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Fix AI's KO evaluation getting messed up by priority (#7533)
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@@ -296,6 +296,7 @@ u32 IncreaseSubstituteMoveScore(u32 battlerAtk, u32 battlerDef, u32 move);
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bool32 IsBattlerItemEnabled(u32 battler);
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bool32 IsBattlerPredictedToSwitch(u32 battler);
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u32 GetIncomingMove(u32 battler, u32 opposingBattler, struct AiLogicData *aiData);
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u32 GetIncomingMoveSpeedCheck(u32 battler, u32 opposingBattler, struct AiLogicData *aiData);
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bool32 HasLowAccuracyMove(u32 battlerAtk, u32 battlerDef);
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bool32 HasBattlerSideAbility(u32 battlerDef, u32 ability, struct AiLogicData *aiData);
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bool32 IsNaturalEnemy(u32 speciesAttacker, u32 speciesTarget);
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