make union room compile i guess
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@@ -264,67 +264,67 @@ static void InitSinglePlayerBtlControllers(void)
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for (var = gUnknown_0203C7B4, i = 0; i < MAX_BATTLERS_COUNT; i++)
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{
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switch (gLinkPlayers[i].lp_field_18)
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switch (gLinkPlayers[i].id)
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{
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case 0:
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case 3:
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sub_81B8D64(gLinkPlayers[i].lp_field_18, 0);
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sub_81B8D64(gLinkPlayers[i].id, 0);
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break;
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case 1:
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case 2:
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sub_81B8D64(gLinkPlayers[i].lp_field_18, 1);
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sub_81B8D64(gLinkPlayers[i].id, 1);
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break;
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}
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if (i == var)
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{
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gBattlerControllerFuncs[gLinkPlayers[i].lp_field_18] = SetControllerToRecordedPlayer;
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switch (gLinkPlayers[i].lp_field_18)
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gBattlerControllerFuncs[gLinkPlayers[i].id] = SetControllerToRecordedPlayer;
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switch (gLinkPlayers[i].id)
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{
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case 0:
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case 3:
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gBattlerPositions[gLinkPlayers[i].lp_field_18] = B_POSITION_PLAYER_LEFT;
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gBattlerPartyIndexes[gLinkPlayers[i].lp_field_18] = 0;
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gBattlerPositions[gLinkPlayers[i].id] = B_POSITION_PLAYER_LEFT;
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gBattlerPartyIndexes[gLinkPlayers[i].id] = 0;
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break;
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case 1:
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case 2:
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gBattlerPositions[gLinkPlayers[i].lp_field_18] = B_POSITION_PLAYER_RIGHT;
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gBattlerPartyIndexes[gLinkPlayers[i].lp_field_18] = 3;
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gBattlerPositions[gLinkPlayers[i].id] = B_POSITION_PLAYER_RIGHT;
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gBattlerPartyIndexes[gLinkPlayers[i].id] = 3;
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break;
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}
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}
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else if ((!(gLinkPlayers[i].lp_field_18 & 1) && !(gLinkPlayers[var].lp_field_18 & 1))
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|| ((gLinkPlayers[i].lp_field_18 & 1) && (gLinkPlayers[var].lp_field_18 & 1)))
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else if ((!(gLinkPlayers[i].id & 1) && !(gLinkPlayers[var].id & 1))
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|| ((gLinkPlayers[i].id & 1) && (gLinkPlayers[var].id & 1)))
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{
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gBattlerControllerFuncs[gLinkPlayers[i].lp_field_18] = SetControllerToRecordedPlayer;
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switch (gLinkPlayers[i].lp_field_18)
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gBattlerControllerFuncs[gLinkPlayers[i].id] = SetControllerToRecordedPlayer;
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switch (gLinkPlayers[i].id)
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{
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case 0:
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case 3:
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gBattlerPositions[gLinkPlayers[i].lp_field_18] = B_POSITION_PLAYER_LEFT;
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gBattlerPartyIndexes[gLinkPlayers[i].lp_field_18] = 0;
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gBattlerPositions[gLinkPlayers[i].id] = B_POSITION_PLAYER_LEFT;
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gBattlerPartyIndexes[gLinkPlayers[i].id] = 0;
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break;
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case 1:
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case 2:
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gBattlerPositions[gLinkPlayers[i].lp_field_18] = B_POSITION_PLAYER_RIGHT;
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gBattlerPartyIndexes[gLinkPlayers[i].lp_field_18] = 3;
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gBattlerPositions[gLinkPlayers[i].id] = B_POSITION_PLAYER_RIGHT;
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gBattlerPartyIndexes[gLinkPlayers[i].id] = 3;
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break;
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}
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}
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else
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{
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gBattlerControllerFuncs[gLinkPlayers[i].lp_field_18] = SetControllerToRecordedOpponent;
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switch (gLinkPlayers[i].lp_field_18)
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gBattlerControllerFuncs[gLinkPlayers[i].id] = SetControllerToRecordedOpponent;
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switch (gLinkPlayers[i].id)
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{
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case 0:
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case 3:
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gBattlerPositions[gLinkPlayers[i].lp_field_18] = B_POSITION_OPPONENT_LEFT;
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gBattlerPartyIndexes[gLinkPlayers[i].lp_field_18] = 0;
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gBattlerPositions[gLinkPlayers[i].id] = B_POSITION_OPPONENT_LEFT;
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gBattlerPartyIndexes[gLinkPlayers[i].id] = 0;
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break;
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case 1:
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case 2:
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gBattlerPositions[gLinkPlayers[i].lp_field_18] = B_POSITION_OPPONENT_RIGHT;
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gBattlerPartyIndexes[gLinkPlayers[i].lp_field_18] = 3;
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gBattlerPositions[gLinkPlayers[i].id] = B_POSITION_OPPONENT_RIGHT;
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gBattlerPartyIndexes[gLinkPlayers[i].id] = 3;
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break;
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}
