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Changed how SIDE_STATUS_RETALIATE is cleared
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@ -3583,6 +3583,7 @@ static void HandleEndTurn_ContinueBattle(void)
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gBattleMons[i].status2 &= ~(STATUS2_FLINCHED);
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if ((gBattleMons[i].status1 & STATUS1_SLEEP) && (gBattleMons[i].status2 & STATUS2_MULTIPLETURNS))
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CancelMultiTurnMoves(i);
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gSideStatuses[GET_BATTLER_SIDE(i)] &= ~SIDE_STATUS_RETALIATE;
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}
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gBattleStruct->turnEffectsTracker = 0;
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gBattleStruct->turnEffectsBattlerId = 0;
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@ -7935,10 +7935,7 @@ static u32 CalcMoveBasePowerAfterModifiers(u16 move, u8 battlerAtk, u8 battlerDe
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break;
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case EFFECT_RETALIATE:
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if (gSideStatuses[atkSide] & SIDE_STATUS_RETALIATE)
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{
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MulModifier(&modifier, UQ_4_12(2.0));
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gSideStatuses[atkSide] &= ~SIDE_STATUS_RETALIATE;
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}
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break;
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case EFFECT_SOLARBEAM:
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if (WEATHER_HAS_EFFECT && gBattleWeather & (WEATHER_HAIL_ANY | WEATHER_SANDSTORM_ANY | WEATHER_RAIN_ANY))
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