPPED] = Status_Powder,
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};
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static const u8* const sBattleAnims_General[NUM_B_ANIMS_GENERAL] =
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@@ -214,8 +214,6 @@ void InitAndLaunchChosenStatusAnimation(u32 battler, bool8 isStatus2, u32 status
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LaunchStatusAnimation(battler, B_ANIM_STATUS_CURSED);
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else if (status & STATUS2_NIGHTMARE)
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LaunchStatusAnimation(battler, B_ANIM_STATUS_NIGHTMARE);
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else if (status & STATUS2_WRAPPED)
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LaunchStatusAnimation(battler, B_ANIM_STATUS_WRAPPED); // this animation doesn't actually exist
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else // no animation
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gBattleSpritesDataPtr->healthBoxesData[battler].statusAnimActive = 0;
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}
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