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Rename SLP to SLP_MASK (#361)
Co-authored-by: Rangi <35663410+Rangi42@users.noreply.github.com>
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@ -57,7 +57,7 @@ DEF NOT_VERY_EFFECTIVE EQU 05
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DEF NO_EFFECT EQU 00
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DEF NO_EFFECT EQU 00
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; non-volatile statuses
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; non-volatile statuses
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DEF SLP EQU %111 ; sleep counter
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DEF SLP_MASK EQU %111 ; 0-7 turns
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const_def 3
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const_def 3
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const PSN ; 3
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const PSN ; 3
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const BRN ; 4
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const BRN ; 4
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@ -308,7 +308,7 @@ MainInBattleLoop:
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and a
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and a
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ret nz ; return if pokedoll was used to escape from battle
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ret nz ; return if pokedoll was used to escape from battle
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ld a, [wBattleMonStatus]
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ld a, [wBattleMonStatus]
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and (1 << FRZ) | SLP ; is mon frozen or asleep?
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and (1 << FRZ) | SLP_MASK
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jr nz, .selectEnemyMove ; if so, jump
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jr nz, .selectEnemyMove ; if so, jump
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ld a, [wPlayerBattleStatus1]
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ld a, [wPlayerBattleStatus1]
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and (1 << STORING_ENERGY) | (1 << USING_TRAPPING_MOVE) ; check player is using Bide or using a multi-turn attack like wrap
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and (1 << STORING_ENERGY) | (1 << USING_TRAPPING_MOVE) ; check player is using Bide or using a multi-turn attack like wrap
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@ -2934,7 +2934,7 @@ SelectEnemyMove:
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and (1 << CHARGING_UP) | (1 << THRASHING_ABOUT) ; using a charging move or thrash/petal dance
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and (1 << CHARGING_UP) | (1 << THRASHING_ABOUT) ; using a charging move or thrash/petal dance
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ret nz
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ret nz
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ld a, [wEnemyMonStatus]
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ld a, [wEnemyMonStatus]
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and SLP | 1 << FRZ ; sleeping or frozen
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and (1 << FRZ) | SLP_MASK
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ret nz
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ret nz
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ld a, [wEnemyBattleStatus1]
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ld a, [wEnemyBattleStatus1]
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and (1 << USING_TRAPPING_MOVE) | (1 << STORING_ENERGY) ; using a trapping move like wrap or bide
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and (1 << USING_TRAPPING_MOVE) | (1 << STORING_ENERGY) ; using a trapping move like wrap or bide
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@ -3275,7 +3275,7 @@ PrintGhostText:
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and a
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and a
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jr nz, .Ghost
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jr nz, .Ghost
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ld a, [wBattleMonStatus] ; player's turn
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ld a, [wBattleMonStatus] ; player's turn
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and SLP | (1 << FRZ)
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and (1 << FRZ) | SLP_MASK
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ret nz
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ret nz
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ld hl, ScaredText
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ld hl, ScaredText
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call PrintText
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call PrintText
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@ -3317,7 +3317,7 @@ IsGhostBattle:
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CheckPlayerStatusConditions:
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CheckPlayerStatusConditions:
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ld hl, wBattleMonStatus
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ld hl, wBattleMonStatus
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ld a, [hl]
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ld a, [hl]
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and SLP ; sleep mask
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and SLP_MASK
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jr z, .FrozenCheck
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jr z, .FrozenCheck
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; sleeping
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; sleeping
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dec a
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dec a
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@ -4029,7 +4029,7 @@ CheckForDisobedience:
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call BattleRandom
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call BattleRandom
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add a
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add a
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swap a
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swap a
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and SLP ; sleep mask
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and SLP_MASK
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jr z, .monNaps ; keep trying until we get at least 1 turn of sleep
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jr z, .monNaps ; keep trying until we get at least 1 turn of sleep
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ld [wBattleMonStatus], a
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ld [wBattleMonStatus], a
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ld hl, BeganToNapText
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ld hl, BeganToNapText
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@ -5362,7 +5362,7 @@ MoveHitTest:
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cp DREAM_EATER_EFFECT
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cp DREAM_EATER_EFFECT
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jr nz, .swiftCheck
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jr nz, .swiftCheck
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ld a, [bc]
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ld a, [bc]
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and SLP ; is the target pokemon sleeping?
