Rename battlerId to battler for consistency (#2126)
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+23
-23
@@ -71,7 +71,7 @@ void FreeBattleResources(void)
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}
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}
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void AdjustFriendshipOnBattleFaint(u8 battlerId)
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void AdjustFriendshipOnBattleFaint(u8 battler)
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{
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u8 opposingBattlerId;
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@@ -90,28 +90,28 @@ void AdjustFriendshipOnBattleFaint(u8 battlerId)
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opposingBattlerId = GetBattlerAtPosition(B_POSITION_OPPONENT_LEFT);
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}
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if (gBattleMons[opposingBattlerId].level > gBattleMons[battlerId].level)
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if (gBattleMons[opposingBattlerId].level > gBattleMons[battler].level)
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{
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if (gBattleMons[opposingBattlerId].level - gBattleMons[battlerId].level > 29)
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AdjustFriendship(&gPlayerParty[gBattlerPartyIndexes[battlerId]], FRIENDSHIP_EVENT_FAINT_LARGE);
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if (gBattleMons[opposingBattlerId].level - gBattleMons[battler].level > 29)
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AdjustFriendship(&gPlayerParty[gBattlerPartyIndexes[battler]], FRIENDSHIP_EVENT_FAINT_LARGE);
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else
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AdjustFriendship(&gPlayerParty[gBattlerPartyIndexes[battlerId]], FRIENDSHIP_EVENT_FAINT_SMALL);
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AdjustFriendship(&gPlayerParty[gBattlerPartyIndexes[battler]], FRIENDSHIP_EVENT_FAINT_SMALL);
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}
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else
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{
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AdjustFriendship(&gPlayerParty[gBattlerPartyIndexes[battlerId]], FRIENDSHIP_EVENT_FAINT_SMALL);
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AdjustFriendship(&gPlayerParty[gBattlerPartyIndexes[battler]], FRIENDSHIP_EVENT_FAINT_SMALL);
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}
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}
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void SwitchPartyOrderInGameMulti(u8 battlerId, u8 arg1)
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void SwitchPartyOrderInGameMulti(u8 battler, u8 arg1)
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{
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if (GetBattlerSide(battlerId) != B_SIDE_OPPONENT)
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if (GetBattlerSide(battler) != B_SIDE_OPPONENT)
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{
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s32 i;
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for (i = 0; i < (int)ARRAY_COUNT(gBattlePartyCurrentOrder); i++)
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gBattlePartyCurrentOrder[i] = *(i + (u8 *)(gBattleStruct->battlerPartyOrders));
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SwitchPartyMonSlots(GetPartyIdFromBattlePartyId(gBattlerPartyIndexes[battlerId]), GetPartyIdFromBattlePartyId(arg1));
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SwitchPartyMonSlots(GetPartyIdFromBattlePartyId(gBattlerPartyIndexes[battler]), GetPartyIdFromBattlePartyId(arg1));
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for (i = 0; i < (int)ARRAY_COUNT(gBattlePartyCurrentOrder); i++)
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*(i + (u8 *)(gBattleStruct->battlerPartyOrders)) = gBattlePartyCurrentOrder[i];
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@@ -120,7 +120,7 @@ void SwitchPartyOrderInGameMulti(u8 battlerId, u8 arg1)
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// Called when a Pokémon is unable to attack during a Battle Palace battle.
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// Check if it was because they are frozen/asleep, and if so try to cure the status.
