Apply suggestions from code review
Co-authored-by: Eduardo Quezada D'Ottone <eduardo602002@gmail.com>
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@ -529,9 +529,9 @@ struct MoveInfo
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#define ADDITIONAL_EFFECTS(...) ((min(ARRAY_COUNT(EFFECTS_ARR( __VA_ARGS__ )), 15)) << 28) + (uintptr_t)(EFFECTS_ARR( __VA_ARGS__ ))
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// Retrieve a move's additional effects and the count thereof
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#define GET_ADDITIONAL_EFFECTS_AND_COUNT(move, _count, _effects) u32 _count = GET_ADDITIONAL_EFFECTS_COUNT(move); const struct AdditionalEffect *_effects = GET_ADDITIONAL_EFFECTS(move)
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#define GET_ADDITIONAL_EFFECTS(move) (void *)(gMovesInfo[move].additionalEffects & 0x8FFFFFF)
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#define GET_ADDITIONAL_EFFECTS_COUNT(move) (gMovesInfo[move].additionalEffects >> 28)
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#define GET_ADDITIONAL_EFFECTS_AND_COUNT(move, _count, _effects) u32 _count = GET_ADDITIONAL_EFFECTS_COUNT(move); const struct AdditionalEffect *_effects = GET_ADDITIONAL_EFFECTS(move)
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// Just a hack to make a move boosted by Sheer Force despite having no secondary effects affected
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#define SHEER_FORCE_HACK { .moveEffect = 0, .chance = 100, }
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@ -11084,7 +11084,7 @@ bool32 IsGen6ExpShareEnabled(void)
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/* Quick way of checking if a move has move effects with match a few
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comma-separated conditions. Each condition has to check a field of AdditionalEffect. */
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#define RETURN_HAS_MOVE_ADDITIONAL_EFFECT(condition1, ...) \
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#define RETURN_HAS_MOVE_ADDITIONAL_EFFECT(condition1, ...) \
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u32 i; \
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GET_ADDITIONAL_EFFECTS_AND_COUNT(move, count, effects); \
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for (i = 0; i < count; i++) \
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@ -27,7 +27,7 @@ SINGLE_BATTLE_TEST("AdditionalEffect.chance controls the proportion of secondary
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PARAMETRIZE { move = MOVE_THUNDER_SHOCK; chance = 10; }
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PARAMETRIZE { move = MOVE_DISCHARGE; chance = 30; }
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PARAMETRIZE { move = MOVE_NUZZLE; chance = 100; }
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ASSUME(MoveHasAdditionalEffectWithChance(move, MOVE_EFFECT_PARALYSIS, chance) == TRUE);
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ASSUME(MoveHasAdditionalEffect(move, MOVE_EFFECT_PARALYSIS) == TRUE);
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PASSES_RANDOMLY(chance, 100, RNG_SECONDARY_EFFECT);
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GIVEN {
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PLAYER(SPECIES_WOBBUFFET);
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