Replaced manual zeroing with existing function calls
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@ -1344,13 +1344,8 @@ static void TearDownBattle(void)
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// Zero out the parties, data in them could potentially carry over
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for (u32 i = 0; i < 6; i++)
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{
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u32 *playerPtr = (u32 *)(&gPlayerParty[i]);
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u32 *opponentPtr = (u32 *)(&gEnemyParty[i]);
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for (u32 j = 0; j < sizeof(struct Pokemon)/4; j++)
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{
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playerPtr[j] = 0;
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opponentPtr[j] = 0;
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}
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ZeroPlayerPartyMons();
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ZeroEnemyPartyMons();
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}
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FreeMonSpritesGfx();
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