Merge branch 'master' into _pret/pr/pyramidLocation
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@@ -5591,8 +5591,8 @@ static bool8 GetBattleEntryEligibility(struct Pokemon *mon)
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if (GetMonData(mon, MON_DATA_IS_EGG)
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|| GetMonData(mon, MON_DATA_LEVEL) > GetBattleEntryLevelCap()
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|| (gSaveBlock1Ptr->location.mapGroup == MAP_GROUP(BATTLE_FRONTIER_BATTLE_PYRAMID_LOBBY)
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&& gSaveBlock1Ptr->location.mapNum == MAP_NUM(BATTLE_FRONTIER_BATTLE_PYRAMID_LOBBY)
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|| (gSaveBlock1Ptr->location.mapGroup == MAP_GROUP(MAP_BATTLE_FRONTIER_BATTLE_PYRAMID_LOBBY)
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&& gSaveBlock1Ptr->location.mapNum == MAP_NUM(MAP_BATTLE_FRONTIER_BATTLE_PYRAMID_LOBBY)
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&& GetMonData(mon, MON_DATA_HELD_ITEM) != ITEM_NONE))
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{
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return FALSE;
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@@ -5915,20 +5915,20 @@ static void BufferBattlePartyOrder(u8 *partyBattleOrder, u8 flankId)
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partyBattleOrder[i] = (partyIds[0 + (i * 2)] << 4) | partyIds[1 + (i * 2)];
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}
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void BufferBattlePartyCurrentOrderBySide(u8 battlerId, u8 flankId)
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void BufferBattlePartyCurrentOrderBySide(u8 battler, u8 flankId)
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{
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BufferBattlePartyOrderBySide(gBattleStruct->battlerPartyOrders[battlerId], flankId, battlerId);
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BufferBattlePartyOrderBySide(gBattleStruct->battlerPartyOrders[battler], flankId, battler);
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}
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// when GetBattlerSide(battlerId) == B_SIDE_PLAYER, this function is identical the one above
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static void BufferBattlePartyOrderBySide(u8 *partyBattleOrder, u8 flankId, u8 battlerId)
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// when GetBattlerSide(battler) == B_SIDE_PLAYER, this function is identical the one above
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static void BufferBattlePartyOrderBySide(u8 *partyBattleOrder, u8 flankId, u8 battler)
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{
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u8 partyIndexes[PARTY_SIZE];
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int i, j;
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u8 leftBattler;
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u8 rightBattler;
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if (GetBattlerSide(battlerId) == B_SIDE_PLAYER)
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if (GetBattlerSide(battler) == B_SIDE_PLAYER)
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{
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leftBattler = GetBattlerAtPosition(B_POSITION_PLAYER_LEFT);
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rightBattler = GetBattlerAtPosition(B_POSITION_PLAYER_RIGHT);
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@@ -5987,7 +5987,7 @@ static void BufferBattlePartyOrderBySide(u8 *partyBattleOrder, u8 flankId, u8 ba
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partyBattleOrder[i] = (partyIndexes[0 + (i * 2)] << 4) | partyIndexes[1 + (i * 2)];
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}
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void SwitchPartyOrderLinkMulti(u8 battlerId, u8 slot, u8 slot2)
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void SwitchPartyOrderLinkMulti(u8 battler, u8 slot, u8 slot2)
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{
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u8 partyIds[PARTY_SIZE];
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u8 tempSlot = 0;
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@@ -5997,7 +5997,7 @@ void SwitchPartyOrderLinkMulti(u8 battlerId, u8 slot, u8 slot2)
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if (IsMultiBattle())
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{
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partyBattleOrder = gBattleStruct->battlerPartyOrders[battlerId];
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partyBattleOrder = gBattleStruct->battlerPartyOrders[battler];
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for (i = j = 0; i < PARTY_SIZE / 2; j++, i++)
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{
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partyIds[j] = partyBattleOrder[i] >> 4;
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