Floor beaten --> floor cleared
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+3
-3
@@ -90,7 +90,7 @@ static void TrainerTowerGetOpponentTextColor(u8 battleType, u8 facilityClass);
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static void DoTrainerTowerBattle(void);
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static void TrainerTowerGetChallengeType(void);
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static void TrainerTowerAddFloorCleared(void);
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static void GetFloorAlreadyBeaten(void);
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static void GetFloorAlreadyCleared(void);
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static void StartTrainerTowerChallenge(void);
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static void GetOwnerState(void);
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static void GiveChallengePrize(void);
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@@ -338,7 +338,7 @@ static void (*const sTrainerTowerFunctions[])(void) = {
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[TRAINER_TOWER_FUNC_DO_BATTLE] = DoTrainerTowerBattle,
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[TRAINER_TOWER_FUNC_GET_CHALLENGE_TYPE] = TrainerTowerGetChallengeType,
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[TRAINER_TOWER_FUNC_CLEARED_FLOOR] = TrainerTowerAddFloorCleared,
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[TRAINER_TOWER_FUNC_GET_FLOOR_BEATEN] = GetFloorAlreadyBeaten,
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[TRAINER_TOWER_FUNC_GET_FLOOR_CLEARED] = GetFloorAlreadyCleared,
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[TRAINER_TOWER_FUNC_START_CHALLENGE] = StartTrainerTowerChallenge,
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[TRAINER_TOWER_FUNC_GET_OWNER_STATE] = GetOwnerState,
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[TRAINER_TOWER_FUNC_GIVE_PRIZE] = GiveChallengePrize,
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@@ -765,7 +765,7 @@ static void TrainerTowerAddFloorCleared(void)
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}
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// So the player can safely go back through defeated floors to use the Poke Center (or exit challenge)
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static void GetFloorAlreadyBeaten(void)
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static void GetFloorAlreadyCleared(void)
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{
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u16 mapLayoutId = gMapHeader.mapLayoutId;
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if (mapLayoutId - LAYOUT_TRAINER_TOWER_1F == TRAINER_TOWER.floorsCleared
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