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Fix TM reusability shortcomings (#2930)
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@ -1025,8 +1025,8 @@ extern const u8 gText_ThrowInPremierBall[];
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extern const u8 gText_ShopBuy[];
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extern const u8 gText_ShopSell[];
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extern const u8 gText_ShopQuit[];
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extern const u8 gText_ThatItemIsSoldOut[];
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extern const u8 gText_SoldOut[];
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extern const u8 gText_SoldOut2[];
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extern const u8 gText_OhABite[];
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extern const u8 gText_PokemonOnHook[];
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@ -640,7 +640,7 @@ static void BuyMenuPrintPriceInList(u8 windowId, u32 itemId, u8 y)
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}
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if (ItemId_GetImportance(itemId) && (CheckBagHasItem(itemId, 1) || CheckPCHasItem(itemId, 1)))
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StringCopy(gStringVar4, gText_SoldOut2);
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StringCopy(gStringVar4, gText_SoldOut);
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else
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StringExpandPlaceholders(gStringVar4, gText_PokedollarVar1);
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x = GetStringRightAlignXOffset(FONT_NARROW, gStringVar4, 120);
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@ -993,7 +993,7 @@ static void Task_BuyMenu(u8 taskId)
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sShopData->totalCost = gDecorations[itemId].price;
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if (ItemId_GetImportance(itemId) && (CheckBagHasItem(itemId, 1) || CheckPCHasItem(itemId, 1)))
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BuyMenuDisplayMessage(taskId, gText_SoldOut, BuyMenuReturnToItemList);
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BuyMenuDisplayMessage(taskId, gText_ThatItemIsSoldOut, BuyMenuReturnToItemList);
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else if (!IsEnoughMoney(&gSaveBlock1Ptr->money, sShopData->totalCost))
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{
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BuyMenuDisplayMessage(taskId, gText_YouDontHaveMoney, BuyMenuReturnToItemList);
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@ -341,8 +341,8 @@ const u8 gText_Var1DisdainfullyAteVar2[] = _("{STR_VAR_1} disdainfully ate the\n
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const u8 gText_ShopBuy[] = _("BUY");
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const u8 gText_ShopSell[] = _("SELL");
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const u8 gText_ShopQuit[] = _("QUIT");
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const u8 gText_SoldOut[] = _("I'm sorry, but that item is sold out.\p");
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const u8 gText_SoldOut2[] = _("SOLD OUT");
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const u8 gText_ThatItemIsSoldOut[] = _("I'm sorry, but that item is sold out.{PAUSE_UNTIL_PRESS}");
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const u8 gText_SoldOut[] = _("SOLD OUT");
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const u8 gText_InBagVar1[] = _("IN BAG: {STR_VAR_1}");
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const u8 gText_QuitShopping[] = _("Quit shopping.");
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const u8 gText_Var1CertainlyHowMany[] = _("{STR_VAR_1}? Certainly.\nHow many would you like?");
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