Switch to button macros
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@@ -1854,7 +1854,7 @@ void BattleMainCB2(void)
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UpdatePaletteFade();
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RunTasks();
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if (gMain.heldKeys & B_BUTTON && gBattleTypeFlags & BATTLE_TYPE_RECORDED && sub_8186450())
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if (JOY_HELD(B_BUTTON) && gBattleTypeFlags & BATTLE_TYPE_RECORDED && sub_8186450())
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{
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gSpecialVar_Result = gBattleOutcome = B_OUTCOME_PLAYER_TELEPORTED;
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ResetPaletteFadeControl();
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@@ -2510,7 +2510,7 @@ static void sub_803939C(void)
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}
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break;
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case 5:
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if (gMain.newKeys & DPAD_UP)
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if (JOY_NEW(DPAD_UP))
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{
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if (gBattleCommunication[CURSOR_POSITION] != 0)
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{
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@@ -2520,7 +2520,7 @@ static void sub_803939C(void)
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BattleCreateYesNoCursorAt(0);
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}
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}
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else if (gMain.newKeys & DPAD_DOWN)
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else if (JOY_NEW(DPAD_DOWN))
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{
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if (gBattleCommunication[CURSOR_POSITION] == 0)
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{
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@@ -2530,7 +2530,7 @@ static void sub_803939C(void)
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BattleCreateYesNoCursorAt(1);
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}
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}
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else if (gMain.newKeys & A_BUTTON)
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else if (JOY_NEW(A_BUTTON))
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{
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PlaySE(SE_SELECT);
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if (gBattleCommunication[CURSOR_POSITION] == 0)
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@@ -2544,7 +2544,7 @@ static void sub_803939C(void)
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gBattleCommunication[MULTIUSE_STATE]++;
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}
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}
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else if (gMain.newKeys & B_BUTTON)
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else if (JOY_NEW(B_BUTTON))
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{
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PlaySE(SE_SELECT);
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gBattleCommunication[MULTIUSE_STATE]++;
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