Fix magnet rise ai timer check (#7361)
Co-authored-by: ghoulslash <pokevoyager0@gmail.com>
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@ -2769,7 +2769,7 @@ static s32 AI_CheckBadMove(u32 battlerAtk, u32 battlerDef, u32 move, s32 score)
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break;
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case EFFECT_MAGNET_RISE:
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if (gFieldStatuses & STATUS_FIELD_GRAVITY
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|| gDisableStructs[battlerAtk].magnetRiseTimer != 0
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|| gDisableStructs[battlerAtk].magnetRiseTimer > gBattleTurnCounter
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|| aiData->holdEffects[battlerAtk] == HOLD_EFFECT_IRON_BALL
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|| gStatuses3[battlerAtk] & (STATUS3_ROOTED | STATUS3_MAGNET_RISE | STATUS3_SMACKED_DOWN)
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|| !IsBattlerGrounded(battlerAtk))
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