Clean up data headers
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+2
-2
@@ -2041,7 +2041,7 @@ u8 AbilityBattleEffects(u8 caseID, u8 battler, u8 ability, u8 special, u16 moveA
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case ABILITY_FLASH_FIRE:
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if (moveType == TYPE_FIRE && !(gBattleMons[battler].status1 & STATUS1_FREEZE))
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{
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if (!(gBattleResources->flags->flags[battler] & UNKNOWN_FLAG_FLASH_FIRE))
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if (!(gBattleResources->flags->flags[battler] & RESOURCE_FLAG_FLASH_FIRE))
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{
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gBattleCommunication[MULTISTRING_CHOOSER] = 0;
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if (gProtectStructs[gBattlerAttacker].notFirstStrike)
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@@ -2049,7 +2049,7 @@ u8 AbilityBattleEffects(u8 caseID, u8 battler, u8 ability, u8 special, u16 moveA
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else
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gBattlescriptCurrInstr = BattleScript_FlashFireBoost_PPLoss;
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gBattleResources->flags->flags[battler] |= UNKNOWN_FLAG_FLASH_FIRE;
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gBattleResources->flags->flags[battler] |= RESOURCE_FLAG_FLASH_FIRE;
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effect = 2;
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}
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else
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