Missed two uses of new hazard type enum (#5996)
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@ -7755,7 +7755,7 @@ static bool32 DoSwitchInEffectsForBattler(u32 battler)
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&& GetBattlerAbility(battler) != ABILITY_MAGIC_GUARD)
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{
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gDisableStructs[battler].stealthRockDone = TRUE;
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gBattleStruct->moveDamage[battler] = GetStealthHazardDamage(TYPE_ROCK, battler);
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gBattleStruct->moveDamage[battler] = GetStealthHazardDamage(TYPE_SIDE_HAZARD_POINTED_STONES, battler);
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if (gBattleStruct->moveDamage[battler] != 0)
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SetDmgHazardsBattlescript(battler, B_MSG_STEALTHROCKDMG);
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@ -7814,7 +7814,7 @@ static bool32 DoSwitchInEffectsForBattler(u32 battler)
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&& GetBattlerAbility(battler) != ABILITY_MAGIC_GUARD)
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{
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gDisableStructs[battler].steelSurgeDone = TRUE;
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gBattleStruct->moveDamage[battler] = GetStealthHazardDamage(TYPE_STEEL, battler);
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gBattleStruct->moveDamage[battler] = GetStealthHazardDamage(TYPE_SIDE_HAZARD_SHARP_STEEL, battler);
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if (gBattleStruct->moveDamage[battler] != 0)
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SetDmgHazardsBattlescript(battler, B_MSG_SHARPSTEELDMG);
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