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fix type, add bugfix
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@ -628,7 +628,11 @@ static void ModulateByTypeEffectiveness(u8 atkType, u8 defType1, u8 defType2, u8
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u8 GetMostSuitableMonToSwitchInto(void)
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{
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u8 opposingBattler;
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#ifdef BUGFIX
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s32 bestDmg;
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#else
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u8 bestDmg; // Note: should be changed to s32 since it is also used for the actual damage done later
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#endif
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u8 bestMonId;
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u8 battlerIn1, battlerIn2;
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s32 firstId;
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@ -684,8 +688,8 @@ u8 GetMostSuitableMonToSwitchInto(void)
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while (invalidMons != 0x3F) // All mons are invalid.
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{
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bestDmg = ;
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bestMonId = 6;
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bestDmg = TYPE_MUL_NO_EFFECT;
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bestMonId = PARTY_SIZE;
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// Find the mon whose type is the most suitable offensively.
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for (i = firstId; i < lastId; i++)
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{
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@ -706,7 +710,7 @@ u8 GetMostSuitableMonToSwitchInto(void)
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/* Possible bug: this comparison gives the type that takes the most damage, when
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a "good" AI would want to select the type that takes the least damage. Unknown if this
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is a legitimate mistake or if it's an intentional, if weird, design choice*/
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is a legitimate mistake or if it's an intentional, if weird, design choice */
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if (bestDmg < typeDmg)
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{
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bestDmg = typeDmg;
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