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use terrain constants
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@@ -1079,29 +1079,29 @@ void ov16_0223EE70(BattleSystem *param0)
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if ((v3 == SPECIES_BURMY) && (param0->unk_2414[0] & FlagIndex(v0))) {
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switch (BattleSystem_Terrain(param0)) {
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default:
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case 2:
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case TERRAIN_GRASS:
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v1 = 0;
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break;
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case 0:
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case 1:
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case 4:
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case 5:
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case 17:
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case 23:
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case TERRAIN_PLAIN:
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case TERRAIN_SAND:
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case TERRAIN_MOUNTAIN:
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case TERRAIN_CAVE:
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case TERRAIN_DISTORTION_WORLD:
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case TERRAIN_GIRATINA:
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v1 = 1;
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break;
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case 9:
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case 11:
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case 12:
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case 13:
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case 14:
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case 15:
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case 16:
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case 18:
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case 19:
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case 20:
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case 21:
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case 22:
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case TERRAIN_BUILDING:
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case TERRAIN_BRIDGE:
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case TERRAIN_AARON:
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case TERRAIN_BERTHA:
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case TERRAIN_FLINT:
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case TERRAIN_LUCIAN:
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case TERRAIN_CYNTHIA:
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case TERRAIN_BATTLE_TOWER:
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case TERRAIN_BATTLE_FACTORY:
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case TERRAIN_BATTLE_ARCADE:
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case TERRAIN_BATTLE_CASTLE:
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case TERRAIN_BATTLE_HALL:
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v1 = 2;
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break;
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}
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