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Remove redundant IsBattlerAlive checks from ITEMEFFECT_ORBS
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@ -7844,7 +7844,7 @@ u8 ItemBattleEffects(u8 caseID, u8 battlerId, bool8 moveTurn)
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switch (battlerHoldEffect)
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{
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case HOLD_EFFECT_TOXIC_ORB:
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if (IsBattlerAlive(battlerId) && CanBePoisoned(battlerId, battlerId))
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if (CanBePoisoned(battlerId, battlerId))
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{
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effect = ITEM_STATUS_CHANGE;
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gBattleMons[battlerId].status1 = STATUS1_TOXIC_POISON;
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@ -7853,7 +7853,7 @@ u8 ItemBattleEffects(u8 caseID, u8 battlerId, bool8 moveTurn)
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}
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break;
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case HOLD_EFFECT_FLAME_ORB:
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if (IsBattlerAlive(battlerId) && CanBeBurned(battlerId))
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if (CanBeBurned(battlerId))
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{
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effect = ITEM_STATUS_CHANGE;
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gBattleMons[battlerId].status1 = STATUS1_BURN;
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