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@ -4547,10 +4547,6 @@ static void Cmd_playanimation(void)
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|| gBattlescriptCurrInstr[2] == B_ANIM_ILLUSION_OFF
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|| gBattlescriptCurrInstr[2] == B_ANIM_ILLUSION_OFF
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|| gBattlescriptCurrInstr[2] == B_ANIM_FORM_CHANGE
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|| gBattlescriptCurrInstr[2] == B_ANIM_FORM_CHANGE
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|| gBattlescriptCurrInstr[2] == B_ANIM_SUBSTITUTE_FADE
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|| gBattlescriptCurrInstr[2] == B_ANIM_SUBSTITUTE_FADE
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|| gBattlescriptCurrInstr[2] == B_ANIM_RAIN_CONTINUES
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|| gBattlescriptCurrInstr[2] == B_ANIM_SUN_CONTINUES
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|| gBattlescriptCurrInstr[2] == B_ANIM_SANDSTORM_CONTINUES
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|| gBattlescriptCurrInstr[2] == B_ANIM_HAIL_CONTINUES
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|| gBattlescriptCurrInstr[2] == B_ANIM_PRIMAL_REVERSION)
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|| gBattlescriptCurrInstr[2] == B_ANIM_PRIMAL_REVERSION)
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{
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{
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BtlController_EmitBattleAnimation(0, gBattlescriptCurrInstr[2], *argumentPtr);
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BtlController_EmitBattleAnimation(0, gBattlescriptCurrInstr[2], *argumentPtr);
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@ -4598,9 +4594,6 @@ static void Cmd_playanimation2(void) // animation Id is stored in the first poin
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|| *animationIdPtr == B_ANIM_ILLUSION_OFF
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|| *animationIdPtr == B_ANIM_ILLUSION_OFF
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|| *animationIdPtr == B_ANIM_FORM_CHANGE
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|| *animationIdPtr == B_ANIM_FORM_CHANGE
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|| *animationIdPtr == B_ANIM_SUBSTITUTE_FADE
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|| *animationIdPtr == B_ANIM_SUBSTITUTE_FADE
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|| *animationIdPtr == B_ANIM_RAIN_CONTINUES
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|| *animationIdPtr == B_ANIM_SUN_CONTINUES
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|| *animationIdPtr == B_ANIM_SANDSTORM_CONTINUES
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|| *animationIdPtr == B_ANIM_PRIMAL_REVERSION)
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|| *animationIdPtr == B_ANIM_PRIMAL_REVERSION)
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{
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{
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BtlController_EmitBattleAnimation(0, *animationIdPtr, *argumentPtr);
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BtlController_EmitBattleAnimation(0, *animationIdPtr, *argumentPtr);
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