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Gen 4+ moves get contest effects (#319)
* Add contest move effects * Fix constants and also fix some laughable combo coding * comment usum moves for cleaner merge * clean up gitignore * revert gitignore * also revert moves.h because I'm bad at reading messages * add some missing effects because the spreadsheet I sourced is bad
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@ -69,68 +69,90 @@ enum
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enum
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{
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COMBO_STARTER_RAIN_DANCE = 1,
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COMBO_STARTER_RAGE,
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COMBO_STARTER_FOCUS_ENERGY,
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COMBO_STARTER_HYPNOSIS,
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COMBO_STARTER_ENDURE,
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COMBO_STARTER_HORN_ATTACK,
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COMBO_STARTER_SWORDS_DANCE,
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COMBO_STARTER_STOCKPILE,
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COMBO_STARTER_SUNNY_DAY,
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COMBO_STARTER_REST,
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COMBO_STARTER_VICE_GRIP,
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COMBO_STARTER_DEFENSE_CURL,
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COMBO_STARTER_CHARGE,
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COMBO_STARTER_ROCK_THROW,
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COMBO_STARTER_YAWN,
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COMBO_STARTER_SCARY_FACE,
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COMBO_STARTER_POWDER_SNOW,
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COMBO_STARTER_LOCK_ON,
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COMBO_STARTER_SOFT_BOILED,
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COMBO_STARTER_MEAN_LOOK,
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COMBO_STARTER_SCRATCH,
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COMBO_STARTER_GROWTH,
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COMBO_STARTER_HAIL,
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COMBO_STARTER_SANDSTORM,
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COMBO_STARTER_BELLY_DRUM,
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COMBO_STARTER_MIND_READER,
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COMBO_STARTER_DRAGON_BREATH,
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COMBO_STARTER_DRAGON_RAGE,
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COMBO_STARTER_DRAGON_DANCE,
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COMBO_STARTER_SURF,
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COMBO_STARTER_DIVE,
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COMBO_STARTER_STRING_SHOT,
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COMBO_STARTER_LEER,
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COMBO_STARTER_TAUNT,
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COMBO_STARTER_CHARM,
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COMBO_STARTER_HARDEN,
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COMBO_STARTER_SING,
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COMBO_STARTER_EARTHQUAKE,
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COMBO_STARTER_DOUBLE_TEAM,
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COMBO_STARTER_CURSE,
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COMBO_STARTER_SWEET_SCENT,
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COMBO_STARTER_SLUDGE,
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COMBO_STARTER_SLUDGE_BOMB,
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COMBO_STARTER_THUNDER_PUNCH,
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COMBO_STARTER_POUND = 1,
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COMBO_STARTER_FIRE_PUNCH,
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COMBO_STARTER_ICE_PUNCH,
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COMBO_STARTER_PECK,
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COMBO_STARTER_METAL_SOUND,
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COMBO_STARTER_MUD_SPORT,
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COMBO_STARTER_WATER_SPORT,
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COMBO_STARTER_BONE_CLUB,
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COMBO_STARTER_BONEMERANG,
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COMBO_STARTER_BONE_RUSH,
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COMBO_STARTER_THUNDER_PUNCH,
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COMBO_STARTER_SCRATCH,
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COMBO_STARTER_VICE_GRIP,
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COMBO_STARTER_SWORDS_DANCE,
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COMBO_STARTER_SAND_ATTACK,
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COMBO_STARTER_MUD_SLAP,
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COMBO_STARTER_FAKE_OUT,
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COMBO_STARTER_PSYCHIC,
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COMBO_STARTER_KINESIS,
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COMBO_STARTER_HORN_ATTACK,
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COMBO_STARTER_LEER,
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COMBO_STARTER_SING,
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COMBO_STARTER_SURF,
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COMBO_STARTER_PECK,
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COMBO_STARTER_LEECH_SEED,
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COMBO_STARTER_GROWTH,
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COMBO_STARTER_STRING_SHOT,
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COMBO_STARTER_DRAGON_RAGE,
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COMBO_STARTER_ROCK_THROW,
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COMBO_STARTER_EARTHQUAKE,
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COMBO_STARTER_TOXIC,
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COMBO_STARTER_CONFUSION,
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COMBO_STARTER_POUND,
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COMBO_STARTER_PSYCHIC,
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COMBO_STARTER_HYPNOSIS,
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COMBO_STARTER_RAGE,
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COMBO_STARTER_DOUBLE_TEAM,
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COMBO_STARTER_HARDEN,
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COMBO_STARTER_DEFENSE_CURL,
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COMBO_STARTER_FOCUS_ENERGY,
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COMBO_STARTER_SMOG,
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COMBO_STARTER_CALM_MIND
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COMBO_STARTER_SLUDGE,
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COMBO_STARTER_BONE_CLUB,
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COMBO_STARTER_KINESIS,
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COMBO_STARTER_SOFT_BOILED,
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COMBO_STARTER_BONEMERANG,
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COMBO_STARTER_REST,
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COMBO_STARTER_MIND_READER,
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COMBO_STARTER_CURSE,
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COMBO_STARTER_POWDER_SNOW,
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COMBO_STARTER_SCARY_FACE,
