Document party_menu second pass
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@@ -4122,20 +4122,20 @@ u8 IsRunningFromBattleImpossible(void)
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return 0;
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}
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void sub_803BDA0(u8 battler)
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void SwitchPartyOrder(u8 battler)
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{
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s32 i;
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u8 r4;
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u8 r1;
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u8 partyId1;
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u8 partyId2;
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// gBattleStruct->field_60[battler][i]
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for (i = 0; i < (int)ARRAY_COUNT(gBattlePartyCurrentOrder); i++)
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gBattlePartyCurrentOrder[i] = *(battler * 3 + i + (u8*)(gBattleStruct->field_60));
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r4 = GetBattlerPartyId(gBattlerPartyIndexes[battler]);
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r1 = GetBattlerPartyId(*(gBattleStruct->monToSwitchIntoId + battler));
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SwitchPartyMonSlots(r4, r1);
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partyId1 = GetPartyIdFromBattlePartyId(gBattlerPartyIndexes[battler]);
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partyId2 = GetPartyIdFromBattlePartyId(*(gBattleStruct->monToSwitchIntoId + battler));
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SwitchPartyMonSlots(partyId1, partyId2);
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if (gBattleTypeFlags & BATTLE_TYPE_DOUBLE)
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{
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@@ -4590,7 +4590,7 @@ static void HandleTurnActionSelectionState(void)
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for (i = 0; i < gBattlersCount; i++)
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{
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if (gChosenActionByBattler[i] == B_ACTION_SWITCH)
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sub_80571DC(i, *(gBattleStruct->monToSwitchIntoId + i));
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SwitchPartyOrderInGameMulti(i, *(gBattleStruct->monToSwitchIntoId + i));
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}
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}
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}
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