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update baton pass status3 bits
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@ -2960,9 +2960,11 @@ void SwitchInClearSetData(void)
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}
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}
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if (gBattleMoves[gCurrentMove].effect == EFFECT_BATON_PASS)
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{
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{
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gBattleMons[gActiveBattler].status2 &= (STATUS2_CONFUSION | STATUS2_FOCUS_ENERGY | STATUS2_SUBSTITUTE | STATUS2_ESCAPE_PREVENTION | STATUS2_CURSED);
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gStatuses3[gActiveBattler] &= (STATUS3_LEECHSEED_BATTLER | STATUS3_LEECHSEED | STATUS3_ALWAYS_HITS | STATUS3_PERISH_SONG | STATUS3_ROOTED);
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gStatuses3[gActiveBattler] &= (STATUS3_LEECHSEED_BATTLER | STATUS3_LEECHSEED | STATUS3_ALWAYS_HITS | STATUS3_PERISH_SONG | STATUS3_ROOTED
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| STATUS3_GASTRO_ACID | STATUS3_EMBARGO | STATUS3_TELEKINESIS | STATUS3_MAGNET_RISE | STATUS3_HEAL_BLOCK
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| STATUS3_AQUA_RING | STATUS3_POWER_TRICK);
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for (i = 0; i < gBattlersCount; i++)
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{
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