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https://github.com/Ninjdai1/pokeemerald.git
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5 more callnatives
- jumpifshelltrap - jumpifemergencyexited - jumpifrodaffected - jumpifabsorbaffected - jumpifmotoraffected
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@ -1400,6 +1400,33 @@
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.byte \case
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.endm
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.macro jumpifshelltrap battler:req, jumpInstr:req
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callnative BS_JumpIfShellTrap
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.byte \battler
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.4byte \jumpInstr
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.endm
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.macro jumpifemergencyexited battler:req, jumpInstr:req
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callnative BS_JumpIfEmergencyExited
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.byte \battler
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.4byte \jumpInstr
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.endm
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.macro jumpifrodaffected battler:req, jumpInstr:req
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callnative BS_JumpIfRod
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.4byte \jumpInstr
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.endm
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.macro jumpifabsorbaffected battler:req, jumpInstr:req
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callnative BS_JumpIfAbsorb
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.4byte \jumpInstr
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.endm
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.macro jumpifmotoraffected battler:req, jumpInstr:req
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callnative BS_JumpIfMotor
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.4byte \jumpInstr
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.endm
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@ various command changed to more readable macros
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.macro cancelmultiturnmoves battler:req
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various \battler, VARIOUS_CANCEL_MULTI_TURN_MOVES
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@ -2017,21 +2044,6 @@
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various BS_ATTACKER, VARIOUS_SHELL_SIDE_ARM_CHECK
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.endm
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.macro jumpifrodaffected battler:req, jumpInstr:req
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various \battler, VARIOUS_JUMP_IF_ROD
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.4byte \jumpInstr
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.endm
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.macro jumpifabsorbaffected battler:req, jumpInstr:req
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various \battler, VARIOUS_JUMP_IF_ABSORB
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.4byte \jumpInstr
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.endm
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.macro jumpifmotoraffected battler:req, jumpInstr:req
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various \battler, VARIOUS_JUMP_IF_MOTOR
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.4byte \jumpInstr
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.endm
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.macro jumpifteanoberry jumpInstr:req
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various BS_ATTACKER, VARIOUS_TEATIME_TARGETS
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.4byte \jumpInstr
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@ -2301,16 +2313,6 @@
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waitmessage B_WAIT_TIME_LONG
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.endm
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.macro jumpifemergencyexited battler:req, jumpInstr:req
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various \battler, VARIOUS_JUMP_IF_EMERGENCY_EXITED
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.4byte \jumpInstr
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.endm
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.macro jumpifshelltrap battler:req, ptr:req
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various \battler, VARIOUS_JUMP_IF_SHELL_TRAP
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.4byte \ptr
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.endm
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.macro hitswitchtargetfailed
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various 0, VARIOUS_HIT_SWITCH_TARGET_FAILED
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.endm
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@ -241,18 +241,13 @@
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#define VARIOUS_SET_BEAK_BLAST 150
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#define VARIOUS_SWAP_SIDE_STATUSES 151
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#define VARIOUS_SWAP_STATS 152
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#define VARIOUS_JUMP_IF_ROD 153
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#define VARIOUS_JUMP_IF_ABSORB 154
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#define VARIOUS_JUMP_IF_MOTOR 155
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#define VARIOUS_TEATIME_INVUL 156
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#define VARIOUS_TEATIME_TARGETS 157
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#define VARIOUS_TRY_WIND_RIDER_POWER 158
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#define VARIOUS_ACTIVATE_WEATHER_CHANGE_ABILITIES 159
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#define VARIOUS_ACTIVATE_TERRAIN_CHANGE_ABILITIES 160
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#define VARIOUS_JUMP_IF_EMERGENCY_EXITED 161
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#define VARIOUS_STORE_HEALING_WISH 162
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#define VARIOUS_HIT_SWITCH_TARGET_FAILED 163
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#define VARIOUS_JUMP_IF_SHELL_TRAP 164
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#define VARIOUS_TRY_REVIVAL_BLESSING 165
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#define VARIOUS_TRY_TRAINER_SLIDE_MSG_Z_MOVE 166
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#define VARIOUS_TRY_TRAINER_SLIDE_MSG_MEGA_EVOLUTION 167
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@ -8452,8 +8452,8 @@ static bool32 IsAbilityRodAffected(void)
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if (gBattleStruct->dynamicMoveType == 0)
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moveType = gBattleMoves[gCurrentMove].type;
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else if (!(gBattleStruct->dynamicMoveType & 0x40))
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moveType = gBattleStruct->dynamicMoveType & 0x3F;
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else if (!(gBattleStruct->dynamicMoveType & F_DYNAMIC_TYPE_1))
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moveType = gBattleStruct->dynamicMoveType & DYNAMIC_TYPE_MASK;
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else
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moveType = gBattleMoves[gCurrentMove].type;
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@ -8469,8 +8469,8 @@ static bool32 IsAbilityMotorAffected(void)
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if (gBattleStruct->dynamicMoveType == 0)
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moveType = gBattleMoves[gCurrentMove].type;
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else if (!(gBattleStruct->dynamicMoveType & 0x40))
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moveType = gBattleStruct->dynamicMoveType & 0x3F;
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else if (!(gBattleStruct->dynamicMoveType & F_DYNAMIC_TYPE_1))
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moveType = gBattleStruct->dynamicMoveType & DYNAMIC_TYPE_MASK;
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else
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moveType = gBattleMoves[gCurrentMove].type;
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@ -8486,8 +8486,8 @@ static bool32 IsAbilityAbsorbAffected(void)
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if (gBattleStruct->dynamicMoveType == 0)
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moveType = gBattleMoves[gCurrentMove].type;
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else if (!(gBattleStruct->dynamicMoveType & 0x40))
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moveType = gBattleStruct->dynamicMoveType & 0x3F;
