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Renamed EntityInfo.fillF3 to unkF3
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@@ -66,7 +66,7 @@ typedef struct AITarget
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} AITarget;
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typedef struct Sleep
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typedef struct Sleep
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{
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/* 0x0 */ u8 sleep;
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/* 0x1 */ u8 sleepTurns;
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@@ -77,7 +77,7 @@ typedef struct NonVolatile
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/* 0x0 */ u8 nonVolatileStatus;
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/* 0x1 */ u8 nonVolatileStatusTurns;
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/* 0x2 */ u8 nonVolatileStatusDamageCountdown;
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/* 0x3 */ u8 unk4;
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/* 0x3 */ u8 unk4;
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} NonVolatile;
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typedef struct Immobilize
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@@ -107,7 +107,7 @@ typedef struct Protection
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/* 0x1 */ u8 protectionStatusTurns;
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} Protection;
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typedef struct Waiting
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typedef struct Waiting
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{
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/* 0xC8 */ u8 waitingStatus;
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/* 0xC9 */ bool8 enemyDecoy; // True if the Pokémon is a decoy and a wild Pokémon (i.e., not an allied Pokémon).
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@@ -116,7 +116,7 @@ typedef struct Waiting
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/* 0xCC */ u8 curseDamageCountdown;
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} Waiting;
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typedef struct Linked
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typedef struct Linked
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{
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/* 0xD0 */ u8 linkedStatus;
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/* 0xD4 */ u32 unkD4;
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@@ -126,7 +126,7 @@ typedef struct Linked
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} Linked;
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typedef struct MoveStatus
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typedef struct MoveStatus
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{
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/* 0xDC */ u8 moveStatus;
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/* 0xDD */ u8 moveStatusTurns;
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@@ -143,13 +143,13 @@ typedef struct TransformStatus
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/* 0xE5 */ u8 transformStatusTurns;
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} TransformStatus;
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typedef struct EyesightStatus
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typedef struct EyesightStatus
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{
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/* 0xE8 */ u8 eyesightStatus;
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/* 0xE9 */ u8 eyesightStatusTurns;
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} EyesightStatus;
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typedef struct Muzzled
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typedef struct Muzzled
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{
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/* 0xEC */ bool8 muzzled;
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/* 0xED */ u8 muzzledTurns;
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@@ -234,7 +234,7 @@ typedef struct EntityInfo
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/* 0xF0 */ bool8 powerEars;
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/* 0xF1 */ bool8 scanning;
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/* 0xF2 */ bool8 stairSpotter;
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u8 fillF3;
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/* 0xF3 */ bool8 unkF3;
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/* 0xF4 */ bool8 grudge;
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/* 0xF5 */ bool8 exposed;
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/* 0xF6 */ bool8 isColorChanged;
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