rename to battlerAtk
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@ -34,7 +34,7 @@
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static u32 ChooseMoveOrAction_Singles(u32 battler);
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static u32 ChooseMoveOrAction_Doubles(u32 battler);
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static inline void BattleAI_DoAIProcessing(struct AI_ThinkingStruct *aiThink, u32 battler, u32 battlerDef);
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static inline void BattleAI_DoAIProcessing(struct AI_ThinkingStruct *aiThink, u32 battlerAtk, u32 battlerDef);
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static inline void BattleAI_DoAIProcessing_PredictedSwitchin(struct AI_ThinkingStruct *aiThink, struct AiLogicData *aiData, u32 battlerAtk, u32 battlerDef);
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static bool32 IsPinchBerryItemEffect(enum ItemHoldEffect holdEffect);
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@ -813,26 +813,26 @@ static inline bool32 ShouldConsiderMoveForBattler(u32 battlerAi, u32 battlerDef,
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return TRUE;
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}
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static inline void BattleAI_DoAIProcessing(struct AI_ThinkingStruct *aiThink, u32 battler, u32 battlerDef)
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static inline void BattleAI_DoAIProcessing(struct AI_ThinkingStruct *aiThink, u32 battlerAtk, u32 battlerDef)
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{
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do
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{
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if (gBattleMons[battler].pp[aiThink->movesetIndex] == 0)
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if (gBattleMons[battlerAtk].pp[aiThink->movesetIndex] == 0)
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aiThink->moveConsidered = MOVE_NONE;
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else
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aiThink->moveConsidered = gBattleMons[battler].moves[aiThink->movesetIndex];
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aiThink->moveConsidered = gBattleMons[battlerAtk].moves[aiThink->movesetIndex];
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// There is no point in calculating scores for all 3 battlers(2 opponents + 1 ally) with certain moves.
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if (aiThink->moveConsidered != MOVE_NONE
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&& aiThink->score[aiThink->movesetIndex] > 0
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&& ShouldConsiderMoveForBattler(battler, battlerDef, aiThink->moveConsidered))
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&& ShouldConsiderMoveForBattler(battlerAtk, battlerDef, aiThink->moveConsidered))
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{
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if (aiThink->aiLogicId < ARRAY_COUNT(sBattleAiFuncTable)
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&& sBattleAiFuncTable[aiThink->aiLogicId] != NULL)
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{
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// Call AI function
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aiThink->score[aiThink->movesetIndex] =
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sBattleAiFuncTable[aiThink->aiLogicId](battler,
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sBattleAiFuncTable[aiThink->aiLogicId](battlerAtk,
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battlerDef,
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aiThink->moveConsidered,
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aiThink->score[aiThink->movesetIndex]);
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