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Fix Aftermath on fainted
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@ -3730,6 +3730,7 @@ u8 AbilityBattleEffects(u8 caseID, u8 battler, u8 ability, u8 special, u16 moveA
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if (!IsAbilityOnField(ABILITY_DAMP)
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&& !(gMoveResultFlags & MOVE_RESULT_NO_EFFECT)
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&& gBattleMons[gBattlerTarget].hp == 0
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&& IsBattlerAlive(gBattlerAttacker)
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&& IsMoveMakingContact(move, gBattlerAttacker))
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{
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gBattleMoveDamage = gBattleMons[gBattlerAttacker].maxHP / 4;
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@ -3742,7 +3743,8 @@ u8 AbilityBattleEffects(u8 caseID, u8 battler, u8 ability, u8 special, u16 moveA
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break;
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case ABILITY_INNARDS_OUT:
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if (!(gMoveResultFlags & MOVE_RESULT_NO_EFFECT)
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&& gBattleMons[gBattlerTarget].hp == 0)
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&& gBattleMons[gBattlerTarget].hp == 0
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&& IsBattlerAlive(gBattlerAttacker))
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{
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gBattleMoveDamage = gSpecialStatuses[gBattlerTarget].dmg;
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BattleScriptPushCursor();
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