Use stat constants in MonGainEVs
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+9
-15
@@ -5836,7 +5836,7 @@ void MonGainEVs(struct Pokemon *mon, u16 defeatedSpecies)
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u16 totalEVs = 0;
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u16 totalEVs = 0;
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u16 heldItem;
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u16 heldItem;
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u8 holdEffect;
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u8 holdEffect;
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int i;
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int i, multiplier;
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for (i = 0; i < NUM_STATS; i++)
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for (i = 0; i < NUM_STATS; i++)
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{
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{
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@@ -5846,43 +5846,37 @@ void MonGainEVs(struct Pokemon *mon, u16 defeatedSpecies)
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for (i = 0; i < NUM_STATS; i++)
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for (i = 0; i < NUM_STATS; i++)
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{
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{
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u8 hasHadPokerus;
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int multiplier;
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if (totalEVs >= MAX_TOTAL_EVS)
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if (totalEVs >= MAX_TOTAL_EVS)
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break;
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break;
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hasHadPokerus = CheckPartyHasHadPokerus(mon, 0);
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if (CheckPartyHasHadPokerus(mon, 0))
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if (hasHadPokerus)
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multiplier = 2;
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multiplier = 2;
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else
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else
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multiplier = 1;
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multiplier = 1;
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switch (i)
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switch (i)
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{
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{
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case 0:
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case STAT_HP:
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evIncrease = gBaseStats[defeatedSpecies].evYield_HP * multiplier;
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evIncrease = gBaseStats[defeatedSpecies].evYield_HP * multiplier;
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break;
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break;
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case 1:
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case STAT_ATK:
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evIncrease = gBaseStats[defeatedSpecies].evYield_Attack * multiplier;
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evIncrease = gBaseStats[defeatedSpecies].evYield_Attack * multiplier;
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break;
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break;
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case 2:
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case STAT_DEF:
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evIncrease = gBaseStats[defeatedSpecies].evYield_Defense * multiplier;
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evIncrease = gBaseStats[defeatedSpecies].evYield_Defense * multiplier;
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break;
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break;
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case 3:
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case STAT_SPEED:
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evIncrease = gBaseStats[defeatedSpecies].evYield_Speed * multiplier;
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evIncrease = gBaseStats[defeatedSpecies].evYield_Speed * multiplier;
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break;
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break;
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case 4:
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case STAT_SPATK:
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evIncrease = gBaseStats[defeatedSpecies].evYield_SpAttack * multiplier;
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evIncrease = gBaseStats[defeatedSpecies].evYield_SpAttack * multiplier;
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break;
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break;
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case 5:
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case STAT_SPDEF:
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evIncrease = gBaseStats[defeatedSpecies].evYield_SpDefense * multiplier;
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evIncrease = gBaseStats[defeatedSpecies].evYield_SpDefense * multiplier;
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break;
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break;
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}
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}
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heldItem = GetMonData(mon, MON_DATA_HELD_ITEM, 0);
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heldItem = GetMonData(mon, MON_DATA_HELD_ITEM, 0);
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if (heldItem == ITEM_ENIGMA_BERRY)
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if (heldItem == ITEM_ENIGMA_BERRY)
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{
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{
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if (gMain.inBattle)
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if (gMain.inBattle)
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