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Rename statuses and activePokemon
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@@ -69,93 +69,93 @@ typedef struct AITarget
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} AITarget;
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typedef struct Sleep
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typedef struct SleepClassStatus
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{
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/* 0x0 */ u8 sleep;
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/* 0x1 */ u8 sleepTurns;
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} Sleep;
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/* 0x0 */ u8 status;
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/* 0x1 */ u8 turns;
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} SleepClassStatus;
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typedef struct NonVolatile
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typedef struct BurnClassStatus
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{
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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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/* 0x0 */ u8 status;
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/* 0x1 */ u8 turns;
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/* 0x2 */ u8 damageCountdown;
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/* 0x3 */ u8 unk4;
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} NonVolatile;
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} BurnClassStatus;
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typedef struct Immobilize
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typedef struct FrozenClassStatus
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{
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/* 0x0 */ u8 immobilizeStatus;
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/* 0x0 */ u8 status;
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/* 0x4 */ s32 unk4;
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/* 0x8 */ u8 immobilizeStatusTurns;
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/* 0x9 */ u8 immobilizeStatusDamageCountdown;
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} Immobilize;
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/* 0x8 */ u8 turns;
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/* 0x9 */ u8 damageCountdown;
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} FrozenClassStatus;
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typedef struct Volatile
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typedef struct CringeClassStatus
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{
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/* 0x0 */ u8 volatileStatus;
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/* 0x1 */ u8 volatileStatusTurns;
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} Volatile;
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/* 0x0 */ u8 status;
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/* 0x1 */ u8 turns;
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} CringeClassStatus;
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typedef struct Charging
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typedef struct BideClassStatus
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{
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/* 0x0 */ u8 chargingStatus;
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/* 0x1 */ u8 chargingStatusTurns;
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/* 0x2 */ u8 chargingStatusMoveIndex; // The position of the move in the Pokémon's moveset that triggered the status.
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} Charging;
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/* 0x0 */ u8 status;
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/* 0x1 */ u8 turns;
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/* 0x2 */ u8 moveSlot; // The position of the move in the Pokémon's moveset that triggered the status.
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} BideClassStatus;
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typedef struct Protection
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typedef struct ReflectClassStatus
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{
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/* 0x0 */ u8 protectionStatus;
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/* 0x1 */ u8 protectionStatusTurns;
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} Protection;
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/* 0x0 */ u8 status;
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/* 0x1 */ u8 turns;
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} ReflectClassStatus;
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typedef struct Waiting
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typedef struct CurseClassStatus
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{
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/* 0xC8 */ u8 waitingStatus;
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/* 0xC9 */ bool8 decoyApplierNonTeamMemberFlag; // True if the Pokémon is a decoy and a wild Pokémon (i.e., not an allied Pokémon).
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u8 unkCA;
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/* 0xCB */ u8 waitingStatusTurns;
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/* 0xCC */ u8 curseDamageCountdown;
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} Waiting;
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/* 0x0 */ u8 status;
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/* 0x1 */ bool8 applierNonTeamMemberFlag; // True if the Pokémon is a decoy and a wild Pokémon (i.e., not an allied Pokémon).
