some IsBattlerAIControlled replacements w BattlerHasAi
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@ -537,7 +537,7 @@ void ClearBattlerItemEffectHistory(u8 battlerId)
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void SaveBattlerData(u8 battlerId)
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void SaveBattlerData(u8 battlerId)
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{
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{
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if (!IsBattlerAIControlled(battlerId))
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if (!BattlerHasAi(battlerId))
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{
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{
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u32 i;
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u32 i;
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@ -588,7 +588,7 @@ static bool32 ShouldFailForIllusion(u16 illusionSpecies, u32 battlerId)
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void SetBattlerData(u8 battlerId)
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void SetBattlerData(u8 battlerId)
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{
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{
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if (!IsBattlerAIControlled(battlerId))
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if (!BattlerHasAi(battlerId))
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{
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{
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u32 i, species, illusionSpecies;
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u32 i, species, illusionSpecies;
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@ -631,7 +631,7 @@ void SetBattlerData(u8 battlerId)
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void RestoreBattlerData(u8 battlerId)
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void RestoreBattlerData(u8 battlerId)
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{
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{
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if (!IsBattlerAIControlled(battlerId))
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if (!BattlerHasAi(battlerId))
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{
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{
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u32 i;
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u32 i;
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@ -7036,7 +7036,7 @@ static void Cmd_switchineffects(void)
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gHitMarker &= ~HITMARKER_FAINTED(gActiveBattler);
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gHitMarker &= ~HITMARKER_FAINTED(gActiveBattler);
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gSpecialStatuses[gActiveBattler].faintedHasReplacement = FALSE;
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gSpecialStatuses[gActiveBattler].faintedHasReplacement = FALSE;
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if (!IsBattlerAIControlled(gActiveBattler))
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if (!BattlerHasAi(gActiveBattler))
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gBattleStruct->appearedInBattle |= gBitTable[gBattlerPartyIndexes[gActiveBattler]];
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gBattleStruct->appearedInBattle |= gBitTable[gBattlerPartyIndexes[gActiveBattler]];
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// Neutralizing Gas announces itself before hazards
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// Neutralizing Gas announces itself before hazards
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