fix merge conflicts
This commit is contained in:
@@ -10,7 +10,7 @@
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#include "util.h"
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#include "constants/battle_move_effects.h"
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#include "battle_scripts.h"
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#include "rng.h"
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#include "random.h"
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#include "text.h"
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#include "string_util.h"
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#include "battle_message.h"
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@@ -364,7 +364,7 @@ u8 TrySetCantSelectMoveBattleScript(void)
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gCurrentMove = move;
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if (gBattleTypeFlags & BATTLE_TYPE_PALACE)
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{
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gPalaceSelectionBattleScripts[gActiveBank] = BattleScript_82DAE2A;
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gPalaceSelectionBattleScripts[gActiveBank] = BattleScript_SelectingDisabledMoveInPalace;
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gProtectStructs[gActiveBank].flag_x10 = 1;
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}
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else
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@@ -379,7 +379,7 @@ u8 TrySetCantSelectMoveBattleScript(void)
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CancelMultiTurnMoves(gActiveBank);
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if (gBattleTypeFlags & BATTLE_TYPE_PALACE)
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{
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gPalaceSelectionBattleScripts[gActiveBank] = BattleScript_82DB098;
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gPalaceSelectionBattleScripts[gActiveBank] = BattleScript_SelectingTormentedMoveInPalace;
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gProtectStructs[gActiveBank].flag_x10 = 1;
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}
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else
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@@ -394,7 +394,7 @@ u8 TrySetCantSelectMoveBattleScript(void)
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gCurrentMove = move;
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if (gBattleTypeFlags & BATTLE_TYPE_PALACE)
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{
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gPalaceSelectionBattleScripts[gActiveBank] = BattleScript_82DB0AF;
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gPalaceSelectionBattleScripts[gActiveBank] = BattleScript_SelectingNotAllowedMoveTauntInPalace;
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gProtectStructs[gActiveBank].flag_x10 = 1;
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}
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else
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@@ -409,7 +409,7 @@ u8 TrySetCantSelectMoveBattleScript(void)
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gCurrentMove = move;
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if (gBattleTypeFlags & BATTLE_TYPE_PALACE)
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{
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gPalaceSelectionBattleScripts[gActiveBank] = BattleScript_82DB185;
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gPalaceSelectionBattleScripts[gActiveBank] = BattleScript_SelectingImprisionedMoveInPalace;
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gProtectStructs[gActiveBank].flag_x10 = 1;
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}
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else
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@@ -1113,23 +1113,23 @@ u8 TurnBasedEffects(void)
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return 0;
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}
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bool8 sub_8041364(void)
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bool8 HandleWishPerishSongOnTurnEnd(void)
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{
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gHitMarker |= (HITMARKER_GRUDGE | HITMARKER_x20);
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switch (gBattleStruct->field_1A0)
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switch (gBattleStruct->wishPerishSongState)
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{
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case 0:
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while (gBattleStruct->field_1A1 < gNoOfAllBanks)
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while (gBattleStruct->wishPerishSongBank < gNoOfAllBanks)
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{
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gActiveBank = gBattleStruct->field_1A1;
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gActiveBank = gBattleStruct->wishPerishSongBank;
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if (gAbsentBankFlags & gBitTable[gActiveBank])
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{
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gBattleStruct->field_1A1++;
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gBattleStruct->wishPerishSongBank++;
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continue;
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}
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gBattleStruct->field_1A1++;
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gBattleStruct->wishPerishSongBank++;
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if (gWishFutureKnock.futureSightCounter[gActiveBank] != 0
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&& --gWishFutureKnock.futureSightCounter[gActiveBank] == 0
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&& gBattleMons[gActiveBank].hp != 0)
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@@ -1157,21 +1157,21 @@ bool8 sub_8041364(void)
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}
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// Why do I have to keep doing this to match?
