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https://github.com/Ninjdai1/pokeemerald.git
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Convert various to callnatives - Part 1 (#3269)
This commit is contained in:
commit
582cfb0ae7
@ -1388,6 +1388,51 @@
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.4byte \ptr
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.endm
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.macro handlemegaevo battler:req, case:req
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callnative BS_HandleMegaEvolution
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.byte \battler
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.byte \case
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.endm
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.macro handleprimalreversion battler:req, case:req
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callnative BS_HandlePrimalReversion
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.byte \battler
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.byte \case
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.endm
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.macro handleultraburst battler:req, case:req
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callnative BS_HandleUltraBurst
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.byte \battler
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.byte \case
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.endm
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.macro jumpifshelltrap battler:req, jumpInstr:req
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callnative BS_JumpIfShellTrap
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.byte \battler
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.4byte \jumpInstr
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.endm
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.macro jumpifemergencyexited battler:req, jumpInstr:req
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callnative BS_JumpIfEmergencyExited
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.byte \battler
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.4byte \jumpInstr
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.endm
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.macro jumpifrodaffected battler:req, jumpInstr:req
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callnative BS_JumpIfRod
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.4byte \jumpInstr
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.endm
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.macro jumpifabsorbaffected battler:req, jumpInstr:req
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callnative BS_JumpIfAbsorb
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.4byte \jumpInstr
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.endm
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.macro jumpifmotoraffected battler:req, jumpInstr:req
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callnative BS_JumpIfMotor
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.4byte \jumpInstr
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.endm
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@ various command changed to more readable macros
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.macro cancelmultiturnmoves battler:req
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various \battler, VARIOUS_CANCEL_MULTI_TURN_MOVES
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@ -1633,21 +1678,6 @@
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.4byte \failInstr
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.endm
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.macro handlemegaevo battler:req, case:req
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various \battler, VARIOUS_HANDLE_MEGA_EVO
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.byte \case
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.endm
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.macro handleprimalreversion battler:req, case:req
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various \battler, VARIOUS_HANDLE_PRIMAL_REVERSION
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.byte \case
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.endm
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.macro handleultraburst battler:req, case:req
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various \battler, VARIOUS_HANDLE_ULTRA_BURST
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.byte \case
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.endm
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.macro handleformchange battler:req, case:req
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various \battler, VARIOUS_HANDLE_FORM_CHANGE
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.byte \case
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@ -2020,21 +2050,6 @@
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various BS_ATTACKER, VARIOUS_SHELL_SIDE_ARM_CHECK
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.endm
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.macro jumpifrodaffected battler:req, jumpInstr:req
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various \battler, VARIOUS_JUMP_IF_ROD
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.4byte \jumpInstr
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.endm
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.macro jumpifabsorbaffected battler:req, jumpInstr:req
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various \battler, VARIOUS_JUMP_IF_ABSORB
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.4byte \jumpInstr
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.endm
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.macro jumpifmotoraffected battler:req, jumpInstr:req
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various \battler, VARIOUS_JUMP_IF_MOTOR
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.4byte \jumpInstr
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.endm
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.macro jumpifteanoberry jumpInstr:req
