Add controller buffer constants, finish misc battle doc
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@@ -82,7 +82,7 @@ void HandleAction_UseMove(void)
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gBattlerAttacker = gBattlerByTurnOrder[gCurrentTurnActionNumber];
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if (*(&gBattleStruct->field_91) & gBitTable[gBattlerAttacker])
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if (*(&gBattleStruct->absentBattlerFlags) & gBitTable[gBattlerAttacker])
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{
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gCurrentActionFuncId = B_ACTION_FINISHED;
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return;
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@@ -299,7 +299,7 @@ void HandleAction_Switch(void)
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gActionSelectionCursor[gBattlerAttacker] = 0;
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gMoveSelectionCursor[gBattlerAttacker] = 0;
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PREPARE_MON_NICK_BUFFER(gBattleTextBuff1, gBattlerAttacker, *(gBattleStruct->field_58 + gBattlerAttacker))
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PREPARE_MON_NICK_BUFFER(gBattleTextBuff1, gBattlerAttacker, *(gBattleStruct->battlerPartyIndexes + gBattlerAttacker))
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gBattleScripting.battler = gBattlerAttacker;
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gBattlescriptCurrInstr = BattleScript_ActionSwitch;
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@@ -708,11 +708,11 @@ u8 GetBattlerForBattleScript(u8 caseId)
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case BS_FAINTED:
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ret = gBattlerFainted;
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break;
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case BS_UNK_5:
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case BS_FAINTED_LINK_MULTIPLE_1:
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ret = gBattlerFainted;
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break;
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case BS_ATTACKER_WITH_PARTNER:
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case BS_UNK_6:
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case BS_FAINTED_LINK_MULTIPLE_2:
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case BS_ATTACKER_SIDE:
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case BS_NOT_ATTACKER_SIDE:
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case BS_PLAYER1:
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@@ -753,7 +753,7 @@ void PressurePPLose(u8 target, u8 attacker, u16 move)
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if (MOVE_IS_PERMANENT(attacker, moveIndex))
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{
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gActiveBattler = attacker;
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BtlController_EmitSetMonData(0, REQUEST_PPMOVE1_BATTLE + moveIndex, 0, 1, &gBattleMons[gActiveBattler].pp[moveIndex]);
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BtlController_EmitSetMonData(BUFFER_A, REQUEST_PPMOVE1_BATTLE + moveIndex, 0, 1, &gBattleMons[gActiveBattler].pp[moveIndex]);
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MarkBattlerForControllerExec(gActiveBattler);
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}
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}
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@@ -785,7 +785,7 @@ void PressurePPLoseOnUsingImprison(u8 attacker)
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if (imprisonPos != MAX_MON_MOVES && MOVE_IS_PERMANENT(attacker, imprisonPos))
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{
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gActiveBattler = attacker;
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BtlController_EmitSetMonData(0, REQUEST_PPMOVE1_BATTLE + imprisonPos, 0, 1, &gBattleMons[gActiveBattler].pp[imprisonPos]);
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BtlController_EmitSetMonData(BUFFER_A, REQUEST_PPMOVE1_BATTLE + imprisonPos, 0, 1, &gBattleMons[gActiveBattler].pp[imprisonPos]);
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MarkBattlerForControllerExec(gActiveBattler);
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}
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}
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@@ -816,7 +816,7 @@ void PressurePPLoseOnUsingPerishSong(u8 attacker)
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if (perishSongPos != MAX_MON_MOVES && MOVE_IS_PERMANENT(attacker, perishSongPos))
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{
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gActiveBattler = attacker;
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BtlController_EmitSetMonData(0, REQUEST_PPMOVE1_BATTLE + perishSongPos, 0, 1, &gBattleMons[gActiveBattler].pp[perishSongPos]);
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BtlController_EmitSetMonData(BUFFER_A, REQUEST_PPMOVE1_BATTLE + perishSongPos, 0, 1, &gBattleMons[gActiveBattler].pp[perishSongPos]);
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MarkBattlerForControllerExec(gActiveBattler);
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}
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}
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@@ -887,7 +887,7 @@ bool8 WasUnableToUseMove(u8 battler)
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void PrepareStringBattle(u16 stringId, u8 battler)
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{
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gActiveBattler = battler;
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BtlController_EmitPrintString(0, stringId);
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BtlController_EmitPrintString(BUFFER_A, stringId);
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MarkBattlerForControllerExec(gActiveBattler);
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}
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@@ -1616,7 +1616,7 @@ u8 DoBattlerEndTurnEffects(void)
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gBattleCommunication[MULTISTRING_CHOOSER] = 1;
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BattleScriptExecute(BattleScript_MonWokeUpInUproar);
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gActiveBattler = gBattlerAttacker;
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BtlController_EmitSetMonData(0, REQUEST_STATUS_BATTLE, 0, 4, &gBattleMons[gActiveBattler].status1);
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BtlController_EmitSetMonData(BUFFER_A, REQUEST_STATUS_BATTLE, 0, 4, &gBattleMons[gActiveBattler].status1);
