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Made Cmd_jumpifnopursuitswitchdmg and Cmd_pursuitdoubles use Pursuit's effect ID instead of its move ID (#3231)
* Made jumpifnopursuitswitchdmg use Pursuit's effect ID instead of its move ID * Made Cmd_pursuitdoubles use Pursuit's effect ID too, even though it's unused
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@ -13643,7 +13643,7 @@ static void Cmd_jumpifnopursuitswitchdmg(void)
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&& !(gBattleMons[gBattlerTarget].status1 & (STATUS1_SLEEP | STATUS1_FREEZE))
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&& gBattleMons[gBattlerAttacker].hp
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&& !gDisableStructs[gBattlerTarget].truantCounter
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&& gChosenMoveByBattler[gBattlerTarget] == MOVE_PURSUIT)
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&& gBattleMoves[gChosenMoveByBattler[gBattlerTarget]].effect == EFFECT_PURSUIT)
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{
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s32 i;
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@ -13653,7 +13653,7 @@ static void Cmd_jumpifnopursuitswitchdmg(void)
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gActionsByTurnOrder[i] = B_ACTION_TRY_FINISH;
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}
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gCurrentMove = MOVE_PURSUIT;
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gCurrentMove = gChosenMoveByBattler[gBattlerTarget];
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gCurrMovePos = gChosenMovePos = *(gBattleStruct->chosenMovePositions + gBattlerTarget);
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gBattlescriptCurrInstr = cmd->nextInstr;
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gBattleScripting.animTurn = 1;
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@ -15073,10 +15073,10 @@ static void Cmd_pursuitdoubles(void)
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if (gBattleTypeFlags & BATTLE_TYPE_DOUBLE
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&& !(gAbsentBattlerFlags & gBitTable[gActiveBattler])
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&& gChosenActionByBattler[gActiveBattler] == B_ACTION_USE_MOVE
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&& gChosenMoveByBattler[gActiveBattler] == MOVE_PURSUIT)
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&& gBattleMoves[gChosenMoveByBattler[gActiveBattler]].effect == EFFECT_PURSUIT)
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{
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gActionsByTurnOrder[gActiveBattler] = B_ACTION_TRY_FINISH;
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gCurrentMove = MOVE_PURSUIT;
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gCurrentMove = gChosenMoveByBattler[gActiveBattler];
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gBattlescriptCurrInstr = cmd->nextInstr;
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gBattleScripting.animTurn = 1;
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gBattleScripting.savedBattler = gBattlerAttacker;
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