Use non-preproc guards on AI frame count
Co-authored-by: hedara90 <90hedara@gmail.com>
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@ -473,9 +473,8 @@ void SetAiLogicDataForTurn(struct AiLogicData *aiData)
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battlersCount = gBattlersCount;
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AI_DATA->aiCalcInProgress = TRUE;
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#if DEBUG_AI_DELAY_TIMER
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CycleCountStart();
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#endif
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if (DEBUG_AI_DELAY_TIMER)
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CycleCountStart();
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for (battlerAtk = 0; battlerAtk < battlersCount; battlerAtk++)
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{
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if (!IsBattlerAlive(battlerAtk))
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@ -491,10 +490,9 @@ void SetAiLogicDataForTurn(struct AiLogicData *aiData)
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SetBattlerAiMovesData(aiData, battlerAtk, battlersCount, weather);
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}
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#if DEBUG_AI_DELAY_TIMER
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// We add to existing to compound multiple calls
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gBattleStruct->aiDelayCycles += CycleCountEnd();
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#endif
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if (DEBUG_AI_DELAY_TIMER)
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// We add to existing to compound multiple calls
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gBattleStruct->aiDelayCycles += CycleCountEnd();
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AI_DATA->aiCalcInProgress = FALSE;
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}
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@ -2011,7 +2011,7 @@ static void HandleChooseActionAfterDma3(u32 battler)
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{
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gBattleStruct->aiDelayFrames = gMain.vblankCounter1 - gBattleStruct->aiDelayTimer;
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gBattleStruct->aiDelayTimer = 0;
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#if DEBUG_AI_DELAY_TIMER
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if (DEBUG_AI_DELAY_TIMER)
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{
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static const u8 sFramesText[] = _(" frames thinking\n");
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static const u8 sCyclesText[] = _(" cycles");
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@ -2023,7 +2023,6 @@ static void HandleChooseActionAfterDma3(u32 battler)
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StringAppend(gDisplayedStringBattle, sCyclesText);
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BattlePutTextOnWindow(gDisplayedStringBattle, B_WIN_ACTION_PROMPT);
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}
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#endif // DEBUG_AI_DELAY_TIMER
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}
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gBattlerControllerFuncs[battler] = HandleInputChooseAction;
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}
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