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various BS_ATTACKER, VARIOUS_TEATIME_TARGETS
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.4byte \jumpInstr
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@ -2299,16 +2314,6 @@
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waitmessage B_WAIT_TIME_LONG
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.endm
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.macro jumpifemergencyexited battler:req, jumpInstr:req
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various \battler, VARIOUS_JUMP_IF_EMERGENCY_EXITED
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.4byte \jumpInstr
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.endm
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.macro jumpifshelltrap battler:req, ptr:req
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various \battler, VARIOUS_JUMP_IF_SHELL_TRAP
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.4byte \ptr
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.endm
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.macro hitswitchtargetfailed
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various 0, VARIOUS_HIT_SWITCH_TARGET_FAILED
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.endm
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@ -210,53 +210,46 @@
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#define VARIOUS_TRY_ACTIVATE_BATTLE_BOND 118
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#define VARIOUS_CONSUME_BERRY 119
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#define VARIOUS_JUMP_IF_CANT_REVERT_TO_PRIMAL 120
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#define VARIOUS_HANDLE_PRIMAL_REVERSION 121
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#define VARIOUS_APPLY_PLASMA_FISTS 122
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#define VARIOUS_JUMP_IF_SPECIES 123
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#define VARIOUS_UPDATE_ABILITY_POPUP 124
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#define VARIOUS_JUMP_IF_WEATHER_AFFECTED 125
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#define VARIOUS_JUMP_IF_LEAF_GUARD_PROTECTED 126
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#define VARIOUS_SET_ATTACKER_STICKY_WEB_USER 127
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#define VARIOUS_PHOTON_GEYSER_CHECK 128
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#define VARIOUS_SHELL_SIDE_ARM_CHECK 129
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#define VARIOUS_TRY_NO_RETREAT 130
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#define VARIOUS_TRY_TAR_SHOT 131
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#define VARIOUS_CAN_TAR_SHOT_WORK 132
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#define VARIOUS_CHECK_POLTERGEIST 133
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#define VARIOUS_SET_OCTOLOCK 134
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#define VARIOUS_CUT_1_3_HP_RAISE_STATS 135
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#define VARIOUS_TRY_END_NEUTRALIZING_GAS 136
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#define VARIOUS_JUMP_IF_UNDER_200 137
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#define VARIOUS_SET_SKY_DROP 138
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#define VARIOUS_CLEAR_SKY_DROP 139
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#define VARIOUS_SKY_DROP_YAWN 140
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#define VARIOUS_JUMP_IF_HOLD_EFFECT 142
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#define VARIOUS_CURE_CERTAIN_STATUSES 143
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#define VARIOUS_TRY_RESET_NEGATIVE_STAT_STAGES 144
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#define VARIOUS_JUMP_IF_LAST_USED_ITEM_BERRY 145
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#define VARIOUS_JUMP_IF_LAST_USED_ITEM_HOLD_EFFECT 146
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#define VARIOUS_SAVE_BATTLER_ITEM 147
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#define VARIOUS_RESTORE_BATTLER_ITEM 148
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#define VARIOUS_BATTLER_ITEM_TO_LAST_USED_ITEM 149
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#define VARIOUS_SET_BEAK_BLAST 150
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#define VARIOUS_SWAP_SIDE_STATUSES 151
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#define VARIOUS_SWAP_STATS 152
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#define VARIOUS_JUMP_IF_ROD 153
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#define VARIOUS_JUMP_IF_ABSORB 154
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#define VARIOUS_JUMP_IF_MOTOR 155
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#define VARIOUS_TEATIME_INVUL 156
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#define VARIOUS_TEATIME_TARGETS 157
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#define VARIOUS_TRY_WIND_RIDER_POWER 158
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#define VARIOUS_ACTIVATE_WEATHER_CHANGE_ABILITIES 159
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#define VARIOUS_ACTIVATE_TERRAIN_CHANGE_ABILITIES 160
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#define VARIOUS_JUMP_IF_EMERGENCY_EXITED 161
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#define VARIOUS_STORE_HEALING_WISH 162
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#define VARIOUS_HIT_SWITCH_TARGET_FAILED 163
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#define VARIOUS_JUMP_IF_SHELL_TRAP 164
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#define VARIOUS_TRY_REVIVAL_BLESSING 165
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#define VARIOUS_TRY_TRAINER_SLIDE_MSG_Z_MOVE 166
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#define VARIOUS_TRY_TRAINER_SLIDE_MSG_MEGA_EVOLUTION 167
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#define VARIOUS_HANDLE_ULTRA_BURST 168
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#define VARIOUS_APPLY_PLASMA_FISTS 121
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#define VARIOUS_JUMP_IF_SPECIES 122
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#define VARIOUS_UPDATE_ABILITY_POPUP 123
