Correct dynamic type flag name

This commit is contained in:
GriffinR
2023-10-20 12:57:36 -04:00
parent ffdc2456cb
commit 5712777dc2
2 changed files with 7 additions and 7 deletions
+1 -1
View File
@@ -450,7 +450,7 @@ STATIC_ASSERT(sizeof(((struct BattleStruct *)0)->palaceFlags) * 8 >= MAX_BATTLER
#define DYNAMIC_TYPE_MASK ((1 << 6) - 1) #define DYNAMIC_TYPE_MASK ((1 << 6) - 1)
#define F_DYNAMIC_TYPE_IGNORE_PHYSICALITY (1 << 6) // If set, the dynamic type's physicality won't be used for certain move effects. #define F_DYNAMIC_TYPE_IGNORE_PHYSICALITY (1 << 6) // If set, the dynamic type's physicality won't be used for certain move effects.
#define F_DYNAMIC_TYPE_UNREAD (1 << 7) // Set for Hidden Power and Weather Ball but never apparently checked. #define F_DYNAMIC_TYPE_SET (1 << 7) // Set for all dynamic types to distinguish a dynamic type of Normal (0) from no dynamic type.
#define GET_MOVE_TYPE(move, typeArg) \ #define GET_MOVE_TYPE(move, typeArg) \
{ \ { \
+6 -6
View File
@@ -8841,7 +8841,7 @@ static void Cmd_hiddenpowercalc(void)
gBattleStruct->dynamicMoveType = ((NUMBER_OF_MON_TYPES - 3) * typeBits) / 63 + 1; gBattleStruct->dynamicMoveType = ((NUMBER_OF_MON_TYPES - 3) * typeBits) / 63 + 1;
if (gBattleStruct->dynamicMoveType >= TYPE_MYSTERY) if (gBattleStruct->dynamicMoveType >= TYPE_MYSTERY)
gBattleStruct->dynamicMoveType++; gBattleStruct->dynamicMoveType++;
gBattleStruct->dynamicMoveType |= F_DYNAMIC_TYPE_IGNORE_PHYSICALITY | F_DYNAMIC_TYPE_UNREAD; gBattleStruct->dynamicMoveType |= F_DYNAMIC_TYPE_IGNORE_PHYSICALITY | F_DYNAMIC_TYPE_SET;
gBattlescriptCurrInstr++; gBattlescriptCurrInstr++;
} }
@@ -9718,15 +9718,15 @@ static void Cmd_setweatherballtype(void)
if (gBattleWeather & B_WEATHER_ANY) if (gBattleWeather & B_WEATHER_ANY)
gBattleScripting.dmgMultiplier = 2; gBattleScripting.dmgMultiplier = 2;
if (gBattleWeather & B_WEATHER_RAIN) if (gBattleWeather & B_WEATHER_RAIN)
*(&gBattleStruct->dynamicMoveType) = TYPE_WATER | F_DYNAMIC_TYPE_UNREAD; *(&gBattleStruct->dynamicMoveType) = TYPE_WATER | F_DYNAMIC_TYPE_SET;
else if (gBattleWeather & B_WEATHER_SANDSTORM) else if (gBattleWeather & B_WEATHER_SANDSTORM)
*(&gBattleStruct->dynamicMoveType) = TYPE_ROCK | F_DYNAMIC_TYPE_UNREAD; *(&gBattleStruct->dynamicMoveType) = TYPE_ROCK | F_DYNAMIC_TYPE_SET;
else if (gBattleWeather & B_WEATHER_SUN) else if (gBattleWeather & B_WEATHER_SUN)
*(&gBattleStruct->dynamicMoveType) = TYPE_FIRE | F_DYNAMIC_TYPE_UNREAD; *(&gBattleStruct->dynamicMoveType) = TYPE_FIRE | F_DYNAMIC_TYPE_SET;
else if (gBattleWeather & B_WEATHER_HAIL) else if (gBattleWeather & B_WEATHER_HAIL)
*(&gBattleStruct->dynamicMoveType) = TYPE_ICE | F_DYNAMIC_TYPE_UNREAD; *(&gBattleStruct->dynamicMoveType) = TYPE_ICE | F_DYNAMIC_TYPE_SET;
else else
*(&gBattleStruct->dynamicMoveType) = TYPE_NORMAL | F_DYNAMIC_TYPE_UNREAD; *(&gBattleStruct->dynamicMoveType) = TYPE_NORMAL | F_DYNAMIC_TYPE_SET;
} }
gBattlescriptCurrInstr++; gBattlescriptCurrInstr++;