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u32 BattlePalace_TryEscapeStatus(u8 battlerId)
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u32 BattlePalace_TryEscapeStatus(u8 battler)
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{
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u32 effect = 0;
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@@ -129,13 +129,13 @@ u32 BattlePalace_TryEscapeStatus(u8 battlerId)
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switch (gBattleCommunication[MULTIUSE_STATE])
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{
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case 0:
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if (gBattleMons[battlerId].status1 & STATUS1_SLEEP)
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if (gBattleMons[battler].status1 & STATUS1_SLEEP)
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{
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if (UproarWakeUpCheck(battlerId))
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if (UproarWakeUpCheck(battler))
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{
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// Wake up from Uproar
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gBattleMons[battlerId].status1 &= ~(STATUS1_SLEEP);
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gBattleMons[battlerId].status2 &= ~(STATUS2_NIGHTMARE);
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gBattleMons[battler].status1 &= ~(STATUS1_SLEEP);
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gBattleMons[battler].status2 &= ~(STATUS2_NIGHTMARE);
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BattleScriptPushCursor();
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gBattleCommunication[MULTISTRING_CHOOSER] = B_MSG_WOKE_UP_UPROAR;
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gBattlescriptCurrInstr = BattleScript_MoveUsedWokeUp;
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@@ -145,18 +145,18 @@ u32 BattlePalace_TryEscapeStatus(u8 battlerId)
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{
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u32 toSub;
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if (gBattleMons[battlerId].ability == ABILITY_EARLY_BIRD)
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if (gBattleMons[battler].ability == ABILITY_EARLY_BIRD)
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toSub = 2;
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else
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toSub = 1;
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// Reduce number of sleep turns
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if ((gBattleMons[battlerId].status1 & STATUS1_SLEEP) < toSub)
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gBattleMons[battlerId].status1 &= ~(STATUS1_SLEEP);
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if ((gBattleMons[battler].status1 & STATUS1_SLEEP) < toSub)
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gBattleMons[battler].status1 &= ~(STATUS1_SLEEP);
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else
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gBattleMons[battlerId].status1 -= toSub;
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gBattleMons[battler].status1 -= toSub;
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if (gBattleMons[battlerId].status1 & STATUS1_SLEEP)
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if (gBattleMons[battler].status1 & STATUS1_SLEEP)
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{
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// Still asleep
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gBattlescriptCurrInstr = BattleScript_MoveUsedIsAsleep;
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@@ -165,7 +165,7 @@ u32 BattlePalace_TryEscapeStatus(u8 battlerId)
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else
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{
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// Wake up
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gBattleMons[battlerId].status2 &= ~(STATUS2_NIGHTMARE);
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gBattleMons[battler].status2 &= ~(STATUS2_NIGHTMARE);
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BattleScriptPushCursor();
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gBattleCommunication[MULTISTRING_CHOOSER] = B_MSG_WOKE_UP;
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gBattlescriptCurrInstr = BattleScript_MoveUsedWokeUp;
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@@ -176,7 +176,7 @@ u32 BattlePalace_TryEscapeStatus(u8 battlerId)
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gBattleCommunication[MULTIUSE_STATE]++;
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break;
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case 1:
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if (gBattleMons[battlerId].status1 & STATUS1_FREEZE)
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if (gBattleMons[battler].status1 & STATUS1_FREEZE)
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{
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if (Random() % 5 != 0)
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{
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@@ -186,7 +186,7 @@ u32 BattlePalace_TryEscapeStatus(u8 battlerId)
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else
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{
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// Unfreeze
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gBattleMons[battlerId].status1 &= ~(STATUS1_FREEZE);
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gBattleMons[battler].status1 &= ~(STATUS1_FREEZE);
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BattleScriptPushCursor();
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gBattlescriptCurrInstr = BattleScript_MoveUsedUnfroze;
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gBattleCommunication[MULTISTRING_CHOOSER] = B_MSG_DEFROSTED;
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@@ -203,7 +203,7 @@ u32 BattlePalace_TryEscapeStatus(u8 battlerId)
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if (effect == 2)
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{
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gActiveBattler = battlerId;
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gActiveBattler = battler;
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BtlController_EmitSetMonData(B_COMM_TO_CONTROLLER, REQUEST_STATUS_BATTLE, 0, 4, &gBattleMons[gActiveBattler].status1);
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MarkBattlerForControllerExec(gActiveBattler);
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}
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