Remove potential uninitialized behavior (#5393)
`MAX_BATTLERS_COUNT` makes more sense to use here because we iterate over max battlers in the first place.
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@ -8935,7 +8935,7 @@ static bool32 ChangeOrderTargetAfterAttacker(void)
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|| GetBattlerTurnOrderNum(gBattlerAttacker) + 1 == GetBattlerTurnOrderNum(gBattlerTarget))
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return FALSE;
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for (i = 0; i < gBattlersCount; i++)
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for (i = 0; i < MAX_BATTLERS_COUNT; i++)
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{
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data[i] = gBattlerByTurnOrder[i];
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actionsData[i] = gActionsByTurnOrder[i];
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