Use maskbits some more
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@@ -730,7 +730,7 @@ HandleEncore: ; 3c4df
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ld b, 0
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add hl, bc
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ld a, [hl]
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and $3f
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and PP_MASK
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ret nz
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.end_player_encore
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@@ -754,7 +754,7 @@ HandleEncore: ; 3c4df
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ld b, 0
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add hl, bc
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ld a, [hl]
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and $3f
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and PP_MASK
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ret nz
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.end_enemy_encore
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@@ -1401,7 +1401,7 @@ HandleMysteryberry: ; 3c93c
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and a
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jr z, .quit
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ld a, [de]
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and $3f
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and PP_MASK
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jr z, .restore
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inc hl
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inc de
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@@ -5650,7 +5650,7 @@ MoveSelectionScreen: ; 3e4bc
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ld b, 0
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add hl, bc
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ld a, [hl]
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and $3f
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and PP_MASK
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jr z, .no_pp_left
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ld a, [PlayerDisableCount]
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swap a
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@@ -5849,7 +5849,7 @@ MoveInfoBox: ; 3e6c8
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ld hl, BattleMonPP
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add hl, bc
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ld a, [hl]
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and $3f
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and PP_MASK
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ld [StringBuffer1], a
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call .PrintPP
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@@ -5912,7 +5912,7 @@ CheckPlayerHasUsableMoves: ; 3e786
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or [hl]
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inc hl
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or [hl]
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and $3f
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and PP_MASK
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ret nz
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jr .force_struggle
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@@ -5934,8 +5934,7 @@ CheckPlayerHasUsableMoves: ; 3e786
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.done
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; Bug: this will result in a move with PP Up confusing the game.
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; Replace with "and $3f" to fix.
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and a
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and a ; should be "and PP_MASK"
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ret nz
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.force_struggle
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@@ -6014,7 +6013,7 @@ ParseEnemyAction: ; 3e7c1
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cp [hl]
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jr z, .disabled
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ld a, [de]
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and $3f
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and PP_MASK
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jr nz, .enough_pp
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.disabled
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@@ -6032,7 +6031,7 @@ ParseEnemyAction: ; 3e7c1
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.loop2
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ld hl, EnemyMonMoves
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call BattleRandom
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and 3 ; TODO factor in NUM_MOVES
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maskbits NUM_MOVES +- 1
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ld c, a
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ld b, 0
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add hl, bc
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@@ -6049,7 +6048,7 @@ ParseEnemyAction: ; 3e7c1
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add hl, bc
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ld b, a
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ld a, [hl]
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and $3f
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and PP_MASK
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jr z, .loop2
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ld a, c
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ld [CurEnemyMoveNum], a
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