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@@ -511,14 +511,14 @@ u8 UpdateTurnCounters(void)
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case 0:
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for (i = 0; i < gBattlersCount; i++)
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{
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gBattleTurnOrder[i] = i;
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gBattlerByTurnOrder[i] = i;
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}
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for (i = 0; i < gBattlersCount - 1; i++)
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{
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s32 j;
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for (j = i + 1; j < gBattlersCount; j++)
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{
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if (GetWhoStrikesFirst(gBattleTurnOrder[i], gBattleTurnOrder[j], 0))
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if (GetWhoStrikesFirst(gBattlerByTurnOrder[i], gBattlerByTurnOrder[j], 0))
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SwapTurnOrder(i, j);
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}
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}
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@@ -632,7 +632,7 @@ u8 UpdateTurnCounters(void)
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case 5:
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while (gBattleStruct->turnSideTracker < gBattlersCount)
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{
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gActiveBattler = gBattleTurnOrder[gBattleStruct->turnSideTracker];
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gActiveBattler = gBattlerByTurnOrder[gBattleStruct->turnSideTracker];
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if (gWishFutureKnock.wishCounter[gActiveBattler] != 0
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&& --gWishFutureKnock.wishCounter[gActiveBattler] == 0
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&& gBattleMons[gActiveBattler].hp != 0)
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@@ -755,7 +755,7 @@ u8 TurnBasedEffects(void)
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gHitMarker |= (HITMARKER_GRUDGE | HITMARKER_x20);
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while (gBattleStruct->turnEffectsBattlerId < gBattlersCount && gBattleStruct->turnEffectsTracker <= TURNBASED_MAX_CASE)
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{
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gActiveBattler = gBattlerAttacker = gBattleTurnOrder[gBattleStruct->turnEffectsBattlerId];
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gActiveBattler = gBattlerAttacker = gBattlerByTurnOrder[gBattleStruct->turnEffectsBattlerId];
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if (gAbsentBattlerFlags & gBitTable[gActiveBattler])
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{
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gBattleStruct->turnEffectsBattlerId++;
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@@ -1121,7 +1121,7 @@ bool8 HandleWishPerishSongOnTurnEnd(void)
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case 1:
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while (gBattleStruct->wishPerishSongBattlerId < gBattlersCount)
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{
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gActiveBattler = gBattlerAttacker = gBattleTurnOrder[gBattleStruct->wishPerishSongBattlerId];
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gActiveBattler = gBattlerAttacker = gBattlerByTurnOrder[gBattleStruct->wishPerishSongBattlerId];
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if (gAbsentBattlerFlags & gBitTable[gActiveBattler])
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{
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gBattleStruct->wishPerishSongBattlerId++;
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