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Removed redundant uses of STATUS3_GASTRO_ACID check.
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@ -8971,11 +8971,11 @@ static void Cmd_various(void)
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for (i = 0; i < gBattlersCount; i++)
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for (i = 0; i < gBattlersCount; i++)
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{
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{
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if (((GetBattlerAbility(i) == ABILITY_DESOLATE_LAND && gBattleWeather & WEATHER_SUN_PRIMAL)
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u32 ability = GetBattlerAbility(i);
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|| (GetBattlerAbility(i) == ABILITY_PRIMORDIAL_SEA && gBattleWeather & WEATHER_RAIN_PRIMAL)
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if (((ability == ABILITY_DESOLATE_LAND && gBattleWeather & WEATHER_SUN_PRIMAL)
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|| (GetBattlerAbility(i) == ABILITY_DELTA_STREAM && gBattleWeather & WEATHER_STRONG_WINDS))
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|| (ability == ABILITY_PRIMORDIAL_SEA && gBattleWeather & WEATHER_RAIN_PRIMAL)
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&& IsBattlerAlive(i)
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|| (ability == ABILITY_DELTA_STREAM && gBattleWeather & WEATHER_STRONG_WINDS))
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&& !(gStatuses3[i] & STATUS3_GASTRO_ACID))
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&& IsBattlerAlive(i))
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shouldNotClear = TRUE;
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shouldNotClear = TRUE;
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}
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}
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if (gBattleWeather & WEATHER_SUN_PRIMAL && !shouldNotClear)
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if (gBattleWeather & WEATHER_SUN_PRIMAL && !shouldNotClear)
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@ -7462,7 +7462,7 @@ u32 GetBattlerHoldEffect(u8 battlerId, bool32 checkNegating)
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return HOLD_EFFECT_NONE;
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return HOLD_EFFECT_NONE;
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if (gFieldStatuses & STATUS_FIELD_MAGIC_ROOM)
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if (gFieldStatuses & STATUS_FIELD_MAGIC_ROOM)
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return HOLD_EFFECT_NONE;
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return HOLD_EFFECT_NONE;
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if (GetBattlerAbility(battlerId) == ABILITY_KLUTZ && !(gStatuses3[battlerId] & STATUS3_GASTRO_ACID))
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if (GetBattlerAbility(battlerId) == ABILITY_KLUTZ)
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return HOLD_EFFECT_NONE;
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return HOLD_EFFECT_NONE;
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}
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}
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