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Use monster struct macros in wram. Rename related labels for consistency.
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53 changed files with 860 additions and 1018 deletions
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@ -1488,9 +1488,9 @@ AnimationBlinkMon: ; 7936f (1e:536f)
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AnimationFlashMonPic: ; 79389 (1e:5389)
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; Flashes the mon's sprite on and off
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ld a, [W_PLAYERMONID]
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ld a, [wBattleMonSpecies]
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ld [wHPBarMaxHP + 1], a
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ld a, [wcfe5]
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ld a, [wEnemyMonSpecies]
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ld [wHPBarMaxHP], a
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jp Func_79793
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@ -2117,9 +2117,9 @@ AnimationBoundUpAndDown: ; 7977a (1e:577a)
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AnimationTransformMon: ; 79787 (1e:5787)
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; Redraws this mon's sprite as the back/front sprite of the opposing mon.
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; Used in Transform.
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ld a, [wcfe5]
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ld a, [wEnemyMonSpecies]
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ld [wHPBarMaxHP + 1], a
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ld a, [W_PLAYERMONID]
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ld a, [wBattleMonSpecies]
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ld [wHPBarMaxHP], a
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Func_79793: ; 79793 (1e:5793)
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@ -2137,10 +2137,10 @@ Func_79793: ; 79793 (1e:5793)
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call LoadFrontSpriteByMonIndex
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jr .asm_797d3
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.asm_797b0
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ld a, [wcfd9]
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ld a, [wBattleMonSpecies2]
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push af
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ld a, [wHPBarMaxHP + 1]
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ld [wcfd9], a
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ld [wBattleMonSpecies2], a
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ld [wd0b5], a
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call GetMonHeader
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ld a, $4
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@ -2150,7 +2150,7 @@ Func_79793: ; 79793 (1e:5793)
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call Func_79820
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call Func_79aae
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pop af
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ld [wcfd9], a
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ld [wBattleMonSpecies2], a
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.asm_797d3
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ld b, $1
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jp GoPAL_SET
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@ -2291,10 +2291,10 @@ Func_7986f: ; 7986f (1e:586f)
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ld a,[H_WHOSETURN]
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and a
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jr nz,.next
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ld a,[W_PLAYERMONID] ; get number of current monster
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ld a,[wBattleMonSpecies] ; get number of current monster
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jr .Continue
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.next
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ld a,[wcfe5]
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ld a,[wEnemyMonSpecies]
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.Continue
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push hl
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call GetCryData
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