Clean up recorded_battle, add MOVE_IS_PERMANENT
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@@ -17,6 +17,11 @@
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#define GET_BATTLER_SIDE(battler) (GetBattlerPosition(battler) & BIT_SIDE)
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#define GET_BATTLER_SIDE2(battler) (GET_BATTLER_POSITION(battler) & BIT_SIDE)
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// Used to exclude moves learned temporarily by Transform or Mimic
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#define MOVE_IS_PERMANENT(battler, moveSlot) \
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(!(gBattleMons[battler].status2 & STATUS2_TRANSFORMED) \
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&& !(gDisableStructs[battler].mimickedMoves & gBitTable[moveSlot]))
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// Battle Actions
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// These determine what each battler will do in a turn
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#define B_ACTION_USE_MOVE 0
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@@ -8,7 +8,7 @@ extern u8 gRecordedBattleMultiplayerId;
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#define B_RECORD_MODE_RECORDING 1
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#define B_RECORD_MODE_PLAYBACK 2
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void RecordedBattle_Init(u8 arg0);
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void RecordedBattle_Init(u8 mode);
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void RecordedBattle_SetTrainerInfo(void);
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void RecordedBattle_SetBattlerAction(u8 battlerId, u8 action);
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void RecordedBattle_ClearBattlerAction(u8 battlerId, u8 bytesToClear);
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@@ -23,12 +23,12 @@ u8 GetRecordedBattleFronterBrainSymbol(void);
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void RecordedBattle_SaveParties(void);
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u8 GetActiveBattlerLinkPlayerGender(void);
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void RecordedBattle_ClearFrontierPassFlag(void);
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void RecordedBattle_SetFrontierPassFlagFromHword(u16 arg0);
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void RecordedBattle_SetFrontierPassFlagFromHword(u16 flags);
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u8 RecordedBattle_GetFrontierPassFlag(void);
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u8 GetBattleSceneInRecordedBattle(void);
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u8 GetTextSpeedInRecordedBattle(void);
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void RecordedBattle_CopyBattlerMoves(void);
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void sub_818603C(u8 arg0);
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void RecordedBattle_CheckMovesetChanges(u8 mode);
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u32 GetAiScriptsInRecordedBattle(void);
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void RecordedBattle_SetPlaybackFinished(void);
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bool8 RecordedBattle_CanStopPlayback(void);
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