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COMBO_STARTER_BELLY_DRUM,
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COMBO_STARTER_SLUDGE_BOMB,
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COMBO_STARTER_MUD_SLAP,
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COMBO_STARTER_BONE_RUSH,
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COMBO_STARTER_LOCK_ON,
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COMBO_STARTER_SANDSTORM,
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COMBO_STARTER_ENDURE,
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COMBO_STARTER_CHARM,
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COMBO_STARTER_MEAN_LOOK,
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COMBO_STARTER_HEAL_BELL,
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COMBO_STARTER_DRAGON_BREATH,
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COMBO_STARTER_SWEET_SCENT,
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COMBO_STARTER_RAIN_DANCE,
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COMBO_STARTER_SUNNY_DAY,
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COMBO_STARTER_FAKE_OUT,
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COMBO_STARTER_STOCKPILE,
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COMBO_STARTER_HAIL,
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COMBO_STARTER_CHARGE,
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COMBO_STARTER_TAUNT,
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COMBO_STARTER_REVENGE,
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COMBO_STARTER_YAWN,
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COMBO_STARTER_DIVE,
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COMBO_STARTER_MUD_SPORT,
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COMBO_STARTER_METAL_SOUND,
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COMBO_STARTER_WATER_SPORT,
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COMBO_STARTER_CALM_MIND,
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COMBO_STARTER_DRAGON_DANCE,
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COMBO_STARTER_PAYBACK,
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COMBO_STARTER_LUCKY_CHANT,
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COMBO_STARTER_WORRY_SEED,
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COMBO_STARTER_DRAGON_RUSH,
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COMBO_STARTER_BRAVE_BIRD,
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COMBO_STARTER_THUNDER_FANG,
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COMBO_STARTER_ICE_FANG,
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COMBO_STARTER_FIRE_FANG,
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COMBO_STARTER_ATTACK_ORDER,
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COMBO_STARTER_DEFEND_ORDER,
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COMBO_STARTER_HEAL_ORDER,
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COMBO_STARTER_SCALD,
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COMBO_STARTER_DRAGON_TAIL,
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COMBO_STARTER_HYPERSPACE_HOLE,
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COMBO_STARTER_THOUSAND_ARROWS,
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COMBO_STARTER_THOUSAND_WAVES,
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COMBO_STARTER_HYPERSPACE_FURY,
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COMBO_STARTER_SHADOW_BONE
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};
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enum
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@ -1,12 +1,13 @@
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#ifndef GUARD_CONTEST_EFFECT_H
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#define GUARD_CONTEST_EFFECT_H
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#define MAX_COMBO_MOVES 5
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struct ContestMove
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{
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u8 effect;
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u8 contestCategory:3;
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u8 comboStarterId;
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u8 comboMoves[4];
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u8 comboMoves[MAX_COMBO_MOVES];
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};
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struct ContestEffect
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@ -59,19 +59,22 @@ static s16 RoundUp(s16);
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bool8 AreMovesContestCombo(u16 lastMove, u16 nextMove)
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{
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u8 nextMoveComboMoves[4];
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u8 lastMoveComboStarterId = gContestMoves[lastMove].comboStarterId;
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nextMoveComboMoves[0] = gContestMoves[nextMove].comboMoves[0];
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nextMoveComboMoves[1] = gContestMoves[nextMove].comboMoves[1];
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nextMoveComboMoves[2] = gContestMoves[nextMove].comboMoves[2];
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nextMoveComboMoves[3] = gContestMoves[nextMove].comboMoves[3];
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if (lastMoveComboStarterId == 0)
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{
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return FALSE;
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else if (lastMoveComboStarterId == nextMoveComboMoves[0] || lastMoveComboStarterId == nextMoveComboMoves[1] || lastMoveComboStarterId == nextMoveComboMoves[2] || lastMoveComboStarterId == nextMoveComboMoves[3])
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return gComboStarterLookupTable[lastMoveComboStarterId];
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}
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else
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{
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int i;
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for (i = 0; i < MAX_COMBO_MOVES; i++)
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{
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if (lastMoveComboStarterId == gContestMoves[nextMove].comboMoves[i])
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return TRUE;
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}
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return FALSE;
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}
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}
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// A highly appealing move.
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@ -424,7 +427,7 @@ static void ContestEffect_MakeFollowingMonsNervous(void)
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for (i = 0; i < 4; i++)
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{
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if (eContestantStatus[i].hasJudgesAttention && sub_80DE1E8(i))
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oddsMod[i] = gComboStarterLookupTable[gContestMoves[eContestantStatus[i].prevMove].comboStarterId] * 10;
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oddsMod[i] = gContestMoves[eContestantStatus[i].prevMove].comboStarterId == 0 ? 0 : 10;
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else
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oddsMod[i] = 0;
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oddsMod[i] -= (eContestantStatus[i].condition / 10) * 10;
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