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Add Pursuit-switching fainting no-status-clearing fix
Ridiculously long and stupid name for a bug that took a ridiculous and stupid amount of time to track. :')
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@ -387,7 +387,28 @@ Add this to the end of each file:
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([Video](https://www.youtube.com/watch?v=tiRvw-Nb2ME))
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*To do:* Identify specific code causing this bug and fix it.
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**Fix:** Edit `PursuitSwitch` in [engine/battle/core.asm](/engine/battle/core.asm)
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```diff
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ld a, $f0
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ld [wCryTracks], a
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ld a, [wBattleMonSpecies]
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call PlayStereoCry
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+ ld a, [wCurBattleMon]
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+ push af
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ld a, [wLastPlayerMon]
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+ ld [wCurBattleMon], a
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+ call UpdateFaintedPlayerMon
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+ pop af
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+ ld [wCurBattleMon], a
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- ld c, a
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- ld hl, wBattleParticipantsNotFainted
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- ld b, RESET_FLAG
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- predef SmallFarFlagAction
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call PlayerMonFaintedAnimation
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ld hl, BattleText_MonFainted
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jr .done_fainted
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```
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## Lock-On and Mind Reader don't always bypass Fly and Dig
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