Remove potential pitfall with saved damage for recoil moves (#6485)

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Alex 2025-03-28 15:52:50 +01:00 committed by GitHub
parent b60fcc9a72
commit 06c4a37b1f
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@ -6406,10 +6406,9 @@ static void Cmd_moveend(void)
else if (moveEffect == EFFECT_RECOIL
&& !(gBattleStruct->moveResultFlags[gBattlerTarget] & MOVE_RESULT_NO_EFFECT)
&& IsBattlerAlive(gBattlerAttacker)
&& IsBattlerTurnDamaged(gBattlerTarget)
&& gBattleScripting.savedDmg != 0) // Some checks may be redundant alongside this one
&& IsBattlerTurnDamaged(gBattlerTarget))
{
gBattleStruct->moveDamage[gBattlerAttacker] = max(1, gBattleScripting.savedDmg * max(1, moveRecoil) / 100);
gBattleStruct->moveDamage[gBattlerAttacker] = max(1, gBattleStruct->moveDamage[gBattlerTarget] * max(1, moveRecoil) / 100);
BattleScriptPushCursor();
gBattlescriptCurrInstr = BattleScript_MoveEffectRecoil;
effect = TRUE;