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MarkBattlerForControllerExec(gActiveBattler);
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break;
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}
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@@ -1741,7 +1741,7 @@ u8 DoBattlerEndTurnEffects(void)
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{
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CancelMultiTurnMoves(gActiveBattler);
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gBattleMons[gActiveBattler].status1 |= STATUS1_SLEEP_TURN((Random() & 3) + 2); // 2-5 turns of sleep
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BtlController_EmitSetMonData(0, REQUEST_STATUS_BATTLE, 0, 4, &gBattleMons[gActiveBattler].status1);
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BtlController_EmitSetMonData(BUFFER_A, REQUEST_STATUS_BATTLE, 0, 4, &gBattleMons[gActiveBattler].status1);
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MarkBattlerForControllerExec(gActiveBattler);
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gEffectBattler = gActiveBattler;
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BattleScriptExecute(BattleScript_YawnMakesAsleep);
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@@ -2251,7 +2251,7 @@ u8 AtkCanceller_UnableToUseMove(void)
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if (effect == 2)
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{
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gActiveBattler = gBattlerAttacker;
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BtlController_EmitSetMonData(0, REQUEST_STATUS_BATTLE, 0, 4, &gBattleMons[gActiveBattler].status1);
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BtlController_EmitSetMonData(BUFFER_A, REQUEST_STATUS_BATTLE, 0, 4, &gBattleMons[gActiveBattler].status1);
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MarkBattlerForControllerExec(gActiveBattler);
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}
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return effect;
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@@ -2615,7 +2615,7 @@ u8 AbilityBattleEffects(u8 caseID, u8 battler, u8 ability, u8 special, u16 moveA
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gBattleMons[battler].status2 &= ~STATUS2_NIGHTMARE; // fix nightmare glitch
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gBattleScripting.battler = gActiveBattler = battler;
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BattleScriptPushCursorAndCallback(BattleScript_ShedSkinActivates);
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BtlController_EmitSetMonData(0, REQUEST_STATUS_BATTLE, 0, 4, &gBattleMons[battler].status1);
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BtlController_EmitSetMonData(BUFFER_A, REQUEST_STATUS_BATTLE, 0, 4, &gBattleMons[battler].status1);
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MarkBattlerForControllerExec(gActiveBattler);
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effect++;
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}
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@@ -2926,7 +2926,7 @@ u8 AbilityBattleEffects(u8 caseID, u8 battler, u8 ability, u8 special, u16 moveA
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gBattlescriptCurrInstr = BattleScript_AbilityCuredStatus;
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gBattleScripting.battler = battler;
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gActiveBattler = battler;
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BtlController_EmitSetMonData(0, REQUEST_STATUS_BATTLE, 0, 4, &gBattleMons[gActiveBattler].status1);
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BtlController_EmitSetMonData(BUFFER_A, REQUEST_STATUS_BATTLE, 0, 4, &gBattleMons[gActiveBattler].status1);
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MarkBattlerForControllerExec(gActiveBattler);
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return effect;
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}
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@@ -3354,7 +3354,7 @@ u8 ItemBattleEffects(u8 caseID, u8 battlerId, bool8 moveTurn)
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PREPARE_MOVE_BUFFER(gBattleTextBuff1, move);
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BattleScriptExecute(BattleScript_BerryPPHealEnd2);
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BtlController_EmitSetMonData(0, i + REQUEST_PPMOVE1_BATTLE, 0, 1, &changedPP);
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BtlController_EmitSetMonData(BUFFER_A, i + REQUEST_PPMOVE1_BATTLE, 0, 1, &changedPP);
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MarkBattlerForControllerExec(gActiveBattler);
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effect = ITEM_PP_CHANGE;
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}
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@@ -3589,7 +3589,7 @@ u8 ItemBattleEffects(u8 caseID, u8 battlerId, bool8 moveTurn)
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switch (effect)
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{
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case ITEM_STATUS_CHANGE:
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BtlController_EmitSetMonData(0, REQUEST_STATUS_BATTLE, 0, 4, &gBattleMons[battlerId].status1);
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BtlController_EmitSetMonData(BUFFER_A, REQUEST_STATUS_BATTLE, 0, 4, &gBattleMons[battlerId].status1);
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MarkBattlerForControllerExec(gActiveBattler);
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break;
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case ITEM_PP_CHANGE:
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@@ -3740,7 +3740,7 @@ u8 ItemBattleEffects(u8 caseID, u8 battlerId, bool8 moveTurn)
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gBattleScripting.battler = battlerId;
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gPotentialItemEffectBattler = battlerId;
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gActiveBattler = battlerId;
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BtlController_EmitSetMonData(0, REQUEST_STATUS_BATTLE, 0, 4, &gBattleMons[gActiveBattler].status1);
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BtlController_EmitSetMonData(BUFFER_A, REQUEST_STATUS_BATTLE, 0, 4, &gBattleMons[gActiveBattler].status1);
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MarkBattlerForControllerExec(gActiveBattler);
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break;
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}
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