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use forced switch battler bit
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parent
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@ -30,7 +30,7 @@ static bool32 AI_OpponentCanFaintAiWithMod(u32 healAmount);
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static bool32 IsAceMon(u32 battlerId, u32 monPartyId)
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static bool32 IsAceMon(u32 battlerId, u32 monPartyId)
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{
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{
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if (AI_THINKING_STRUCT->aiFlags & AI_FLAG_ACE_POKEMON
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if (AI_THINKING_STRUCT->aiFlags & AI_FLAG_ACE_POKEMON
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&& !(gBattleStruct->forcedSwitch)
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&& !(gBattleStruct->forcedSwitch & gBitTable[battlerId])
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&& monPartyId == CalculateEnemyPartyCount()-1)
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&& monPartyId == CalculateEnemyPartyCount()-1)
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return TRUE;
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return TRUE;
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return FALSE;
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return FALSE;
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