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{
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u8* var = &gBattleStruct->field_1A0;
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*var = 1;
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gBattleStruct->field_1A1 = 0;
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u8 *state = &gBattleStruct->wishPerishSongState;
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*state = 1;
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gBattleStruct->wishPerishSongBank = 0;
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}
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// fall through
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case 1:
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while (gBattleStruct->field_1A1 < gNoOfAllBanks)
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while (gBattleStruct->wishPerishSongBank < gNoOfAllBanks)
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{
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gActiveBank = gBankAttacker = gBanksByTurnOrder[gBattleStruct->field_1A1];
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gActiveBank = gBankAttacker = gBanksByTurnOrder[gBattleStruct->wishPerishSongBank];
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if (gAbsentBankFlags & gBitTable[gActiveBank])
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{
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gBattleStruct->field_1A1++;
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gBattleStruct->wishPerishSongBank++;
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continue;
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}
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gBattleStruct->field_1A1++;
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gBattleStruct->wishPerishSongBank++;
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if (gStatuses3[gActiveBank] & STATUS3_PERISH_SONG)
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{
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PREPARE_BYTE_NUMBER_BUFFER(gBattleTextBuff1, 1, gDisableStructs[gActiveBank].perishSongTimer1);
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@@ -1192,9 +1192,9 @@ bool8 sub_8041364(void)
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}
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// Hm...
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{
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u8* var = &gBattleStruct->field_1A0;
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*var = 2;
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gBattleStruct->field_1A1 = 0;
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u8 *state = &gBattleStruct->wishPerishSongState;
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*state = 2;
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gBattleStruct->wishPerishSongBank = 0;
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}
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// fall through
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case 2:
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@@ -1209,7 +1209,7 @@ bool8 sub_8041364(void)
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gBattlescriptCurrInstr = BattleScript_82DB8F3;
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BattleScriptExecute(BattleScript_82DB8F3);
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gBattleStruct->field_1A0++;
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gBattleStruct->wishPerishSongState++;
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return TRUE;
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}
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break;
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@@ -1220,20 +1220,20 @@ bool8 sub_8041364(void)
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return FALSE;
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}
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#define sub_8041728_MAX_CASE 7
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#define FAINTED_ACTIONS_MAX_CASE 7
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bool8 sub_8041728(void)
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bool8 HandleFaintedMonActions(void)
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{
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if (gBattleTypeFlags & BATTLE_TYPE_SAFARI)
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return FALSE;
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do
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{
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int i;
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switch (gBattleStruct->field_4D)
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switch (gBattleStruct->faintedActionsState)
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{
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case 0:
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gBattleStruct->field_4E = 0;
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gBattleStruct->field_4D++;
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gBattleStruct->faintedActionsBank = 0;
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gBattleStruct->faintedActionsState++;
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for (i = 0; i < gNoOfAllBanks; i++)
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{
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if (gAbsentBankFlags & gBitTable[i] && !sub_80423F4(i, 6, 6))
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@@ -1243,58 +1243,58 @@ bool8 sub_8041728(void)
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case 1:
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do
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{
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gBank1 = gBankTarget = gBattleStruct->field_4E;
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if (gBattleMons[gBattleStruct->field_4E].hp == 0
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&& !(gBattleStruct->field_DF & gBitTable[gBattlePartyID[gBattleStruct->field_4E]])
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&& !(gAbsentBankFlags & gBitTable[gBattleStruct->field_4E]))
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gBank1 = gBankTarget = gBattleStruct->faintedActionsBank;
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if (gBattleMons[gBattleStruct->faintedActionsBank].hp == 0
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&& !(gBattleStruct->field_DF & gBitTable[gBattlePartyID[gBattleStruct->faintedActionsBank]])
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&& !(gAbsentBankFlags & gBitTable[gBattleStruct->faintedActionsBank]))
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{
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BattleScriptExecute(BattleScript_82DA7C4);
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gBattleStruct->field_4D = 2;
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BattleScriptExecute(BattleScript_GiveExp);
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gBattleStruct->faintedActionsState = 2;
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return TRUE;
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}
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} while (++gBattleStruct->field_4E != gNoOfAllBanks);
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gBattleStruct->field_4D = 3;
