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BattleCommand_Spikes:
; spikes
ld hl, wEnemyScreens
ldh a, [hBattleTurn]
and a
jr z, .got_screens
ld hl, wPlayerScreens
.got_screens
; Fails if spikes are already down!
bit SCREENS_SPIKES, [hl]
jr nz, .failed
; Nothing else stops it from working.
set SCREENS_SPIKES, [hl]
call AnimateCurrentMove
ld hl, SpikesText
jp StdBattleTextbox
.failed
jp FailMove
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