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Fix naming style of function
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71dc5edf2e
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@ -52,7 +52,7 @@ void CancelMultiTurnMoves(u8 battlerId);
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bool8 WasUnableToUseMove(u8 battlerId);
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void PrepareStringBattle(u16 stringId, u8 battlerId);
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void ResetSentPokesToOpponentValue(void);
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void OpponentSwitchInResetSentPokesToOpponent(u8 battlerId);
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void OpponentSwitchInResetSentPokesToOpponentValue(u8 battlerId);
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void UpdateSentPokesToOpponentValue(u8 battlerId);
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void BattleScriptPush(const u8* bsPtr);
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void BattleScriptPushCursor(void);
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@ -259,7 +259,7 @@ void ResetSentPokesToOpponentValue(void)
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gSentPokesToOpponent[(i & BIT_FLANK) >> 1] = bits;
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}
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void OpponentSwitchInResetSentPokesToOpponent(u8 battler)
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void OpponentSwitchInResetSentPokesToOpponentValue(u8 battler)
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{
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s32 i = 0;
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u32 bits = 0;
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@ -283,7 +283,7 @@ void UpdateSentPokesToOpponentValue(u8 battler)
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{
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if (GetBattlerSide(battler) == B_SIDE_OPPONENT)
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{
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OpponentSwitchInResetSentPokesToOpponent(battler);
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OpponentSwitchInResetSentPokesToOpponentValue(battler);
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}
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else
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{
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@ -1250,7 +1250,7 @@ bool8 HandleFaintedMonActions(void)
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gBattleStruct->faintedActionsState = 3;
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break;
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case 2:
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OpponentSwitchInResetSentPokesToOpponent(gBattlerFainted);
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OpponentSwitchInResetSentPokesToOpponentValue(gBattlerFainted);
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if (++gBattleStruct->faintedActionsBattlerId == gBattlersCount)
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gBattleStruct->faintedActionsState = 3;
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else
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