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Rename CONTACT macros to ON_DAMAGE
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3bf8129396
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@ -3152,7 +3152,7 @@ BattleScript_PursuitDmgOnSwitchOut::
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resultmessage
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resultmessage
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waitmessage 0x40
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waitmessage 0x40
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tryfaintmon BS_TARGET, FALSE, NULL
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tryfaintmon BS_TARGET, FALSE, NULL
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moveendfromto MOVEEND_CONTACT_ABILITIES, MOVEEND_CHOICE_MOVE
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moveendfromto MOVEEND_ON_DAMAGE_ABILITIES, MOVEEND_CHOICE_MOVE
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various4 BS_TARGET
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various4 BS_TARGET
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jumpifbyte CMP_EQUAL, gBattleCommunication, 0x0, BattleScript_PursuitDmgOnSwitchOutRet
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jumpifbyte CMP_EQUAL, gBattleCommunication, 0x0, BattleScript_PursuitDmgOnSwitchOutRet
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setbyte sGIVEEXP_STATE, 0x0
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setbyte sGIVEEXP_STATE, 0x0
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@ -12,7 +12,7 @@
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#define ABILITYEFFECT_ENDTURN 0x1
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#define ABILITYEFFECT_ENDTURN 0x1
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#define ABILITYEFFECT_MOVES_BLOCK 0x2
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#define ABILITYEFFECT_MOVES_BLOCK 0x2
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#define ABILITYEFFECT_ABSORBING 0x3
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#define ABILITYEFFECT_ABSORBING 0x3
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#define ABILITYEFFECT_CONTACT 0x4
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#define ABILITYEFFECT_ON_DAMAGE 0x4
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#define ABILITYEFFECT_IMMUNITY 0x5
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#define ABILITYEFFECT_IMMUNITY 0x5
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#define ABILITYEFFECT_FORECAST 0x6
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#define ABILITYEFFECT_FORECAST 0x6
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#define ABILITYEFFECT_SYNCHRONIZE 0x7
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#define ABILITYEFFECT_SYNCHRONIZE 0x7
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@ -116,7 +116,7 @@
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#define MOVEEND_RAGE 0
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#define MOVEEND_RAGE 0
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#define MOVEEND_DEFROST 1
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#define MOVEEND_DEFROST 1
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#define MOVEEND_SYNCHRONIZE_TARGET 2
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#define MOVEEND_SYNCHRONIZE_TARGET 2
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#define MOVEEND_CONTACT_ABILITIES 3
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#define MOVEEND_ON_DAMAGE_ABILITIES 3
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#define MOVEEND_IMMUNITY_ABILITIES 4
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#define MOVEEND_IMMUNITY_ABILITIES 4
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#define MOVEEND_SYNCHRONIZE_ATTACKER 5
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#define MOVEEND_SYNCHRONIZE_ATTACKER 5
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#define MOVEEND_CHOICE_MOVE 6
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#define MOVEEND_CHOICE_MOVE 6
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@ -4535,8 +4535,8 @@ static void Cmd_moveend(void)
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effect = TRUE;
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effect = TRUE;
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gBattleScripting.moveendState++;
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gBattleScripting.moveendState++;
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break;
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break;
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case MOVEEND_CONTACT_ABILITIES: // Also includes Color Change
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case MOVEEND_ON_DAMAGE_ABILITIES: // Contact abilities and Color Change
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if (AbilityBattleEffects(ABILITYEFFECT_CONTACT, gBattlerTarget, 0, 0, 0))
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if (AbilityBattleEffects(ABILITYEFFECT_ON_DAMAGE, gBattlerTarget, 0, 0, 0))
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effect = TRUE;
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effect = TRUE;
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gBattleScripting.moveendState++;
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gBattleScripting.moveendState++;
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break;
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break;
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@ -2084,7 +2084,7 @@ u8 AbilityBattleEffects(u8 caseID, u8 battler, u8 ability, u8 special, u16 moveA
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}
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}
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}
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}
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break;
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break;
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case ABILITYEFFECT_CONTACT: // Also includes Color Change
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case ABILITYEFFECT_ON_DAMAGE: // Contact abilities and Color Change
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switch (gLastUsedAbility)
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switch (gLastUsedAbility)
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{
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{
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case ABILITY_COLOR_CHANGE:
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case ABILITY_COLOR_CHANGE:
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