Further cleaning after comparing with pokefirered
STAT_BUFF changed to STAT_CHANGE, as it also uses debuffs
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+19
-19
@@ -3275,25 +3275,25 @@ void FaintClearSetData(void)
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for (i = 0; i < sizeof(struct DisableStruct); i++)
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ptr[i] = 0;
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gProtectStructs[gActiveBattler].protected = 0;
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gProtectStructs[gActiveBattler].endured = 0;
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gProtectStructs[gActiveBattler].noValidMoves = 0;
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gProtectStructs[gActiveBattler].helpingHand = 0;
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gProtectStructs[gActiveBattler].bounceMove = 0;
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gProtectStructs[gActiveBattler].stealMove = 0;
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gProtectStructs[gActiveBattler].flag0Unknown = 0;
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gProtectStructs[gActiveBattler].prlzImmobility = 0;
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gProtectStructs[gActiveBattler].confusionSelfDmg = 0;
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gProtectStructs[gActiveBattler].targetNotAffected = 0;
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gProtectStructs[gActiveBattler].chargingTurn = 0;
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gProtectStructs[gActiveBattler].fleeType = 0;
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gProtectStructs[gActiveBattler].usedImprisonedMove = 0;
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gProtectStructs[gActiveBattler].loveImmobility = 0;
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gProtectStructs[gActiveBattler].usedDisabledMove = 0;
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gProtectStructs[gActiveBattler].usedTauntedMove = 0;
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gProtectStructs[gActiveBattler].flag2Unknown = 0;
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gProtectStructs[gActiveBattler].flinchImmobility = 0;
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gProtectStructs[gActiveBattler].notFirstStrike = 0;
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gProtectStructs[gActiveBattler].protected = FALSE;
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gProtectStructs[gActiveBattler].endured = FALSE;
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gProtectStructs[gActiveBattler].noValidMoves = FALSE;
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gProtectStructs[gActiveBattler].helpingHand = FALSE;
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gProtectStructs[gActiveBattler].bounceMove = FALSE;
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gProtectStructs[gActiveBattler].stealMove = FALSE;
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gProtectStructs[gActiveBattler].flag0Unknown = FALSE;
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gProtectStructs[gActiveBattler].prlzImmobility = FALSE;
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gProtectStructs[gActiveBattler].confusionSelfDmg = FALSE;
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gProtectStructs[gActiveBattler].targetNotAffected = FALSE;
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gProtectStructs[gActiveBattler].chargingTurn = FALSE;
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gProtectStructs[gActiveBattler].fleeType = FALSE;
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gProtectStructs[gActiveBattler].usedImprisonedMove = FALSE;
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gProtectStructs[gActiveBattler].loveImmobility = FALSE;
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gProtectStructs[gActiveBattler].usedDisabledMove = FALSE;
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gProtectStructs[gActiveBattler].usedTauntedMove = FALSE;
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gProtectStructs[gActiveBattler].flag2Unknown = FALSE;
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gProtectStructs[gActiveBattler].flinchImmobility = FALSE;
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gProtectStructs[gActiveBattler].notFirstStrike = FALSE;
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gDisableStructs[gActiveBattler].isFirstTurn = 2;
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