Fix some frontier gfx, adjacent cleanup
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@@ -525,13 +525,13 @@ static void GenerateInitialRentalMons(void)
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gFacilityTrainers = gBattleFrontierTrainers;
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for (i = 0; i < PARTY_SIZE; i++)
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{
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species[i] = 0;
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species[i] = SPECIES_NONE;
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monIds[i] = 0;
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heldItems[i] = 0;
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heldItems[i] = ITEM_NONE;
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}
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lvlMode = gSaveBlock2Ptr->frontier.lvlMode;
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battleMode = VarGet(VAR_FRONTIER_BATTLE_MODE);
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challengeNum = gSaveBlock2Ptr->frontier.factoryWinStreaks[battleMode][lvlMode] / 7;
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challengeNum = gSaveBlock2Ptr->frontier.factoryWinStreaks[battleMode][lvlMode] / FRONTIER_STAGES_PER_CHALLENGE;
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if (VarGet(VAR_FRONTIER_BATTLE_MODE) == FRONTIER_MODE_DOUBLES)
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factoryBattleMode = FRONTIER_MODE_DOUBLES;
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else
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@@ -582,7 +582,7 @@ static void GenerateInitialRentalMons(void)
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// Cannot have two same held items.
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for (j = firstMonId; j < firstMonId + i; j++)
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{
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if (heldItems[j] != 0 && heldItems[j] == gBattleFrontierHeldItems[gFacilityTrainerMons[monId].itemTableId])
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if (heldItems[j] != ITEM_NONE && heldItems[j] == gBattleFrontierHeldItems[gFacilityTrainerMons[monId].itemTableId])
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{
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if (gFacilityTrainerMons[monId].species == currSpecies)
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currSpecies = SPECIES_NONE;
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@@ -761,7 +761,7 @@ void FillFactoryBrainParty(void)
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u8 lvlMode = gSaveBlock2Ptr->frontier.lvlMode;
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u8 battleMode = VarGet(VAR_FRONTIER_BATTLE_MODE);
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u8 challengeNum = gSaveBlock2Ptr->frontier.factoryWinStreaks[battleMode][lvlMode] / 7;
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u8 challengeNum = gSaveBlock2Ptr->frontier.factoryWinStreaks[battleMode][lvlMode] / FRONTIER_STAGES_PER_CHALLENGE;
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fixedIV = GetFactoryMonFixedIV(challengeNum + 2, FALSE);
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monLevel = SetFacilityPtrsGetLevel();
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i = 0;
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@@ -890,7 +890,7 @@ u32 GetAiScriptsInBattleFactory(void)
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else
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{
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int battleMode = VarGet(VAR_FRONTIER_BATTLE_MODE);
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int challengeNum = gSaveBlock2Ptr->frontier.factoryWinStreaks[battleMode][lvlMode] / 7;
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int challengeNum = gSaveBlock2Ptr->frontier.factoryWinStreaks[battleMode][lvlMode] / FRONTIER_STAGES_PER_CHALLENGE;
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if (gTrainerBattleOpponent_A == TRAINER_FRONTIER_BRAIN)
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return AI_SCRIPT_CHECK_BAD_MOVE | AI_SCRIPT_TRY_TO_FAINT | AI_SCRIPT_CHECK_VIABILITY;
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