Add controller buffer constants, finish misc battle doc
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@@ -108,16 +108,13 @@ void SwitchPartyOrderInGameMulti(u8 battlerId, u8 arg1)
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if (GetBattlerSide(battlerId) != B_SIDE_OPPONENT)
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{
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s32 i;
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// gBattleStruct->field_60[0][i]
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for (i = 0; i < (int)ARRAY_COUNT(gBattlePartyCurrentOrder); i++)
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gBattlePartyCurrentOrder[i] = *(0 * 3 + i + (u8*)(gBattleStruct->field_60));
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gBattlePartyCurrentOrder[i] = *(0 * 3 + i + (u8*)(gBattleStruct->battlerPartyOrders));
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SwitchPartyMonSlots(GetPartyIdFromBattlePartyId(gBattlerPartyIndexes[battlerId]), GetPartyIdFromBattlePartyId(arg1));
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for (i = 0; i < (int)ARRAY_COUNT(gBattlePartyCurrentOrder); i++)
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*(0 * 3 + i + (u8*)(gBattleStruct->field_60)) = gBattlePartyCurrentOrder[i];
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*(0 * 3 + i + (u8*)(gBattleStruct->battlerPartyOrders)) = gBattlePartyCurrentOrder[i];
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}
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}
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@@ -207,7 +204,7 @@ 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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BtlController_EmitSetMonData(0, REQUEST_STATUS_BATTLE, 0, 4, &gBattleMons[gActiveBattler].status1);
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BtlController_EmitSetMonData(BUFFER_A, REQUEST_STATUS_BATTLE, 0, 4, &gBattleMons[gActiveBattler].status1);
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MarkBattlerForControllerExec(gActiveBattler);
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}
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