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#define VARIOUS_JUMP_IF_WEATHER_AFFECTED 124
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#define VARIOUS_JUMP_IF_LEAF_GUARD_PROTECTED 125
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#define VARIOUS_SET_ATTACKER_STICKY_WEB_USER 126
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#define VARIOUS_PHOTON_GEYSER_CHECK 127
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#define VARIOUS_SHELL_SIDE_ARM_CHECK 128
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#define VARIOUS_TRY_NO_RETREAT 129
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#define VARIOUS_TRY_TAR_SHOT 130
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#define VARIOUS_CAN_TAR_SHOT_WORK 131
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#define VARIOUS_CHECK_POLTERGEIST 132
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#define VARIOUS_SET_OCTOLOCK 133
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#define VARIOUS_CUT_1_3_HP_RAISE_STATS 134
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#define VARIOUS_TRY_END_NEUTRALIZING_GAS 135
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#define VARIOUS_JUMP_IF_UNDER_200 136
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#define VARIOUS_SET_SKY_DROP 137
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#define VARIOUS_CLEAR_SKY_DROP 138
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#define VARIOUS_SKY_DROP_YAWN 139
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#define VARIOUS_JUMP_IF_HOLD_EFFECT 140
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#define VARIOUS_CURE_CERTAIN_STATUSES 141
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#define VARIOUS_TRY_RESET_NEGATIVE_STAT_STAGES 142
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#define VARIOUS_JUMP_IF_LAST_USED_ITEM_BERRY 143
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#define VARIOUS_JUMP_IF_LAST_USED_ITEM_HOLD_EFFECT 144
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#define VARIOUS_SAVE_BATTLER_ITEM 145
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#define VARIOUS_RESTORE_BATTLER_ITEM 146
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#define VARIOUS_BATTLER_ITEM_TO_LAST_USED_ITEM 147
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#define VARIOUS_SET_BEAK_BLAST 148
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#define VARIOUS_SWAP_SIDE_STATUSES 149
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#define VARIOUS_SWAP_STATS 150
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#define VARIOUS_TEATIME_INVUL 151
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#define VARIOUS_TEATIME_TARGETS 152
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#define VARIOUS_TRY_WIND_RIDER_POWER 153
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#define VARIOUS_ACTIVATE_WEATHER_CHANGE_ABILITIES 154
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#define VARIOUS_ACTIVATE_TERRAIN_CHANGE_ABILITIES 155
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#define VARIOUS_STORE_HEALING_WISH 156
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#define VARIOUS_HIT_SWITCH_TARGET_FAILED 157
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#define VARIOUS_TRY_REVIVAL_BLESSING 158
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#define VARIOUS_TRY_TRAINER_SLIDE_MSG_Z_MOVE 159
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#define VARIOUS_TRY_TRAINER_SLIDE_MSG_MEGA_EVOLUTION 160
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// Cmd_manipulatedamage
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#define DMG_CHANGE_SIGN 0
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@ -8344,8 +8344,8 @@ static bool32 IsAbilityRodAffected(void)
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if (gBattleStruct->dynamicMoveType == 0)
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moveType = gBattleMoves[gCurrentMove].type;
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else if (!(gBattleStruct->dynamicMoveType & 0x40))
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moveType = gBattleStruct->dynamicMoveType & 0x3F;
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else if (!(gBattleStruct->dynamicMoveType & F_DYNAMIC_TYPE_1))
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moveType = gBattleStruct->dynamicMoveType & DYNAMIC_TYPE_MASK;
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else
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moveType = gBattleMoves[gCurrentMove].type;
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@ -8361,8 +8361,8 @@ static bool32 IsAbilityMotorAffected(void)
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if (gBattleStruct->dynamicMoveType == 0)
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moveType = gBattleMoves[gCurrentMove].type;
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else if (!(gBattleStruct->dynamicMoveType & 0x40))
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moveType = gBattleStruct->dynamicMoveType & 0x3F;
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else if (!(gBattleStruct->dynamicMoveType & F_DYNAMIC_TYPE_1))
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moveType = gBattleStruct->dynamicMoveType & DYNAMIC_TYPE_MASK;
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else
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moveType = gBattleMoves[gCurrentMove].type;
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@ -8378,8 +8378,8 @@ static bool32 IsAbilityAbsorbAffected(void)
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if (gBattleStruct->dynamicMoveType == 0)
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moveType = gBattleMoves[gCurrentMove].type;
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else if (!(gBattleStruct->dynamicMoveType & 0x40))
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moveType = gBattleStruct->dynamicMoveType & 0x3F;
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else if (!(gBattleStruct->dynamicMoveType & F_DYNAMIC_TYPE_1))
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moveType = gBattleStruct->dynamicMoveType & DYNAMIC_TYPE_MASK;
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else
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moveType = gBattleMoves[gCurrentMove].type;