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and SLP_MASK
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jp z, .moveMissed
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jp z, .moveMissed
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.swiftCheck
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.swiftCheck
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ld a, [de]
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ld a, [de]
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@ -5796,7 +5796,7 @@ ExecuteEnemyMoveDone:
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CheckEnemyStatusConditions:
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CheckEnemyStatusConditions:
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ld hl, wEnemyMonStatus
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ld hl, wEnemyMonStatus
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ld a, [hl]
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ld a, [hl]
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and SLP ; sleep mask
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and SLP_MASK
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jr z, .checkIfFrozen
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jr z, .checkIfFrozen
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dec a ; decrement number of turns left
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dec a ; decrement number of turns left
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ld [wEnemyMonStatus], a
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ld [wEnemyMonStatus], a
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@ -24,7 +24,7 @@ HazeEffect_:
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.cureStatuses
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.cureStatuses
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ld a, [hl]
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ld a, [hl]
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ld [hl], $0
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ld [hl], $0
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and SLP | (1 << FRZ)
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and (1 << FRZ) | SLP_MASK
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jr z, .cureVolatileStatuses
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jr z, .cureVolatileStatuses
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; prevent the Pokemon from executing a move if it was asleep or frozen
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; prevent the Pokemon from executing a move if it was asleep or frozen
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ld a, $ff
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ld a, $ff
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@ -225,7 +225,7 @@ ItemUseBall:
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ld a, [wEnemyMonStatus]
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ld a, [wEnemyMonStatus]
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and a
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and a
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jr z, .skipAilmentValueSubtraction ; no ailments
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jr z, .skipAilmentValueSubtraction ; no ailments
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and 1 << FRZ | SLP
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and (1 << FRZ) | SLP_MASK
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ld c, 12
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ld c, 12
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jr z, .notFrozenOrAsleep
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jr z, .notFrozenOrAsleep
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ld c, 25
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ld c, 25
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@ -380,7 +380,7 @@ ItemUseBall:
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ld a, [wEnemyMonStatus]
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ld a, [wEnemyMonStatus]
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and a
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and a
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jr z, .skip5
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jr z, .skip5
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and 1 << FRZ | SLP
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and (1 << FRZ) | SLP_MASK
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ld b, 5
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ld b, 5
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jr z, .addAilmentValue
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jr z, .addAilmentValue
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ld b, 10
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ld b, 10
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@ -878,7 +878,7 @@ ItemUseMedicine:
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lb bc, ICE_HEAL_MSG, 1 << FRZ
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lb bc, ICE_HEAL_MSG, 1 << FRZ
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cp ICE_HEAL
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cp ICE_HEAL
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jr z, .checkMonStatus
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jr z, .checkMonStatus
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lb bc, AWAKENING_MSG, SLP
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lb bc, AWAKENING_MSG, SLP_MASK
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cp AWAKENING
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cp AWAKENING
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jr z, .checkMonStatus
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jr z, .checkMonStatus
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lb bc, PARALYZ_HEAL_MSG, 1 << PAR
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lb bc, PARALYZ_HEAL_MSG, 1 << PAR
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@ -1700,7 +1700,7 @@ ItemUsePokeflute:
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.inBattle
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.inBattle
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xor a
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xor a
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ld [wWereAnyMonsAsleep], a
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ld [wWereAnyMonsAsleep], a
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ld b, ~SLP & $ff
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ld b, ~SLP_MASK
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ld hl, wPartyMon1Status
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ld hl, wPartyMon1Status
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call WakeUpEntireParty
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call WakeUpEntireParty
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ld a, [wIsInBattle]
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ld a, [wIsInBattle]
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@ -1752,7 +1752,7 @@ WakeUpEntireParty:
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.loop
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.loop
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ld a, [hl]
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ld a, [hl]
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push af
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push af
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and SLP ; is pokemon asleep?
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and SLP_MASK
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jr z, .notAsleep
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jr z, .notAsleep
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ld a, 1
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ld a, 1
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ld [wWereAnyMonsAsleep], a ; indicate that a pokemon had to be woken up
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ld [wWereAnyMonsAsleep], a ; indicate that a pokemon had to be woken up
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@ -8,7 +8,7 @@ PrintStatusAilment::
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jr nz, .frz
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jr nz, .frz
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bit PAR, a
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bit PAR, a
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jr nz, .par
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jr nz, .par
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and SLP
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and SLP_MASK
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ret z
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ret z
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ld a, "S"
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ld a, "S"
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ld [hli], a
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ld [hli], a
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