Rename absentBattlerFlags to absent (#6432)
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@ -628,7 +628,7 @@ struct BattlerState
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u8 targetsDone[MAX_BATTLERS_COUNT];
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u32 commandingDondozo:1;
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u32 absentBattlerFlags:1;
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u32 absent:1;
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u32 focusPunchBattlers:1;
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u32 multipleSwitchInBattlers:1;
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u32 alreadyStatusedMoveAttempt:1; // For example when using Thunder Wave on an already paralyzed Pokémon.
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@ -691,7 +691,6 @@ struct BattleStruct
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u8 stateIdAfterSelScript[MAX_BATTLERS_COUNT];
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u8 prevSelectedPartySlot;
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u8 stringMoveType;
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u8 absentBattlerFlags;
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u8 palaceFlags; // First 4 bits are "is <= 50% HP and not asleep" for each battler, last 4 bits are selected moves to pass to AI
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u8 field_93; // related to choosing pokemon?
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u8 wallyBattleState;
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@ -3883,7 +3883,7 @@ static void TryDoEventsBeforeFirstTurn(void)
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gBattleStruct->monToSwitchIntoId[i] = PARTY_SIZE;
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gChosenActionByBattler[i] = B_ACTION_NONE;
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gChosenMoveByBattler[i] = MOVE_NONE;
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gBattleStruct->battlerState[i].absentBattlerFlags = (gAbsentBattlerFlags & (1u << i) ? TRUE : FALSE);
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gBattleStruct->battlerState[i].absent = (gAbsentBattlerFlags & (1u << i) ? TRUE : FALSE);
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}
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TurnValuesCleanUp(FALSE);
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SpecialStatusesClear();
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@ -4001,7 +4001,7 @@ void BattleTurnPassed(void)
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{
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gChosenActionByBattler[i] = B_ACTION_NONE;
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gChosenMoveByBattler[i] = MOVE_NONE;
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gBattleStruct->battlerState[i].absentBattlerFlags = (gAbsentBattlerFlags & (1u << i) ? TRUE : FALSE);
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gBattleStruct->battlerState[i].absent = (gAbsentBattlerFlags & (1u << i) ? TRUE : FALSE);
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gBattleStruct->monToSwitchIntoId[i] = PARTY_SIZE;
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gStatuses4[i] &= ~STATUS4_ELECTRIFIED;
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}
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@ -4213,10 +4213,10 @@ static void HandleTurnActionSelectionState(void)
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gBattleStruct->monToSwitchIntoId[battler] = PARTY_SIZE;
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if (gBattleTypeFlags & BATTLE_TYPE_MULTI
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|| (position & BIT_FLANK) == B_FLANK_LEFT
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|| gBattleStruct->battlerState[GetBattlerAtPosition(BATTLE_PARTNER(position))].absentBattlerFlags
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|| gBattleStruct->battlerState[GetBattlerAtPosition(BATTLE_PARTNER(position))].absent
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|| gBattleCommunication[GetBattlerAtPosition(BATTLE_PARTNER(position))] == STATE_WAIT_ACTION_CONFIRMED)
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{
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if (gBattleStruct->battlerState[battler].absentBattlerFlags || gBattleStruct->battlerState[battler].commandingDondozo)
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if (gBattleStruct->battlerState[battler].absent || gBattleStruct->battlerState[battler].commandingDondozo)
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{
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gChosenActionByBattler[battler] = B_ACTION_NOTHING_FAINTED;
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if (!(gBattleTypeFlags & BATTLE_TYPE_MULTI))
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@ -4591,7 +4591,7 @@ static void HandleTurnActionSelectionState(void)
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if (((gBattleTypeFlags & BATTLE_TYPE_MULTI) || !IsDoubleBattle())
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|| (position & BIT_FLANK) != B_FLANK_LEFT
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|| gBattleStruct->battlerState[GetBattlerAtPosition(BATTLE_PARTNER(position))].absentBattlerFlags)
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|| gBattleStruct->battlerState[GetBattlerAtPosition(BATTLE_PARTNER(position))].absent)
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{
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BtlController_EmitLinkStandbyMsg(battler, BUFFER_A, LINK_STANDBY_MSG_STOP_BOUNCE, i);
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}
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@ -6737,7 +6737,7 @@ static void Cmd_moveend(void)
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}
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u32 originalEffect = GetMoveEffect(originallyUsedMove);
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if (!(gAbsentBattlerFlags & (1u << gBattlerAttacker))
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&& !gBattleStruct->battlerState[gBattlerAttacker].absentBattlerFlags
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&& !gBattleStruct->battlerState[gBattlerAttacker].absent
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&& originalEffect != EFFECT_BATON_PASS && originalEffect != EFFECT_HEALING_WISH)
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{
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if (gHitMarker & HITMARKER_OBEYS)
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@ -6781,7 +6781,7 @@ static void Cmd_moveend(void)
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break;
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case MOVEEND_MIRROR_MOVE: // mirror move
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if (!(gAbsentBattlerFlags & (1u << gBattlerAttacker))
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&& !gBattleStruct->battlerState[gBattlerAttacker].absentBattlerFlags
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&& !gBattleStruct->battlerState[gBattlerAttacker].absent
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&& !IsMoveMirrorMoveBanned(originallyUsedMove)
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&& gHitMarker & HITMARKER_OBEYS
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&& gBattlerAttacker != gBattlerTarget
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@ -312,7 +312,7 @@ void HandleAction_UseMove(void)
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u32 i;
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gBattlerAttacker = gBattlerByTurnOrder[gCurrentTurnActionNumber];
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if (gBattleStruct->battlerState[gBattlerAttacker].absentBattlerFlags
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if (gBattleStruct->battlerState[gBattlerAttacker].absent
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|| gBattleStruct->battlerState[gBattlerAttacker].commandingDondozo
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|| !IsBattlerAlive(gBattlerAttacker))
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{
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