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Fixes fainted battler being able to select an action (#6339)
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@@ -3875,7 +3875,7 @@ static void TryDoEventsBeforeFirstTurn(void)
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gBattleStruct->monToSwitchIntoId[i] = PARTY_SIZE;
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gChosenActionByBattler[i] = B_ACTION_NONE;
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gChosenMoveByBattler[i] = MOVE_NONE;
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gBattleStruct->battlerState[i].absentBattlerFlags = gAbsentBattlerFlags & (1u << i);
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gBattleStruct->battlerState[i].absentBattlerFlags = (gAbsentBattlerFlags & (1u << i) ? TRUE : FALSE);
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}
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TurnValuesCleanUp(FALSE);
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SpecialStatusesClear();
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@@ -3993,7 +3993,7 @@ void BattleTurnPassed(void)
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{
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gChosenActionByBattler[i] = B_ACTION_NONE;
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gChosenMoveByBattler[i] = MOVE_NONE;
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gBattleStruct->battlerState[i].absentBattlerFlags = gAbsentBattlerFlags & (1u << i);
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gBattleStruct->battlerState[i].absentBattlerFlags = (gAbsentBattlerFlags & (1u << i) ? TRUE : FALSE);
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gBattleStruct->monToSwitchIntoId[i] = PARTY_SIZE;
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gStatuses4[i] &= ~STATUS4_ELECTRIFIED;
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}
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