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fixed bug with zeroing out abilities on switch-in
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@ -3307,7 +3307,8 @@ void SwitchInClearSetData(void)
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{
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u32 side = GetBattlerSide(gActiveBattler);
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u32 partyIndex = gBattlerPartyIndexes[gActiveBattler];
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gBattleMons[gActiveBattler].ability = gBattleStruct->overwrittenAbilities[gActiveBattler] = TestRunner_Battle_GetForcedAbility(side, partyIndex);
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if (TestRunner_Battle_GetForcedAbility(side, partyIndex))
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gBattleMons[i].ability = gBattleStruct->overwrittenAbilities[i] = TestRunner_Battle_GetForcedAbility(side, partyIndex);
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}
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Ai_UpdateSwitchInData(gActiveBattler);
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