Rename battlerId to battler for consistency (#2126)
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+15
-15
@@ -33,7 +33,7 @@
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#define ABILITYEFFECT_WATER_SPORT 254
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#define ABILITYEFFECT_SWITCH_IN_WEATHER 255
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#define ABILITY_ON_OPPOSING_FIELD(battlerId, abilityId) (AbilityBattleEffects(ABILITYEFFECT_CHECK_OTHER_SIDE, battlerId, abilityId, 0, 0))
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#define ABILITY_ON_OPPOSING_FIELD(battler, abilityId) (AbilityBattleEffects(ABILITYEFFECT_CHECK_OTHER_SIDE, battler, abilityId, 0, 0))
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#define ABILITY_ON_FIELD(abilityId) (AbilityBattleEffects(ABILITYEFFECT_CHECK_ON_FIELD, 0, abilityId, 0, 0))
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#define ABILITY_ON_FIELD2(abilityId) (AbilityBattleEffects(ABILITYEFFECT_FIELD_SPORT, 0, abilityId, 0, 0))
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@@ -64,34 +64,34 @@ u8 GetBattlerForBattleScript(u8 caseId);
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void PressurePPLose(u8 target, u8 attacker, u16 move);
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void PressurePPLoseOnUsingPerishSong(u8 attacker);
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void PressurePPLoseOnUsingImprison(u8 attacker);
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void MarkBattlerForControllerExec(u8 battlerId);
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void MarkBattlerReceivedLinkData(u8 battlerId);
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void CancelMultiTurnMoves(u8 battlerId);
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bool8 WasUnableToUseMove(u8 battlerId);
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void PrepareStringBattle(u16 stringId, u8 battlerId);
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void MarkBattlerForControllerExec(u8 battler);
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void MarkBattlerReceivedLinkData(u8 battler);
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void CancelMultiTurnMoves(u8 battler);
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bool8 WasUnableToUseMove(u8 battler);
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void PrepareStringBattle(u16 stringId, u8 battler);
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void ResetSentPokesToOpponentValue(void);
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void OpponentSwitchInResetSentPokesToOpponentValue(u8 battlerId);
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void UpdateSentPokesToOpponentValue(u8 battlerId);
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void OpponentSwitchInResetSentPokesToOpponentValue(u8 battler);
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void UpdateSentPokesToOpponentValue(u8 battler);
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void BattleScriptPush(const u8 *bsPtr);
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void BattleScriptPushCursor(void);
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void BattleScriptPop(void);
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u8 TrySetCantSelectMoveBattleScript(void);
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u8 CheckMoveLimitations(u8 battlerId, u8 unusableMoves, u8 check);
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u8 CheckMoveLimitations(u8 battler, u8 unusableMoves, u8 check);
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bool8 AreAllMovesUnusable(void);
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u8 GetImprisonedMovesCount(u8 battlerId, u16 move);
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u8 GetImprisonedMovesCount(u8 battler, u16 move);
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u8 DoFieldEndTurnEffects(void);
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u8 DoBattlerEndTurnEffects(void);
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bool8 HandleWishPerishSongOnTurnEnd(void);
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bool8 HandleFaintedMonActions(void);
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void TryClearRageStatuses(void);
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u8 AtkCanceller_UnableToUseMove(void);
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bool8 HasNoMonsToSwitch(u8 battlerId, u8 r1, u8 r2);
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u8 CastformDataTypeChange(u8 battlerId);
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u8 AbilityBattleEffects(u8 caseID, u8 battlerId, u8 ability, u8 special, u16 moveArg);
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bool8 HasNoMonsToSwitch(u8 battler, u8 r1, u8 r2);
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u8 CastformDataTypeChange(u8 battler);
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u8 AbilityBattleEffects(u8 caseID, u8 battler, u8 ability, u8 special, u16 moveArg);
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void BattleScriptExecute(const u8 *BS_ptr);
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void BattleScriptPushCursorAndCallback(const u8 *BS_ptr);
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u8 ItemBattleEffects(u8 caseID, u8 battlerId, bool8 moveTurn);
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void ClearFuryCutterDestinyBondGrudge(u8 battlerId);
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u8 ItemBattleEffects(u8 caseID, u8 battler, bool8 moveTurn);
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void ClearFuryCutterDestinyBondGrudge(u8 battler);
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void HandleAction_RunBattleScript(void);
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u8 GetMoveTarget(u16 move, u8 setTarget);
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u8 IsMonDisobedient(void);
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