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@ -9528,27 +9528,6 @@ static void Cmd_various(void)
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}
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return;
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}
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case VARIOUS_HANDLE_MEGA_EVO:
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{
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VARIOUS_ARGS(u8 case_);
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HandleScriptMegaPrimalBurst(cmd->case_, battler, HANDLE_TYPE_MEGA_EVOLUTION);
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gBattlescriptCurrInstr = cmd->nextInstr;
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return;
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}
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case VARIOUS_HANDLE_PRIMAL_REVERSION:
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{
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VARIOUS_ARGS(u8 case_);
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HandleScriptMegaPrimalBurst(cmd->case_, battler, HANDLE_TYPE_PRIMAL_REVERSION);
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gBattlescriptCurrInstr = cmd->nextInstr;
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return;
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}
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case VARIOUS_HANDLE_ULTRA_BURST:
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{
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VARIOUS_ARGS(u8 case_);
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HandleScriptMegaPrimalBurst(cmd->case_, battler, HANDLE_TYPE_ULTRA_BURST);
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gBattlescriptCurrInstr = cmd->nextInstr;
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return;
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}
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case VARIOUS_HANDLE_FORM_CHANGE:
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{
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VARIOUS_ARGS(u8 case_);
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@ -10724,33 +10703,6 @@ static void Cmd_various(void)
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gBattlescriptCurrInstr = cmd->jumpInstr;
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return;
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}
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case VARIOUS_JUMP_IF_ROD:
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{
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VARIOUS_ARGS(const u8 *jumpInstr);
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if (IsAbilityRodAffected())
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gBattlescriptCurrInstr = cmd->jumpInstr;
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else
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gBattlescriptCurrInstr = cmd->nextInstr;
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return;
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}
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case VARIOUS_JUMP_IF_MOTOR:
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{
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VARIOUS_ARGS(const u8 *jumpInstr);
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if (IsAbilityMotorAffected())
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gBattlescriptCurrInstr = cmd->jumpInstr;
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else
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gBattlescriptCurrInstr = cmd->nextInstr;
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return;
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}
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case VARIOUS_JUMP_IF_ABSORB:
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{
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VARIOUS_ARGS(const u8 *jumpInstr);
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if (IsAbilityAbsorbAffected())
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gBattlescriptCurrInstr = cmd->jumpInstr;
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else
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gBattlescriptCurrInstr = cmd->nextInstr;
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return;
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}
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case VARIOUS_TRY_WIND_RIDER_POWER:
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{
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VARIOUS_ARGS(const u8 *failInstr);
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@ -10783,15 +10735,6 @@ static void Cmd_various(void)
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AbilityBattleEffects(ABILITYEFFECT_ON_TERRAIN, battler, 0, 0, 0);
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return;
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}
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case VARIOUS_JUMP_IF_EMERGENCY_EXITED:
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{
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VARIOUS_ARGS(const u8 *jumpInstr);
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if (gSpecialStatuses[battler].emergencyExited)
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gBattlescriptCurrInstr = cmd->jumpInstr;
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else
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gBattlescriptCurrInstr = cmd->nextInstr;
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return;
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}
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case VARIOUS_STORE_HEALING_WISH:
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{
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VARIOUS_ARGS();
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@ -10808,15 +10751,6 @@ static void Cmd_various(void)
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gBattlescriptCurrInstr = cmd->nextInstr;
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return;
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}
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case VARIOUS_JUMP_IF_SHELL_TRAP:
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{
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VARIOUS_ARGS(const u8 *jumpInstr);
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if (gProtectStructs[battler].shellTrap)
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gBattlescriptCurrInstr = cmd->jumpInstr;
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else
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gBattlescriptCurrInstr = cmd->nextInstr;
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return;
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}
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case VARIOUS_TRY_REVIVAL_BLESSING:
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{
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VARIOUS_ARGS(const u8 *failInstr);
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@ -16308,3 +16242,78 @@ void BS_SetSnow(void)
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}
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gBattlescriptCurrInstr = cmd->nextInstr;
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}
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void BS_HandleMegaEvolution(void)
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{
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NATIVE_ARGS(u8 battler, u8 caseId);
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u8 battler = GetBattlerForBattleScript(cmd->battler);
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HandleScriptMegaPrimalBurst(cmd->caseId, battler, HANDLE_TYPE_MEGA_EVOLUTION);
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gBattlescriptCurrInstr = cmd->nextInstr;
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}
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void BS_HandlePrimalReversion(void)
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{
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NATIVE_ARGS(u8 battler, u8 caseId);
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u8 battler = GetBattlerForBattleScript(cmd->battler);
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HandleScriptMegaPrimalBurst(cmd->caseId, battler, HANDLE_TYPE_PRIMAL_REVERSION);
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gBattlescriptCurrInstr = cmd->nextInstr;
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}
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void BS_HandleUltraBurst(void)
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{
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NATIVE_ARGS(u8 battler, u8 caseId);
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u8 battler = GetBattlerForBattleScript(cmd->battler);
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HandleScriptMegaPrimalBurst(cmd->caseId, battler, HANDLE_TYPE_ULTRA_BURST);
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gBattlescriptCurrInstr = cmd->nextInstr;
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}
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void BS_JumpIfShellTrap(void)
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{
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NATIVE_ARGS(u8 battler, const u8 *jumpInstr);
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u8 battler = GetBattlerForBattleScript(cmd->battler);
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if (gProtectStructs[battler].shellTrap)
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gBattlescriptCurrInstr = cmd->jumpInstr;
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else
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gBattlescriptCurrInstr = cmd->nextInstr;
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}
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void BS_JumpIfEmergencyExited(void)
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{
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NATIVE_ARGS(u8 battler, const u8 *jumpInstr);
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u8 battler = GetBattlerForBattleScript(cmd->battler);
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if (gSpecialStatuses[battler].emergencyExited)
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gBattlescriptCurrInstr = cmd->jumpInstr;
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else
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gBattlescriptCurrInstr = cmd->nextInstr;
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}
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void BS_JumpIfRod(void)
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{
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NATIVE_ARGS(const u8 *jumpInstr);
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if (IsAbilityRodAffected())
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gBattlescriptCurrInstr = cmd->jumpInstr;
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else
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gBattlescriptCurrInstr = cmd->nextInstr;
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}
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void BS_JumpIfAbsorb(void)
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{
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NATIVE_ARGS(const u8 *jumpInstr);
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if (IsAbilityAbsorbAffected())
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gBattlescriptCurrInstr = cmd->jumpInstr;
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else
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gBattlescriptCurrInstr = cmd->nextInstr;
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}
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void BS_JumpIfMotor(void)
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{
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NATIVE_ARGS(const u8 *jumpInstr);
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if (IsAbilityMotorAffected())
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gBattlescriptCurrInstr = cmd->jumpInstr;
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else
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gBattlescriptCurrInstr = cmd->nextInstr;
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}
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