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U-turn does not switch the user out if Emergency Exit activates
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@ -2237,3 +2237,8 @@
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.endif
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waitmessage B_WAIT_TIME_LONG
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.endm
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.macro jumpifemergencyexited battler:req, ptr:req
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various \battler, VARIOUS_JUMP_IF_EMERGENCY_EXITED
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.4byte \ptr
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.endm
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@ -3055,6 +3055,7 @@ BattleScript_EffectHitEscape:
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jumpifbyte CMP_NOT_EQUAL gBattleOutcome 0, BattleScript_HitEscapeEnd
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jumpifbattletype BATTLE_TYPE_ARENA, BattleScript_HitEscapeEnd
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jumpifcantswitch SWITCH_IGNORE_ESCAPE_PREVENTION | BS_ATTACKER, BattleScript_HitEscapeEnd
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jumpifemergencyexited BS_TARGET, BattleScript_HitEscapeEnd
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openpartyscreen BS_ATTACKER, BattleScript_HitEscapeEnd
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switchoutabilities BS_ATTACKER
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waitstate
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@ -195,6 +195,7 @@ struct SpecialStatus
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// End of byte
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u8 weatherAbilityDone:1;
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u8 terrainAbilityDone:1;
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u8 emergencyExited:1;
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};
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struct SideTimer
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@ -255,6 +255,7 @@
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#define VARIOUS_ACTIVATE_WEATHER_CHANGE_ABILITIES 164
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#define VARIOUS_ACTIVATE_TERRAIN_CHANGE_ABILITIES 165
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#define VARIOUS_JUMP_IF_NO_VALID_TARGETS 166
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#define VARIOUS_JUMP_IF_EMERGENCY_EXITED 167
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// Cmd_manipulatedamage
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#define DMG_CHANGE_SIGN 0
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@ -5922,6 +5922,7 @@ static void Cmd_moveend(void)
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if (gBattleResources->flags->flags[i] & RESOURCE_FLAG_EMERGENCY_EXIT)
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{
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gBattleResources->flags->flags[i] &= ~RESOURCE_FLAG_EMERGENCY_EXIT;
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gSpecialStatuses[i].emergencyExited = TRUE;
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gBattlerTarget = gBattlerAbility = i;
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BattleScriptPushCursor();
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if (gBattleTypeFlags & BATTLE_TYPE_TRAINER || GetBattlerSide(i) == B_SIDE_PLAYER)
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@ -10269,6 +10270,12 @@ static void Cmd_various(void)
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gBattlescriptCurrInstr += 7;
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}
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return;
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case VARIOUS_JUMP_IF_EMERGENCY_EXITED:
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if (gSpecialStatuses[gActiveBattler].emergencyExited)
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gBattlescriptCurrInstr = T1_READ_PTR(gBattlescriptCurrInstr + 3);
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else
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gBattlescriptCurrInstr += 7;
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return;
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} // End of switch (gBattlescriptCurrInstr[2])
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gBattlescriptCurrInstr += 3;
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@ -515,9 +515,11 @@ void HandleAction_UseMove(void)
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if (gBattleTypeFlags & BATTLE_TYPE_ARENA)
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BattleArena_AddMindPoints(gBattlerAttacker);
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// Record HP of each battler
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for (i = 0; i < MAX_BATTLERS_COUNT; i++)
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{
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gBattleStruct->hpBefore[i] = gBattleMons[i].hp;
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gSpecialStatuses[i].emergencyExited = FALSE;
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}
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gCurrentActionFuncId = B_ACTION_EXEC_SCRIPT;
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}
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