progress #1 on porting battle_util
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@@ -34,7 +34,6 @@ enum
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extern const u8 *gAIScriptPtr;
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extern u8 *BattleAIs[];
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extern u16 gLastUsedMove[];
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static void BattleAICmd_if_random_less_than(void);
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static void BattleAICmd_if_random_greater_than(void);
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@@ -466,7 +465,7 @@ void sub_80C7164(void)
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{
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if (BATTLE_HISTORY->usedMoves[gBattlerTarget >> 1][i] == 0)
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{
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BATTLE_HISTORY->usedMoves[gBattlerTarget >> 1][i] = gLastUsedMove[gBattlerTarget];
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BATTLE_HISTORY->usedMoves[gBattlerTarget >> 1][i] = gLastMoves[gBattlerTarget];
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return;
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}
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}
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@@ -1035,9 +1034,9 @@ static void BattleAICmd_is_most_powerful_move(void)
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static void BattleAICmd_get_move(void)
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{
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if (gAIScriptPtr[1] == USER)
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AI_THINKING_STRUCT->funcResult = gLastUsedMove[gBattlerAttacker];
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AI_THINKING_STRUCT->funcResult = gLastMoves[gBattlerAttacker];
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else
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AI_THINKING_STRUCT->funcResult = gLastUsedMove[gBattlerTarget];
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AI_THINKING_STRUCT->funcResult = gLastMoves[gBattlerTarget];
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gAIScriptPtr += 2;
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}
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@@ -1373,7 +1372,7 @@ static void BattleAICmd_get_weather(void)
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AI_THINKING_STRUCT->funcResult = WEATHER_TYPE_RAIN;
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if (gBattleWeather & WEATHER_SANDSTORM_ANY)
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AI_THINKING_STRUCT->funcResult = WEATHER_TYPE_SANDSTORM;
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if (gBattleWeather & WEATHER_SUNNY_ANY)
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if (gBattleWeather & WEATHER_SUN_ANY)
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AI_THINKING_STRUCT->funcResult = WEATHER_TYPE_SUNNY;
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if (gBattleWeather & WEATHER_HAIL)
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AI_THINKING_STRUCT->funcResult = WEATHER_TYPE_HAIL;
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@@ -1931,7 +1930,7 @@ static void BattleAICmd_if_level_compare(void)
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static void BattleAICmd_if_taunted(void)
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{
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if (gDisableStructs[gBattlerTarget].tauntTimer1 != 0)
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if (gDisableStructs[gBattlerTarget].tauntTimer != 0)
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gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 1);
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else
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gAIScriptPtr += 5;
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@@ -1939,7 +1938,7 @@ static void BattleAICmd_if_taunted(void)
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static void BattleAICmd_if_not_taunted(void)
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{
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if (gDisableStructs[gBattlerTarget].tauntTimer1 == 0)
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if (gDisableStructs[gBattlerTarget].tauntTimer == 0)
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gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 1);
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else
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gAIScriptPtr += 5;
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