fix run away check in TryRunFromBattle
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@@ -627,7 +627,7 @@ bool8 TryRunFromBattle(u8 battler)
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effect++;
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}
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#endif
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else if (gBattleMons[battler].ability == ABILITY_RUN_AWAY)
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else if (GetBattlerAbility(battler) == ABILITY_RUN_AWAY)
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{
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if (InBattlePyramid())
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{
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