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}
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@@ -506,69 +506,69 @@ static void InitLinkBtlControllers(void)
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for (i = 0; i < MAX_BATTLERS_COUNT; i++)
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{
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switch (gLinkPlayers[i].lp_field_18)
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switch (gLinkPlayers[i].id)
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{
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case 0:
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case 3:
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sub_81B8D64(gLinkPlayers[i].lp_field_18, 0);
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sub_81B8D64(gLinkPlayers[i].id, 0);
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break;
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case 1:
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case 2:
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sub_81B8D64(gLinkPlayers[i].lp_field_18, 1);
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sub_81B8D64(gLinkPlayers[i].id, 1);
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break;
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}
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if (i == multiplayerId)
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{
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gBattlerControllerFuncs[gLinkPlayers[i].lp_field_18] = SetControllerToPlayer;
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switch (gLinkPlayers[i].lp_field_18)
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gBattlerControllerFuncs[gLinkPlayers[i].id] = SetControllerToPlayer;
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switch (gLinkPlayers[i].id)
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{
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case 0:
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case 3:
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gBattlerPositions[gLinkPlayers[i].lp_field_18] = 0;
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gBattlerPartyIndexes[gLinkPlayers[i].lp_field_18] = 0;
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gBattlerPositions[gLinkPlayers[i].id] = 0;
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gBattlerPartyIndexes[gLinkPlayers[i].id] = 0;
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break;
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case 1:
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case 2:
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gBattlerPositions[gLinkPlayers[i].lp_field_18] = 2;
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gBattlerPartyIndexes[gLinkPlayers[i].lp_field_18] = 3;
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gBattlerPositions[gLinkPlayers[i].id] = 2;
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gBattlerPartyIndexes[gLinkPlayers[i].id] = 3;
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break;
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}
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}
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else
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{
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if ((!(gLinkPlayers[i].lp_field_18 & 1) && !(gLinkPlayers[multiplayerId].lp_field_18 & 1))
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|| ((gLinkPlayers[i].lp_field_18 & 1) && (gLinkPlayers[multiplayerId].lp_field_18 & 1)))
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if ((!(gLinkPlayers[i].id & 1) && !(gLinkPlayers[multiplayerId].id & 1))
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|| ((gLinkPlayers[i].id & 1) && (gLinkPlayers[multiplayerId].id & 1)))
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{
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gBattlerControllerFuncs[gLinkPlayers[i].lp_field_18] = SetControllerToLinkPartner;
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switch (gLinkPlayers[i].lp_field_18)
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gBattlerControllerFuncs[gLinkPlayers[i].id] = SetControllerToLinkPartner;
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switch (gLinkPlayers[i].id)
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{
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case 0:
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case 3:
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gBattlerPositions[gLinkPlayers[i].lp_field_18] = 0;
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gBattlerPartyIndexes[gLinkPlayers[i].lp_field_18] = 0;
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gBattlerPositions[gLinkPlayers[i].id] = 0;
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gBattlerPartyIndexes[gLinkPlayers[i].id] = 0;
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break;
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case 1:
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case 2:
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gBattlerPositions[gLinkPlayers[i].lp_field_18] = 2;
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gBattlerPartyIndexes[gLinkPlayers[i].lp_field_18] = 3;
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gBattlerPositions[gLinkPlayers[i].id] = 2;
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gBattlerPartyIndexes[gLinkPlayers[i].id] = 3;
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break;
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}
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}
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else
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{
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gBattlerControllerFuncs[gLinkPlayers[i].lp_field_18] = SetControllerToLinkOpponent;
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switch (gLinkPlayers[i].lp_field_18)
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gBattlerControllerFuncs[gLinkPlayers[i].id] = SetControllerToLinkOpponent;
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switch (gLinkPlayers[i].id)
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{
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case 0:
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case 3:
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gBattlerPositions[gLinkPlayers[i].lp_field_18] = 1;
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gBattlerPartyIndexes[gLinkPlayers[i].lp_field_18] = 0;
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gBattlerPositions[gLinkPlayers[i].id] = 1;
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gBattlerPartyIndexes[gLinkPlayers[i].id] = 0;
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break;
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case 1:
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case 2:
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gBattlerPositions[gLinkPlayers[i].lp_field_18] = 3;
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gBattlerPartyIndexes[gLinkPlayers[i].lp_field_18] = 3;
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gBattlerPositions[gLinkPlayers[i].id] = 3;
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gBattlerPartyIndexes[gLinkPlayers[i].id] = 3;
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break;
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}
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}
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