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fix updating last used ball when run out of item id
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@ -729,6 +729,12 @@ u8 GetMegaIndicatorSpriteId(u32 healthboxSpriteId)
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return gSprites[spriteId].hOther_IndicatorSpriteId;
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return gSprites[spriteId].hOther_IndicatorSpriteId;
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}
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}
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static void InitLastUsedBallAssets(void)
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{
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gBattleStruct->ballSpriteIds[0] = MAX_SPRITES;
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gBattleStruct->ballSpriteIds[1] = MAX_SPRITES;
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}
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u8 CreateBattlerHealthboxSprites(u8 battlerId)
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u8 CreateBattlerHealthboxSprites(u8 battlerId)
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{
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{
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s16 data6 = 0;
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s16 data6 = 0;
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@ -3195,6 +3201,14 @@ bool32 CanThrowLastUsedBall(void)
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void TryAddLastUsedBallItemSprites(void)
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void TryAddLastUsedBallItemSprites(void)
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{
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{
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if (gSaveBlock2Ptr->lastUsedBall != ITEM_NONE && !CheckBagHasItem(gSaveBlock2Ptr->lastUsedBall, 1))
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{
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// we're out of the last used ball, so just set it to the first ball in the bag
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// we have to compact the bag first bc it is typically only compacted when you open it
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CompactItemsInBagPocket(&gBagPockets[BALLS_POCKET]);
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gSaveBlock2Ptr->lastUsedBall = gBagPockets[BALLS_POCKET].itemSlots[0].itemId;
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}
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if (CanThrowBall() != 0
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if (CanThrowBall() != 0
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|| (gBattleTypeFlags & BATTLE_TYPE_TRAINER)
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|| (gBattleTypeFlags & BATTLE_TYPE_TRAINER)
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|| !CheckBagHasItem(gSaveBlock2Ptr->lastUsedBall, 1))
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|| !CheckBagHasItem(gSaveBlock2Ptr->lastUsedBall, 1))
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