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Get rid of duplicate bs command jumpiftype
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1afbcda042
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@ -356,11 +356,8 @@
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.4byte \param0
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.endm
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.macro jumpiftype2 bank, type, param2
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.macro jumpiftype2
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.byte 0x42
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.byte \bank
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.byte \type
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.4byte \param2
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.endm
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.macro jumpifabilitypresent ability, param1
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@ -1508,7 +1508,7 @@ BattleScript_EffectMinimize::
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goto BattleScript_EffectStatUpAfterAtkCanceler
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BattleScript_EffectCurse::
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jumpiftype2 BS_ATTACKER, TYPE_GHOST, BattleScript_GhostCurse
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jumpiftype BS_ATTACKER, TYPE_GHOST, BattleScript_GhostCurse
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attackcanceler
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attackstring
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ppreduce
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@ -502,7 +502,10 @@ static void Task_ClearBitWhenSpecialAnimDone(u8 taskId)
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// Great function to include newly added moves that don't have animation yet.
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bool8 IsMoveWithoutAnimation(u16 moveId, u8 animationTurn)
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{
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return FALSE;
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if (moveId >= (MOVES_COUNT_GEN3 - 1))
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return TRUE;
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else
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return FALSE;
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}
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bool8 mplay_80342A4(u8 battlerId)
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@ -156,7 +156,7 @@ static void atk3E_end2(void);
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static void atk3F_end3(void);
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static void atk40_jumpifaffectedbyprotect(void);
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static void atk41_call(void);
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static void atk42_jumpiftype2(void);
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static void atk42_nop(void);
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static void atk43_jumpifabilitypresent(void);
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static void atk44_endselectionscript(void);
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static void atk45_playanimation(void);
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@ -408,7 +408,7 @@ void (* const gBattleScriptingCommandsTable[])(void) =
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atk3F_end3,
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atk40_jumpifaffectedbyprotect,
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atk41_call,
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atk42_jumpiftype2,
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atk42_nop,
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atk43_jumpifabilitypresent,
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atk44_endselectionscript,
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atk45_playanimation,
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@ -4265,14 +4265,9 @@ static void atk41_call(void)
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gBattlescriptCurrInstr = T1_READ_PTR(gBattlescriptCurrInstr + 1);
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}
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static void atk42_jumpiftype2(void)
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static void atk42_nop(void)
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{
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u8 battlerId = GetBattlerForBattleScript(gBattlescriptCurrInstr[1]);
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if (gBattlescriptCurrInstr[2] == gBattleMons[battlerId].type1 || gBattlescriptCurrInstr[2] == gBattleMons[battlerId].type2)
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gBattlescriptCurrInstr = T1_READ_PTR(gBattlescriptCurrInstr + 3);
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else
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gBattlescriptCurrInstr += 7;
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gBattlescriptCurrInstr++;
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}
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static void atk43_jumpifabilitypresent(void)
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