Clean up pokemon/ball/dex mentions in comments
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@@ -194,7 +194,7 @@ static void SwapMoveDescAndContestTilemaps(void);
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#define CONTESTANT_TEXT_COLOR_START 10
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enum {
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// The "{Pokemon Name} / {Trainer Name}" windows.
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// The "{Pokémon Name} / {Trainer Name}" windows.
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WIN_CONTESTANT0_NAME,
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WIN_CONTESTANT1_NAME,
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WIN_CONTESTANT2_NAME,
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@@ -3434,11 +3434,11 @@ static void RankContestants(void)
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// For each contestant, find the best rank with their point total.
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// Normally, each point total is different, and this will output the
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// rankings as expected. However, if two pokemon are tied, then they
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// rankings as expected. However, if two Pokémon are tied, then they
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// both get the best rank for that point total.
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//
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// For example if the point totals are [100, 80, 80, 50], the ranks will
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// be [1, 2, 2, 4]. The pokemon with a point total of 80 stop looking
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// be [1, 2, 2, 4]. The Pokémon with a point total of 80 stop looking
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// when they see the first 80 in the array, so they both share the '2'
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// rank.
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for (i = 0; i < CONTESTANT_COUNT; i++)
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@@ -4590,10 +4590,10 @@ void MakeContestantNervous(u8 p)
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// ContestantStatus::nextTurnOrder field of each contestant. The remaining
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// turns are assigned such that the turn order will reverse.
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//
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// For example, if no pokemon have a defined nextTurnOrder, then the 4th
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// For example, if no Pokémon have a defined nextTurnOrder, then the 4th
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// will become 1st, the 3rd will become 2nd, etc.
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//
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// Note: This function assumes that multiple pokemon cannot have the same
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// Note: This function assumes that multiple Pokémon cannot have the same
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// nextTurnOrder value.
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static void ApplyNextTurnOrder(void)
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{
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