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Fix Gravity's animation
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339f297949
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@ -863,6 +863,7 @@ Move_ROOST:
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Move_GRAVITY:
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Move_GRAVITY:
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fadetobg BG_COSMIC
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fadetobg BG_COSMIC
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waitbgfadein
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waitbgfadein
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createvisualtask AnimTask_SetAnimTargetToAttackerOpposite, 1
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playsewithpan SE_M_TAKE_DOWN, SOUND_PAN_ATTACKER
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playsewithpan SE_M_TAKE_DOWN, SOUND_PAN_ATTACKER
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createvisualtask AnimTask_ShakeAndSinkMon, 5, ANIM_ATTACKER, 2, 0, 96, 30
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createvisualtask AnimTask_ShakeAndSinkMon, 5, ANIM_ATTACKER, 2, 0, 96, 30
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createvisualtask AnimTask_ShakeAndSinkMon, 5, ANIM_DEF_PARTNER, 2, 0, 96, 30
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createvisualtask AnimTask_ShakeAndSinkMon, 5, ANIM_DEF_PARTNER, 2, 0, 96, 30
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@ -321,6 +321,12 @@ static void AnimTask_ShakeMonInPlace_Step(u8 taskId)
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void AnimTask_ShakeAndSinkMon(u8 taskId)
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void AnimTask_ShakeAndSinkMon(u8 taskId)
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{
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{
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u8 spriteId = GetAnimBattlerSpriteId(gBattleAnimArgs[0]);
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u8 spriteId = GetAnimBattlerSpriteId(gBattleAnimArgs[0]);
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if (spriteId == SPRITE_NONE)
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{
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DestroyAnimVisualTask(taskId);
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return;
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}
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gSprites[spriteId].pos2.x = gBattleAnimArgs[1];
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gSprites[spriteId].pos2.x = gBattleAnimArgs[1];
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gTasks[taskId].data[0] = spriteId;
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gTasks[taskId].data[0] = spriteId;
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gTasks[taskId].data[1] = gBattleAnimArgs[1];
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gTasks[taskId].data[1] = gBattleAnimArgs[1];
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@ -1084,3 +1084,9 @@ void AnimTask_SetInvisible(u8 taskId)
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gSprites[spriteId].invisible = gBattleSpritesDataPtr->battlerData[battlerId].invisible = gBattleAnimArgs[1];
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gSprites[spriteId].invisible = gBattleSpritesDataPtr->battlerData[battlerId].invisible = gBattleAnimArgs[1];
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DestroyAnimVisualTask(taskId);
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DestroyAnimVisualTask(taskId);
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}
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}
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void AnimTask_SetAnimTargetToAttackerOpposite(u8 taskId)
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{
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gBattleAnimTarget = BATTLE_OPPOSITE(gBattleAnimAttacker);
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DestroyAnimVisualTask(taskId);
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}
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