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Applied review changes
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@ -204,6 +204,6 @@ bool32 IsBattlerTerrainAffected(u8 battlerId, u32 terrainFlag);
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u32 GetBattlerFriendshipScore(u8 battlerId);
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u32 GetBattlerFriendshipScore(u8 battlerId);
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u32 CountBattlerStatIncreases(u8 battlerId, bool32 countEvasionAcc);
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u32 CountBattlerStatIncreases(u8 battlerId, bool32 countEvasionAcc);
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bool32 IsMyceliumMightOnField(void);
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bool32 IsMyceliumMightOnField(void);
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void ChangeTypeBasedOnTerrain(u8 battlerId);
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bool8 ChangeTypeBasedOnTerrain(u8 battlerId);
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#endif // GUARD_BATTLE_UTIL_H
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#endif // GUARD_BATTLE_UTIL_H
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@ -2069,7 +2069,7 @@ u32 GetBattlerFriendshipScore(u8 battlerId)
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static void TryToRevertMimicry(void)
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static void TryToRevertMimicry(void)
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{
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{
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u8 i;
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u32 i;
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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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@ -4295,7 +4295,7 @@ static u8 ForewarnChooseMove(u32 battler)
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Free(data);
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Free(data);
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}
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}
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void ChangeTypeBasedOnTerrain(u8 battlerId)
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bool8 ChangeTypeBasedOnTerrain(u8 battlerId)
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{
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{
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u8 battlerType;
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u8 battlerType;
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u16 terrainFlags = VarGet(VAR_TERRAIN) & STATUS_FIELD_TERRAIN_ANY;
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u16 terrainFlags = VarGet(VAR_TERRAIN) & STATUS_FIELD_TERRAIN_ANY;
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@ -4312,9 +4312,11 @@ void ChangeTypeBasedOnTerrain(u8 battlerId)
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else if (gFieldStatuses & STATUS_FIELD_PSYCHIC_TERRAIN)
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else if (gFieldStatuses & STATUS_FIELD_PSYCHIC_TERRAIN)
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battlerType = TYPE_PSYCHIC;
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battlerType = TYPE_PSYCHIC;
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else // failsafe
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else // failsafe
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battlerType = gSpeciesInfo[battlerId].type1;
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return FALSE;
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SET_BATTLER_TYPE(battlerId, battlerType);
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SET_BATTLER_TYPE(battlerId, battlerType);
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PREPARE_TYPE_BUFFER(gBattleTextBuff1, battlerType);
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PREPARE_TYPE_BUFFER(gBattleTextBuff1, battlerType);
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return TRUE;
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}
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}
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u8 AbilityBattleEffects(u8 caseID, u8 battler, u16 ability, u8 special, u16 moveArg)
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u8 AbilityBattleEffects(u8 caseID, u8 battler, u16 ability, u8 special, u16 moveArg)
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@ -6206,7 +6208,7 @@ u8 AbilityBattleEffects(u8 caseID, u8 battler, u16 ability, u8 special, u16 move
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switch (GetBattlerAbility(battler))
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switch (GetBattlerAbility(battler))
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{
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{
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case ABILITY_MIMICRY:
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case ABILITY_MIMICRY:
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if (!gSpecialStatuses[battler].terrainAbilityDone)
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if (!gSpecialStatuses[battler].terrainAbilityDone && ChangeTypeBasedOnTerrain(battler))
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{
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{
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gSpecialStatuses[battler].terrainAbilityDone = TRUE;
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gSpecialStatuses[battler].terrainAbilityDone = TRUE;
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ChangeTypeBasedOnTerrain(battler);
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ChangeTypeBasedOnTerrain(battler);
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