Label various battle scripts
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@@ -821,12 +821,12 @@ u8 DoBattlerEndTurnEffects(void)
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gBattleStruct->turnEffectsTracker++;
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break;
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case ENDTURN_ITEMS1: // item effects
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if (ItemBattleEffects(1, gActiveBattler, 0))
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if (ItemBattleEffects(1, gActiveBattler, FALSE))
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effect++;
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gBattleStruct->turnEffectsTracker++;
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break;
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case ENDTURN_ITEMS2: // item effects again
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if (ItemBattleEffects(1, gActiveBattler, 1))
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if (ItemBattleEffects(1, gActiveBattler, TRUE))
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effect++;
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gBattleStruct->turnEffectsTracker++;
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break;
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@@ -1280,7 +1280,7 @@ bool8 HandleFaintedMonActions(void)
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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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if (AbilityBattleEffects(ABILITYEFFECT_INTIMIDATE1, 0, 0, 0, 0) || AbilityBattleEffects(ABILITYEFFECT_TRACE, 0, 0, 0, 0) || ItemBattleEffects(1, 0, TRUE) || AbilityBattleEffects(ABILITYEFFECT_FORECAST, 0, 0, 0, 0))
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return TRUE;
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gBattleStruct->faintedActionsState++;
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break;
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@@ -2083,7 +2083,7 @@ u8 AbilityBattleEffects(u8 caseID, u8 battler, u8 ability, u8 special, u16 moveA
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}
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}
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break;
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case ABILITYEFFECT_CONTACT: // 4
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case ABILITYEFFECT_MOVE_END: // Think contact abilities.
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switch (gLastUsedAbility)
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{
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case ABILITY_COLOR_CHANGE:
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@@ -2343,7 +2343,7 @@ u8 AbilityBattleEffects(u8 caseID, u8 battler, u8 ability, u8 special, u16 moveA
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{
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gLastUsedAbility = ABILITY_INTIMIDATE;
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gStatuses3[i] &= ~(STATUS3_INTIMIDATE_POKES);
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BattleScriptPushCursorAndCallback(BattleScript_82DB4B8);
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BattleScriptPushCursorAndCallback(BattleScript_IntimidateActivatesEnd3);
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gBattleStruct->intimidateBattler = i;
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effect++;
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break;
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@@ -2415,7 +2415,7 @@ u8 AbilityBattleEffects(u8 caseID, u8 battler, u8 ability, u8 special, u16 moveA
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gLastUsedAbility = ABILITY_INTIMIDATE;
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gStatuses3[i] &= ~(STATUS3_INTIMIDATE_POKES);
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BattleScriptPushCursor();
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gBattlescriptCurrInstr = BattleScript_82DB4C1;
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gBattlescriptCurrInstr = BattleScript_IntimidateActivates;
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gBattleStruct->intimidateBattler = i;
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effect++;
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break;
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@@ -3044,7 +3044,7 @@ u8 ItemBattleEffects(u8 caseID, u8 battlerId, bool8 moveTurn)
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break;
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case 2:
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break;
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case 3:
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case ITEMEFFECT_MOVE_END:
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for (battlerId = 0; battlerId < gBattlersCount; battlerId++)
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{
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gLastUsedItem = gBattleMons[battlerId].item;
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@@ -3177,7 +3177,7 @@ u8 ItemBattleEffects(u8 caseID, u8 battlerId, bool8 moveTurn)
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gPotentialItemEffectBattler = battlerId;
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BattleScriptPushCursor();
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gBattlescriptCurrInstr = BattleScript_WhiteHerbRet;
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return effect; // unnecessary return
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return effect;
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}
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break;
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}
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@@ -3192,7 +3192,7 @@ u8 ItemBattleEffects(u8 caseID, u8 battlerId, bool8 moveTurn)
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}
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}
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break;
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case 4:
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case ITEMEFFECT_KINGSROCK_SHELLBELL:
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if (gBattleMoveDamage)
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{
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switch (atkHoldEffect)
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@@ -3386,7 +3386,7 @@ u8 IsMonDisobedient(void)
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gBattleMons[gBattlerAttacker].status2 &= ~(STATUS2_RAGE);
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if (gBattleMons[gBattlerAttacker].status1 & STATUS1_SLEEP && (gCurrentMove == MOVE_SNORE || gCurrentMove == MOVE_SLEEP_TALK))
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{
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gBattlescriptCurrInstr = BattleScript_82DB695;
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gBattlescriptCurrInstr = BattleScript_IgnoresWhileAsleep;
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return 1;
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}
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@@ -3440,7 +3440,7 @@ u8 IsMonDisobedient(void)
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{
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gBattleMoveDamage = CalculateBaseDamage(&gBattleMons[gBattlerAttacker], &gBattleMons[gBattlerAttacker], MOVE_POUND, 0, 40, 0, gBattlerAttacker, gBattlerAttacker);
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gBattlerTarget = gBattlerAttacker;
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gBattlescriptCurrInstr = BattleScript_82DB6F0;
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gBattlescriptCurrInstr = BattleScript_IgnoresAndHitsItself;
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gHitMarker |= HITMARKER_UNABLE_TO_USE_MOVE;
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return 2;
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}
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