Document some single-remaining symbols
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@@ -121,7 +121,9 @@ void SwitchPartyOrderInGameMulti(u8 battlerId, u8 arg1)
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}
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}
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u32 sub_805725C(u8 battlerId)
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// Called when a Pokémon is unable to attack during a Battle Palace battle.
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// Check if it was because they are frozen/asleep, and if so try to cure the status.
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u32 BattlePalace_TryEscapeStatus(u8 battlerId)
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{
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u32 effect = 0;
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@@ -134,6 +136,7 @@ u32 sub_805725C(u8 battlerId)
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{
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if (UproarWakeUpCheck(battlerId))
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{
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// Wake up from Uproar
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gBattleMons[battlerId].status1 &= ~(STATUS1_SLEEP);
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gBattleMons[battlerId].status2 &= ~(STATUS2_NIGHTMARE);
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BattleScriptPushCursor();
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@@ -150,6 +153,7 @@ u32 sub_805725C(u8 battlerId)
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else
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toSub = 1;
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// Reduce number of sleep turns
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if ((gBattleMons[battlerId].status1 & STATUS1_SLEEP) < toSub)
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gBattleMons[battlerId].status1 &= ~(STATUS1_SLEEP);
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else
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@@ -157,11 +161,13 @@ u32 sub_805725C(u8 battlerId)
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if (gBattleMons[battlerId].status1 & STATUS1_SLEEP)
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{
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// Still asleep
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gBattlescriptCurrInstr = BattleScript_MoveUsedIsAsleep;
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effect = 2;
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}
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else
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{
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// Wake up
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gBattleMons[battlerId].status2 &= ~(STATUS2_NIGHTMARE);
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BattleScriptPushCursor();
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gBattleCommunication[MULTISTRING_CHOOSER] = B_MSG_WOKE_UP;
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@@ -177,10 +183,12 @@ u32 sub_805725C(u8 battlerId)
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{
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if (Random() % 5 != 0)
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{
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// Still frozen
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gBattlescriptCurrInstr = BattleScript_MoveUsedIsFrozen;
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}
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else
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{
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// Unfreeze
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gBattleMons[battlerId].status1 &= ~(STATUS1_FREEZE);
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BattleScriptPushCursor();
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gBattlescriptCurrInstr = BattleScript_MoveUsedUnfroze;
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@@ -193,7 +201,7 @@ u32 sub_805725C(u8 battlerId)
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case 2:
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break;
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}
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// Loop until reaching the final state, or stop early if Pokémon was Asleep/Frozen
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} while (gBattleCommunication[MULTIUSE_STATE] != 2 && effect == 0);
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if (effect == 2)
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