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else if (!(gBattleStruct->dynamicMoveType & F_DYNAMIC_TYPE_1))
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moveType = gBattleStruct->dynamicMoveType & DYNAMIC_TYPE_MASK;
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else
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moveType = gBattleMoves[gCurrentMove].type;
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@ -10810,33 +10810,6 @@ static void Cmd_various(void)
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gBattlescriptCurrInstr = cmd->jumpInstr;
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return;
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}
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case VARIOUS_JUMP_IF_ROD:
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{
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VARIOUS_ARGS(const u8 *jumpInstr);
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if (IsAbilityRodAffected())
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gBattlescriptCurrInstr = cmd->jumpInstr;
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else
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gBattlescriptCurrInstr = cmd->nextInstr;
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return;
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}
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case VARIOUS_JUMP_IF_MOTOR:
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{
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VARIOUS_ARGS(const u8 *jumpInstr);
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if (IsAbilityMotorAffected())
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gBattlescriptCurrInstr = cmd->jumpInstr;
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else
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gBattlescriptCurrInstr = cmd->nextInstr;
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return;
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}
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case VARIOUS_JUMP_IF_ABSORB:
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{
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VARIOUS_ARGS(const u8 *jumpInstr);
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if (IsAbilityAbsorbAffected())
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gBattlescriptCurrInstr = cmd->jumpInstr;
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else
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gBattlescriptCurrInstr = cmd->nextInstr;
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return;
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}
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case VARIOUS_TRY_WIND_RIDER_POWER:
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{
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VARIOUS_ARGS(const u8 *failInstr);
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@ -10869,15 +10842,6 @@ static void Cmd_various(void)
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AbilityBattleEffects(ABILITYEFFECT_ON_TERRAIN, gActiveBattler, 0, 0, 0);
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return;
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}
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case VARIOUS_JUMP_IF_EMERGENCY_EXITED:
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{
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VARIOUS_ARGS(const u8 *jumpInstr);
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if (gSpecialStatuses[gActiveBattler].emergencyExited)
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gBattlescriptCurrInstr = cmd->jumpInstr;
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else
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gBattlescriptCurrInstr = cmd->nextInstr;
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return;
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}
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case VARIOUS_STORE_HEALING_WISH:
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{
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VARIOUS_ARGS();
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@ -10894,15 +10858,6 @@ static void Cmd_various(void)
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gBattlescriptCurrInstr = cmd->nextInstr;
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return;
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}
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case VARIOUS_JUMP_IF_SHELL_TRAP:
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{
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VARIOUS_ARGS(const u8 *jumpInstr);
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if (gProtectStructs[gActiveBattler].shellTrap)
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gBattlescriptCurrInstr = cmd->jumpInstr;
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else
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gBattlescriptCurrInstr = cmd->nextInstr;
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return;
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}
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case VARIOUS_TRY_REVIVAL_BLESSING:
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{
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VARIOUS_ARGS(const u8 *failInstr);
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@ -16389,3 +16344,51 @@ void BS_HandleUltraBurst(void)
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HandleScriptMegaPrimalBurst(cmd->caseId, gActiveBattler, HANDLE_TYPE_ULTRA_BURST);
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gBattlescriptCurrInstr = cmd->nextInstr;
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}
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void BS_JumpIfShellTrap(void)
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{
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NATIVE_ARGS(u8 battler, const u8 *jumpInstr);
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gActiveBattler = GetBattlerForBattleScript(cmd->battler);
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if (gProtectStructs[gActiveBattler].shellTrap)
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gBattlescriptCurrInstr = cmd->jumpInstr;
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else
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gBattlescriptCurrInstr = cmd->nextInstr;
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}
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void BS_JumpIfEmergencyExited(void)
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{
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NATIVE_ARGS(u8 battler, const u8 *jumpInstr);
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gActiveBattler = GetBattlerForBattleScript(cmd->battler);
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if (gSpecialStatuses[gActiveBattler].emergencyExited)
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gBattlescriptCurrInstr = cmd->jumpInstr;
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else
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gBattlescriptCurrInstr = cmd->nextInstr;
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}
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void BS_JumpIfRod(void)
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{
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NATIVE_ARGS(const u8 *jumpInstr);
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if (IsAbilityRodAffected())
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gBattlescriptCurrInstr = cmd->jumpInstr;
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else
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gBattlescriptCurrInstr = cmd->nextInstr;
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}
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void BS_JumpIfAbsorb(void)
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{
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NATIVE_ARGS(const u8 *jumpInstr);
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if (IsAbilityAbsorbAffected())
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gBattlescriptCurrInstr = cmd->jumpInstr;
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else
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gBattlescriptCurrInstr = cmd->nextInstr;
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}
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void BS_JumpIfMotor(void)
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{
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NATIVE_ARGS(const u8 *jumpInstr);
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if (IsAbilityMotorAffected())
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gBattlescriptCurrInstr = cmd->jumpInstr;
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else
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gBattlescriptCurrInstr = cmd->nextInstr;
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}
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