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down to 9 errors
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d55e61a606
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@ -399,6 +399,6 @@ BattleAnimObjects:
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battleanimobj ABSOLUTE_X, $ff, BATTLEANIMFRAMESET_75, BATTLEANIMFUNC_COINHURL, PAL_BATTLE_OB_BROWN, ANIM_GFX_STATUS
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battleanimobj ABSOLUTE_X, $ff, BATTLEANIMFRAMESET_75, BATTLEANIMFUNC_COINHURL, PAL_BATTLE_OB_BROWN, ANIM_GFX_STATUS
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; ANIM_OBJ_SHOOTING_MIST
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; ANIM_OBJ_SHOOTING_MIST
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battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_MIST, BATTLEANIMFUNC_USER_TO_TARGET_DISAPPEAR, PAL_BATTLE_OB_GRAY, ANIM_GFX_HAZE
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battleanimobj RELATIVE_X | X_FLIP, $90, BATTLEANIMFRAMESET_MIST, BATTLEANIMFUNC_USER_TO_TARGET_DISAPPEAR, PAL_BATTLE_OB_GRAY, ANIM_GFX_HAZE
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battleanimobj RELATIVE_X | X_FLIP, $a8, BATTLEANIMFRAMESET_67, BATTLEANIMFUNC_26, PAL_BATTLE_OB_BLUE, $1a ; ANIM_OBJ_DIVE_1
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battleanimobj RELATIVE_X | X_FLIP, $a8, BATTLEANIMFRAMESET_67, BATTLEANIMFUNC_RAZOR_WIND, PAL_BATTLE_OB_BLUE, $1a ; ANIM_OBJ_DIVE_1
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battleanimobj RELATIVE_X | X_FLIP, $a8, BATTLEANIMFRAMESET_68, BATTLEANIMFUNC_00, PAL_BATTLE_OB_BLUE, $1a ; ANIM_OBJ_DIVE_2
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battleanimobj RELATIVE_X | X_FLIP, $a8, BATTLEANIMFRAMESET_68, BATTLEANIMFUNC_NULL, PAL_BATTLE_OB_BLUE, $1a ; ANIM_OBJ_DIVE_2
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assert_table_length NUM_ANIM_OBJS
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assert_table_length NUM_ANIM_OBJS
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@ -5079,14 +5079,14 @@ BattleAnim_WaterSport:
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anim_sound 0, 1, SFX_HYDRO_PUMP
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anim_sound 0, 1, SFX_HYDRO_PUMP
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anim_obj ANIM_OBJ_HYDRO_PUMP, 124, 72, $0
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anim_obj ANIM_OBJ_HYDRO_PUMP, 124, 72, $0
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anim_obj ANIM_OBJ_HYDRO_PUMP, 140, 72, $0
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anim_obj ANIM_OBJ_HYDRO_PUMP, 140, 72, $0
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anim_bgeffect ANIM_BG_31, $30, $0, $0
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anim_bgeffect ANIM_BG_SHAKE_SCREEN_X, $30, $0, $0
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anim_wait 12
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anim_wait 12
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anim_obj ANIM_OBJ_HYDRO_PUMP, 132, 72, $0
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anim_obj ANIM_OBJ_HYDRO_PUMP, 132, 72, $0
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anim_bgeffect ANIM_BG_31, $1c, $0, $0
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anim_bgeffect ANIM_BG_SHAKE_SCREEN_Y, $1c, $0, $0
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anim_wait 24
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anim_wait 24
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anim_bgeffect ANIM_BG_31, $8, $0, $0
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anim_bgeffect ANIM_BG_SHAKE_SCREEN_Y, $8, $0, $0
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anim_wait 24
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anim_wait 24
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anim_bgeffect ANIM_BG_32, $0, $0, $0
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anim_bgeffect ANIM_BG_WITHDRAW, $0, $0, $0
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anim_wait 16
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anim_wait 16
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.fail
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.fail
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anim_bgeffect ANIM_BG_ENTER_MON, $0, $1, $0
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anim_bgeffect ANIM_BG_ENTER_MON, $0, $1, $0
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