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} while (++gBattleStruct->faintedActionsBank != gNoOfAllBanks);
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gBattleStruct->faintedActionsState = 3;
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break;
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case 2:
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sub_803F9EC(gBank1);
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if (++gBattleStruct->field_4E == gNoOfAllBanks)
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gBattleStruct->field_4D = 3;
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if (++gBattleStruct->faintedActionsBank == gNoOfAllBanks)
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gBattleStruct->faintedActionsState = 3;
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else
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gBattleStruct->field_4D = 1;
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gBattleStruct->faintedActionsState = 1;
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break;
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case 3:
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gBattleStruct->field_4E = 0;
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gBattleStruct->field_4D++;
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gBattleStruct->faintedActionsBank = 0;
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gBattleStruct->faintedActionsState++;
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// fall through
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case 4:
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do
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{
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gBank1 = gBankTarget = gBattleStruct->field_4E;
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if (gBattleMons[gBattleStruct->field_4E].hp == 0
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&& !(gAbsentBankFlags & gBitTable[gBattleStruct->field_4E]))
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gBank1 = gBankTarget = gBattleStruct->faintedActionsBank;
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if (gBattleMons[gBattleStruct->faintedActionsBank].hp == 0
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&& !(gAbsentBankFlags & gBitTable[gBattleStruct->faintedActionsBank]))
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{
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BattleScriptExecute(BattleScript_82DA7CD);
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gBattleStruct->field_4D = 5;
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BattleScriptExecute(BattleScript_HandleFaintedMon);
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gBattleStruct->faintedActionsState = 5;
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return TRUE;
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}
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} while (++gBattleStruct->field_4E != gNoOfAllBanks);
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gBattleStruct->field_4D = 6;
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} while (++gBattleStruct->faintedActionsBank != gNoOfAllBanks);
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gBattleStruct->faintedActionsState = 6;
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break;
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case 5:
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if (++gBattleStruct->field_4E == gNoOfAllBanks)
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gBattleStruct->field_4D = 6;
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if (++gBattleStruct->faintedActionsBank == gNoOfAllBanks)
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gBattleStruct->faintedActionsState = 6;
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else
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gBattleStruct->field_4D = 4;
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gBattleStruct->faintedActionsState = 4;
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break;
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case 6:
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if (AbilityBattleEffects(ABILITYEFFECT_INTIMIDATE1, 0, 0, 0, 0) || AbilityBattleEffects(ABILITYEFFECT_TRACE, 0, 0, 0, 0) || ItemBattleEffects(1, 0, 1) || AbilityBattleEffects(ABILITYEFFECT_FORECAST, 0, 0, 0, 0))
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return TRUE;
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gBattleStruct->field_4D++;
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gBattleStruct->faintedActionsState++;
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break;
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case 7:
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case FAINTED_ACTIONS_MAX_CASE:
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break;
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}
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} while (gBattleStruct->field_4D != sub_8041728_MAX_CASE);
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} while (gBattleStruct->faintedActionsState != FAINTED_ACTIONS_MAX_CASE);
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return FALSE;
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}
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@@ -1313,7 +1313,7 @@ void TryClearRageStatuses(void)
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u8 AtkCanceller_UnableToUseMove(void)
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{
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u8 effect = 0;
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s32* bideDmg = &gBattleScripting.bideDmg;
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s32 *bideDmg = &gBattleScripting.bideDmg;
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do
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{
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switch (gBattleStruct->atkCancellerTracker)
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@@ -3182,7 +3182,7 @@ u8 ItemBattleEffects(u8 caseID, u8 bank, bool8 moveTurn)
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&& gBattleMoves[gCurrentMove].flags & FLAG_KINGSROCK_AFFECTED
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&& gBattleMons[gBankTarget].hp)
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{
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gBattleCommunication[MOVE_EFFECT_BYTE] = 8;
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gBattleCommunication[MOVE_EFFECT_BYTE] = MOVE_EFFECT_FLINCH;
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BattleScriptPushCursor();
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SetMoveEffect(0, 0);
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BattleScriptPop();
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@@ -3318,7 +3318,7 @@ static bool32 HasObedientBitSet(u8 bank)
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return GetMonData(&gPlayerParty[gBattlePartyID[bank]], MON_DATA_OBEDIENCE, NULL);
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}
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u8 IsPokeDisobedient(void)
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u8 IsMonDisobedient(void)
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{
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s32 rnd;
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s32 calc;
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