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baton pass status4_xx_sport
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5c52abd856
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@ -2975,7 +2975,7 @@ void SwitchInClearSetData(void)
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gStatuses3[gActiveBattler] &= (STATUS3_LEECHSEED_BATTLER | STATUS3_LEECHSEED | STATUS3_ALWAYS_HITS | STATUS3_PERISH_SONG | STATUS3_ROOTED
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gStatuses3[gActiveBattler] &= (STATUS3_LEECHSEED_BATTLER | STATUS3_LEECHSEED | STATUS3_ALWAYS_HITS | STATUS3_PERISH_SONG | STATUS3_ROOTED
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| STATUS3_GASTRO_ACID | STATUS3_EMBARGO | STATUS3_TELEKINESIS | STATUS3_MAGNET_RISE | STATUS3_HEAL_BLOCK
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| STATUS3_GASTRO_ACID | STATUS3_EMBARGO | STATUS3_TELEKINESIS | STATUS3_MAGNET_RISE | STATUS3_HEAL_BLOCK
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| STATUS3_AQUA_RING | STATUS3_POWER_TRICK);
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| STATUS3_AQUA_RING | STATUS3_POWER_TRICK);
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gStatuses4[gActiveBattler] &= (STATUS4_MUD_SPORT | STATUS4_WATER_SPORT);
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for (i = 0; i < gBattlersCount; i++)
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for (i = 0; i < gBattlersCount; i++)
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{
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{
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if (GetBattlerSide(gActiveBattler) != GetBattlerSide(i)
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if (GetBattlerSide(gActiveBattler) != GetBattlerSide(i)
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@ -2993,9 +2993,8 @@ void SwitchInClearSetData(void)
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{
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{
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gBattleMons[gActiveBattler].status2 = 0;
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gBattleMons[gActiveBattler].status2 = 0;
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gStatuses3[gActiveBattler] = 0;
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gStatuses3[gActiveBattler] = 0;
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gStatuses4[gActiveBattler] = 0;
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}
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}
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gStatuses4[gActiveBattler] = 0;
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for (i = 0; i < gBattlersCount; i++)
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for (i = 0; i < gBattlersCount; i++)
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{
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{
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