BUGFIX: battle scripts (#1436)
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@@ -1761,7 +1761,11 @@ static void Cmd_if_cant_faint(void)
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gBattleMoveDamage = gBattleMoveDamage * AI_THINKING_STRUCT->simulatedRNG[AI_THINKING_STRUCT->movesetIndex] / 100;
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// This macro is missing the damage 0 = 1 assumption.
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#ifdef BUGFIX
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// Moves always do at least 1 damage.
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if (gBattleMoveDamage == 0)
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gBattleMoveDamage = 1;
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#endif
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if (gBattleMons[gBattlerTarget].hp > gBattleMoveDamage)
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gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 1);
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@@ -2019,18 +2023,24 @@ static void Cmd_if_holds_item(void)
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{
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u8 battlerId = BattleAI_GetWantedBattler(gAIScriptPtr[1]);
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u16 item;
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u8 var1, var2;
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u8 itemLo, itemHi;
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if ((battlerId & BIT_SIDE) == (sBattler_AI & BIT_SIDE))
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item = gBattleMons[battlerId].item;
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else
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item = BATTLE_HISTORY->itemEffects[battlerId];
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// UB: doesn't properly read an unaligned u16
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var2 = gAIScriptPtr[2];
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var1 = gAIScriptPtr[3];
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itemHi = gAIScriptPtr[2];
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itemLo = gAIScriptPtr[3];
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if ((var1 | var2) == item)
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#ifdef BUGFIX
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// This bug doesn't affect the vanilla game because this script command
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// is only used to check ITEM_PERSIM_BERRY, whose high byte happens to
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// be 0.
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if (((itemHi << 8) | itemLo) == item)
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#else
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if ((itemLo | itemHi) == item)
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#endif
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gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 4);
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else
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gAIScriptPtr += 8;
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