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u8 unk2;
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/* 0x3 */ u8 turns;
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/* 0x4 */ u8 damageCountdown;
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} CurseClassStatus;
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typedef struct Linked
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typedef struct LeechSeedClassStatus
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{
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/* 0xD0 */ u8 linkedStatus;
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/* 0xD4 */ u32 unkD4;
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/* 0xD8 */ u8 unkD8;
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/* 0xD9 */ u8 linkedStatusTurns;
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/* 0xDA */ u8 linkedStatusDamageCountdown;
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} Linked;
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/* 0x0 */ u8 status;
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/* 0x4 */ u32 unkD4;
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/* 0x8 */ u8 unkD8;
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/* 0x9 */ u8 turns;
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/* 0xA */ u8 damageCountdown;
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} LeechSeedClassStatus;
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typedef struct MoveStatus
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typedef struct SureShotClassStatus
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{
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/* 0xDC */ u8 moveStatus;
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/* 0xDD */ u8 moveStatusTurns;
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} MoveStatus;
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/* 0x0 */ u8 status;
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/* 0x1 */ u8 turns;
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} SureShotClassStatus;
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typedef struct ItemStatus
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typedef struct LongTossClassStatus
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{
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/* 0xE0 */ u8 itemStatus;
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} ItemStatus;
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/* 0x0 */ u8 status;
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} LongTossClassStatus;
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typedef struct TransformStatus
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typedef struct InvisibleClassStatus
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{
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/* 0xE4 */ u8 transformStatus;
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/* 0xE5 */ u8 transformStatusTurns;
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} TransformStatus;
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/* 0x0 */ u8 status;
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/* 0x1 */ u8 turns;
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} InvisibleClassStatus;
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typedef struct EyesightStatus
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typedef struct BlinkerClassStatus
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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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/* 0x0 */ u8 status;
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/* 0x1 */ u8 turns;
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} BlinkerClassStatus;
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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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/* 0x0 */ bool8 muzzled;
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/* 0x1 */ u8 turns;
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} Muzzled;
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typedef struct Unk_Entity_x184
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@@ -235,18 +235,18 @@ typedef struct EntityInfo
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u8 fillA5[0xA8 - 0xA5];
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// Statuses are split into groups based on which ones can't overlap.
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// See status.h for which statuses are in each group.
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/* 0xA8 */ Sleep sleep;
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/* 0xAC */ NonVolatile nonVolatile;
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/* 0xB0 */ Immobilize immobilize;
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/* 0xBC */ Volatile volatileStatus;
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/* 0xC0 */ Charging charging;
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/* 0xC4 */ Protection protection;
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/* 0xC8 */ Waiting waitingStruct;
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/* 0xD0 */ Linked linked;
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/* 0xDC */ MoveStatus moveStatus;
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/* 0xE0 */ ItemStatus itemStatus;
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/* 0xE4 */ TransformStatus transformStatus;
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/* 0xE8 */ EyesightStatus eyesightStatus;
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/* 0xA8 */ SleepClassStatus sleepClassStatus;
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/* 0xAC */ BurnClassStatus burnClassStatus;
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/* 0xB0 */ FrozenClassStatus frozenClassStatus;
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/* 0xBC */ CringeClassStatus cringeClassStatus;
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/* 0xC0 */ BideClassStatus bideClassStatus;
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/* 0xC4 */ ReflectClassStatus reflectClassStatus;
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/* 0xC8 */ CurseClassStatus curseClassStatus;
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/* 0xD0 */ LeechSeedClassStatus linked;
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/* 0xDC */ SureShotClassStatus sureShotClassStatus;
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/* 0xE0 */ LongTossClassStatus longTossClassStatus;
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/* 0xE4 */ InvisibleClassStatus invisibleClassStatus;
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/* 0xE8 */ BlinkerClassStatus blinkerClassStatus;
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/* 0xEC */ Muzzled muzzled;
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/* 0xF0 */ bool8 powerEars;
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/* 0xF1 */ bool8 scanning;
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@@ -383,7 +383,7 @@ typedef struct Dungeon
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u8 fill1357A[0x1357C - 0x1357A];
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/* 0x1357C */ Entity *teamPokemon[MAX_TEAM_MEMBERS];
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/* 0x1358C */ Entity *wildPokemon[DUNGEON_MAX_WILD_POKEMON];
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/* 0x135CC */ Entity *activeMonsterPtrs[DUNGEON_MAX_POKEMON]; // Contains both team and wild Pokémon
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/* 0x135CC */ Entity *activePokemon[DUNGEON_MAX_POKEMON]; // Contains both team and wild Pokémon
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/* 0x1361C */ Entity *items[DUNGEON_MAX_ITEMS];
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/* 0x1371C */ Entity *traps[DUNGEON_MAX_TRAPS];
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/* 0x1381C */ Entity teamPokemonEntities[MAX_TEAM_MEMBERS];
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