Streamline pointer notation (#2139)
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@@ -431,7 +431,7 @@ static const u8 sText_SpDef2[] = _("SP. DEF");
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static const u8 sText_Accuracy[] = _("accuracy");
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static const u8 sText_Evasiveness[] = _("evasiveness");
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const u8 * const gStatNamesTable[NUM_BATTLE_STATS] =
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const u8 *const gStatNamesTable[NUM_BATTLE_STATS] =
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{
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[STAT_HP] = sText_HP2,
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[STAT_ATK] = sText_Attack2,
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@@ -449,7 +449,7 @@ static const u8 sText_PokeblockWasTooSweet[] = _("was too sweet!");
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static const u8 sText_PokeblockWasTooBitter[] = _("was too bitter!");
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static const u8 sText_PokeblockWasTooSour[] = _("was too sour!");
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const u8 * const gPokeblockWasTooXStringTable[FLAVOR_COUNT] =
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const u8 *const gPokeblockWasTooXStringTable[FLAVOR_COUNT] =
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{
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[FLAVOR_SPICY] = sText_PokeblockWasTooSpicy,
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[FLAVOR_DRY] = sText_PokeblockWasTooDry,
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@@ -514,7 +514,7 @@ static const u8 sText_Trainer2WinText[];
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static const u8 sText_TwoInGameTrainersDefeated[];
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static const u8 sText_Trainer2LoseText[];
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const u8 * const gBattleStringsTable[BATTLESTRINGS_COUNT - BATTLESTRINGS_TABLE_START] =
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const u8 *const gBattleStringsTable[BATTLESTRINGS_COUNT - BATTLESTRINGS_TABLE_START] =
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{
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[STRINGID_TRAINER1LOSETEXT - BATTLESTRINGS_TABLE_START] = sText_Trainer1LoseText,
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[STRINGID_PKMNGAINEDEXP - BATTLESTRINGS_TABLE_START] = sText_PkmnGainedEXP,
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@@ -1293,7 +1293,7 @@ static const u8 sText_SpAtk[] = _("SP. ATK");
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static const u8 sText_SpDef[] = _("SP. DEF");
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// Unused
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static const u8 * const sStatNamesTable2[] =
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static const u8 *const sStatNamesTable2[] =
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{
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sText_HP, sText_SpAtk, sText_Attack,
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sText_SpDef, sText_Defense, sText_Speed
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@@ -1406,7 +1406,7 @@ static const u8 sText_LostToOpponentByReferee[] = _("{B_PLAYER_MON1_NAME} lost t
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static const u8 sText_TiedOpponentByReferee[] = _("{B_PLAYER_MON1_NAME} tied the opponent\n{B_OPPONENT_MON1_NAME} in a REFEREE's decision!");
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static const u8 sText_RefCommenceBattle[] = _("REFEREE: {B_PLAYER_MON1_NAME} VS {B_OPPONENT_MON1_NAME}!\nCommence battling!");
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const u8 * const gRefereeStringsTable[] =
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const u8 *const gRefereeStringsTable[] =
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{
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[B_MSG_REF_NOTHING_IS_DECIDED] = sText_RefIfNothingIsDecided,
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[B_MSG_REF_THATS_IT] = sText_RefThatsIt,
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