primal weather fix
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@ -286,12 +286,14 @@
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// Battle Weather flags
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#define B_WEATHER_NONE 0
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#define B_WEATHER_RAIN (1 << 0)
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#define B_WEATHER_RAIN_NORMAL (1 << 0)
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#define B_WEATHER_RAIN_PRIMAL (1 << 1)
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#define B_WEATHER_RAIN_DOWNPOUR (1 << 2) // unused
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#define B_WEATHER_RAIN (B_WEATHER_RAIN_NORMAL | B_WEATHER_RAIN_PRIMAL | B_WEATHER_RAIN_DOWNPOUR)
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#define B_WEATHER_SANDSTORM (1 << 3)
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#define B_WEATHER_SUN (1 << 4)
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#define B_WEATHER_SUN_NORMAL (1 << 4)
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#define B_WEATHER_SUN_PRIMAL (1 << 5)
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#define B_WEATHER_SUN (B_WEATHER_SUN_NORMAL | B_WEATHER_SUN_PRIMAL)
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#define B_WEATHER_HAIL (1 << 6)
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#define B_WEATHER_SNOW (1 << 7)
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#define B_WEATHER_FOG (1 << 8)
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@ -3886,9 +3886,9 @@ bool32 HasNoMonsToSwitch(u32 battler, u8 partyIdBattlerOn1, u8 partyIdBattlerOn2
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static const u16 sWeatherFlagsInfo[][2] =
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{
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[BATTLE_WEATHER_RAIN] = {B_WEATHER_RAIN, HOLD_EFFECT_DAMP_ROCK},
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[BATTLE_WEATHER_RAIN] = {B_WEATHER_RAIN_NORMAL, HOLD_EFFECT_DAMP_ROCK},
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[BATTLE_WEATHER_RAIN_PRIMAL] = {B_WEATHER_RAIN_PRIMAL, HOLD_EFFECT_DAMP_ROCK},
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[BATTLE_WEATHER_SUN] = {B_WEATHER_SUN, HOLD_EFFECT_HEAT_ROCK},
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[BATTLE_WEATHER_SUN] = {B_WEATHER_SUN_NORMAL, HOLD_EFFECT_HEAT_ROCK},
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[BATTLE_WEATHER_SUN_PRIMAL] = {B_WEATHER_SUN_PRIMAL, HOLD_EFFECT_HEAT_ROCK},
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[BATTLE_WEATHER_SANDSTORM] = {B_WEATHER_SANDSTORM, HOLD_EFFECT_SMOOTH_ROCK},
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[BATTLE_WEATHER_HAIL] = {B_WEATHER_HAIL, HOLD_EFFECT_ICY_ROCK},
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@ -4398,7 +4398,7 @@ u32 AbilityBattleEffects(u32 caseID, u32 battler, u32 ability, u32 special, u32
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case WEATHER_DOWNPOUR:
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if (!(gBattleWeather & B_WEATHER_RAIN))
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{
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gBattleWeather = B_WEATHER_RAIN;
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gBattleWeather = B_WEATHER_RAIN_NORMAL;
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gBattleScripting.animArg1 = B_ANIM_RAIN_CONTINUES;
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effect++;
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}
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@ -4414,7 +4414,7 @@ u32 AbilityBattleEffects(u32 caseID, u32 battler, u32 ability, u32 special, u32
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case WEATHER_DROUGHT:
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if (!(gBattleWeather & B_WEATHER_SUN))
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{
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gBattleWeather = B_WEATHER_SUN;
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gBattleWeather = B_WEATHER_SUN_NORMAL;
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gBattleScripting.animArg1 = B_ANIM_SUN_CONTINUES;
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effect++;
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}
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