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Added ATTACKS_THIS_TURN macro for readability
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@ -61,6 +61,8 @@ extern const u8 *const gBattleScriptsForMoveEffects[];
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#define TAG_LVLUP_BANNER_MON_ICON 55130
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#define ATTACKS_THIS_TURN(battler, move) (AttacksThisTurn(battler, move) == 2)
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static bool8 IsTwoTurnsMove(u16 move);
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static void TrySetDestinyBondToHappen(void);
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static u8 AttacksThisTurn(u8 battler, u16 move); // Note: returns 1 if it's a charging turn, otherwise 2.
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@ -1406,7 +1408,7 @@ static void Cmd_typecalc(void)
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}
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}
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if (gBattleMons[gBattlerTarget].ability == ABILITY_WONDER_GUARD && AttacksThisTurn(gBattlerAttacker, gCurrentMove) == 2
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if (gBattleMons[gBattlerTarget].ability == ABILITY_WONDER_GUARD && ATTACKS_THIS_TURN(gBattlerAttacker, gCurrentMove)
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&& (!(gMoveResultFlags & MOVE_RESULT_SUPER_EFFECTIVE) || ((gMoveResultFlags & (MOVE_RESULT_SUPER_EFFECTIVE | MOVE_RESULT_NOT_VERY_EFFECTIVE)) == (MOVE_RESULT_SUPER_EFFECTIVE | MOVE_RESULT_NOT_VERY_EFFECTIVE)))
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&& gBattleMoves[gCurrentMove].power)
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{
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@ -1487,7 +1489,7 @@ static void CheckWonderGuardAndLevitate(void)
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i += 3;
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}
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if (gBattleMons[gBattlerTarget].ability == ABILITY_WONDER_GUARD && AttacksThisTurn(gBattlerAttacker, gCurrentMove) == 2)
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if (gBattleMons[gBattlerTarget].ability == ABILITY_WONDER_GUARD && ATTACKS_THIS_TURN(gBattlerAttacker, gCurrentMove))
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{
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if (((flags & 2) || !(flags & 1)) && gBattleMoves[gCurrentMove].power)
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{
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@ -1582,7 +1584,7 @@ u8 TypeCalc(u16 move, u8 attacker, u8 defender)
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}
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if (gBattleMons[defender].ability == ABILITY_WONDER_GUARD && !(flags & MOVE_RESULT_MISSED)
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&& AttacksThisTurn(attacker, move) == 2
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&& ATTACKS_THIS_TURN(attacker, move)
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&& (!(flags & MOVE_RESULT_SUPER_EFFECTIVE) || ((flags & (MOVE_RESULT_SUPER_EFFECTIVE | MOVE_RESULT_NOT_VERY_EFFECTIVE)) == (MOVE_RESULT_SUPER_EFFECTIVE | MOVE_RESULT_NOT_VERY_EFFECTIVE)))
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&& gBattleMoves[move].power)
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{
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@ -4576,7 +4578,7 @@ static void Cmd_typecalc2(void)
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if (gBattleMons[gBattlerTarget].ability == ABILITY_WONDER_GUARD
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&& !(flags & MOVE_RESULT_NO_EFFECT)
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&& AttacksThisTurn(gBattlerAttacker, gCurrentMove) == 2
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&& ATTACKS_THIS_TURN(gBattlerAttacker, gCurrentMove)
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&& (!(flags & MOVE_RESULT_SUPER_EFFECTIVE) || ((flags & (MOVE_RESULT_SUPER_EFFECTIVE | MOVE_RESULT_NOT_VERY_EFFECTIVE)) == (MOVE_RESULT_SUPER_EFFECTIVE | MOVE_RESULT_NOT_VERY_EFFECTIVE)))
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&& gBattleMoves[gCurrentMove].power)
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{
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