Fix PP being checked when HITMARKER_NO_PPDEDUCT is set
This fixes multi target moves and seems like it should be done anyway,
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@ -1392,7 +1392,8 @@ static void Cmd_attackcanceler(void)
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return;
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return;
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if (AbilityBattleEffects(ABILITYEFFECT_MOVES_BLOCK, gBattlerTarget, 0, 0, 0))
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if (AbilityBattleEffects(ABILITYEFFECT_MOVES_BLOCK, gBattlerTarget, 0, 0, 0))
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return;
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return;
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if (!gBattleMons[gBattlerAttacker].pp[gCurrMovePos] && gCurrentMove != MOVE_STRUGGLE && !(gHitMarker & (HITMARKER_x800000 | HITMARKER_NO_ATTACKSTRING))
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if (!gBattleMons[gBattlerAttacker].pp[gCurrMovePos] && gCurrentMove != MOVE_STRUGGLE
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&& !(gHitMarker & (HITMARKER_x800000 | HITMARKER_NO_ATTACKSTRING | HITMARKER_NO_PPDEDUCT))
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&& !(gBattleMons[gBattlerAttacker].status2 & STATUS2_MULTIPLETURNS))
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&& !(gBattleMons[gBattlerAttacker].status2 & STATUS2_MULTIPLETURNS))
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{
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{
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gBattlescriptCurrInstr = BattleScript_NoPPForMove;
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gBattlescriptCurrInstr = BattleScript_NoPPForMove;
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