Update battle_script_commands.c
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@ -8142,28 +8142,14 @@ static void Cmd_various(void)
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}
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return;
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case VARIOUS_TRY_QUASH:
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if (GetBattlerTurnOrderNum(gBattlerAttacker) > GetBattlerTurnOrderNum(gBattlerTarget))
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if (GetBattlerTurnOrderNum(gBattlerAttacker) > GetBattlerTurnOrderNum(gBattlerTarget)) // is true if foe is faster, has a bigger priority, or switches
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{
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gBattlescriptCurrInstr = T1_READ_PTR(gBattlescriptCurrInstr + 3);
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}
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else
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gBattlescriptCurrInstr = T1_READ_PTR(gBattlescriptCurrInstr + 3); // This replaces the current battlescript with the "fail" script, if the condition
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} // we checked is true
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else // If the condition is not true, it means we are faster than the foe, so we can set the quash bit
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{
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for (i = 0; i < gBattlersCount; i++)
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data[i] = gBattlerByTurnOrder[i];
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for (i = 0; i < gBattlersCount; i++)
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{
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if (data[i] == gBattlerTarget)
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{
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for (j = i + 1; j < gBattlersCount; j++)
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data[i++] = data[j];
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}
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else
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{
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gBattlerByTurnOrder[i] = data[i];
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}
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}
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gBattlerByTurnOrder[gBattlersCount - 1] = gBattlerTarget;
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gBattlescriptCurrInstr += 7;
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gProtectStructs[gBattlerTarget].quash = 1;
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gBattlescriptCurrInstr += 7; // and then we proceed with the rest of our battlescript
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}
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return;
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case VARIOUS_INVERT_STAT_STAGES:
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