Use B_ACTION constants
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+4
-4
@@ -4025,7 +4025,7 @@ void BattleTurnPassed(void)
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if (gBattleOutcome != 0)
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if (gBattleOutcome != 0)
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{
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{
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gCurrentActionFuncId = 12;
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gCurrentActionFuncId = B_ACTION_FINISHED;
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gBattleMainFunc = RunTurnActionsFunctions;
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gBattleMainFunc = RunTurnActionsFunctions;
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return;
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return;
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}
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}
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@@ -4979,7 +4979,7 @@ static void CheckFocusPunch_ClearVarsBeforeTurnStarts(void)
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static void RunTurnActionsFunctions(void)
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static void RunTurnActionsFunctions(void)
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{
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{
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if (gBattleOutcome != 0)
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if (gBattleOutcome != 0)
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gCurrentActionFuncId = 12;
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gCurrentActionFuncId = B_ACTION_FINISHED;
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*(&gBattleStruct->savedTurnActionNumber) = gCurrentTurnActionNumber;
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*(&gBattleStruct->savedTurnActionNumber) = gCurrentTurnActionNumber;
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sTurnActionsFuncsTable[gCurrentActionFuncId]();
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sTurnActionsFuncsTable[gCurrentActionFuncId]();
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@@ -5139,7 +5139,7 @@ static void HandleEndTurn_MonFled(void)
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static void HandleEndTurn_FinishBattle(void)
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static void HandleEndTurn_FinishBattle(void)
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{
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{
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if (gCurrentActionFuncId == 0xB || gCurrentActionFuncId == 0xC)
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if (gCurrentActionFuncId == B_ACTION_TRY_FINISH || gCurrentActionFuncId == B_ACTION_FINISHED)
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{
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{
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if (!(gBattleTypeFlags & (BATTLE_TYPE_LINK
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if (!(gBattleTypeFlags & (BATTLE_TYPE_LINK
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| BATTLE_TYPE_x2000000
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| BATTLE_TYPE_x2000000
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@@ -5284,7 +5284,7 @@ static void ReturnFromBattleToOverworld(void)
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void RunBattleScriptCommands_PopCallbacksStack(void)
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void RunBattleScriptCommands_PopCallbacksStack(void)
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{
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{
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if (gCurrentActionFuncId == 0xB || gCurrentActionFuncId == 0xC)
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if (gCurrentActionFuncId == B_ACTION_TRY_FINISH || gCurrentActionFuncId == B_ACTION_FINISHED)
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{
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{
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if (gBattleResources->battleCallbackStack->size != 0)
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if (gBattleResources->battleCallbackStack->size != 0)
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gBattleResources->battleCallbackStack->size--;
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gBattleResources->battleCallbackStack->size--;
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