Remove pursuitSwitchByMove and additional if statement (#6326)

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PhallenTree 2025-02-23 10:49:00 +00:00 committed by GitHub
parent 7c78053a8c
commit 9479b67964
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3 changed files with 2 additions and 6 deletions

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@ -816,7 +816,6 @@ struct BattleStruct
u8 additionalEffectsCounter:4; // A counter for the additionalEffects applied by the current move in Cmd_setadditionaleffects
u8 redCardActivates:1;
u8 padding2:2; // padding in the middle so pursuit fields are together
u8 pursuitSwitchByMove:1;
u8 pursuitStoredSwitch; // Stored id for the Pursuit target's switch
s32 battlerExpReward;
u16 prevTurnSpecies[MAX_BATTLERS_COUNT]; // Stores species the AI has in play at start of turn

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@ -7329,7 +7329,7 @@ static void Cmd_moveend(void)
else if (IsBattlerAlive(gBattlerTarget))
{
gBattlerAttacker = gBattlerTarget;
if (gBattleStruct->pursuitSwitchByMove)
if (gBattleStruct->pursuitStoredSwitch == PARTY_SIZE)
gBattlescriptCurrInstr = BattleScript_MoveSwitchOpenPartyScreen;
else
gBattlescriptCurrInstr = BattleScript_DoSwitchOut;
@ -14270,7 +14270,6 @@ static void Cmd_jumpifnopursuitswitchdmg(void)
{
ChangeOrderTargetAfterAttacker();
gBattleStruct->battlerState[gBattlerAttacker].pursuitTarget = TRUE;
gBattleStruct->pursuitSwitchByMove = gActionsByTurnOrder[gCurrentTurnActionNumber] == B_ACTION_USE_MOVE;
gBattleStruct->pursuitStoredSwitch = gBattleStruct->monToSwitchIntoId[gBattlerAttacker];
gBattleStruct->moveTarget[gBattlerTarget] = gBattlerAttacker;
gBattlerTarget = savedTarget;

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@ -3214,7 +3214,6 @@ static void CancellerAsleep(u32 *effect)
{
u32 moveEffect = GetMoveEffect(gChosenMove);
if (moveEffect != EFFECT_SNORE && moveEffect != EFFECT_SLEEP_TALK)
if (gChosenMove != MOVE_SNORE && gChosenMove != MOVE_SLEEP_TALK)
{
gBattlescriptCurrInstr = BattleScript_MoveUsedIsAsleep;
gHitMarker |= HITMARKER_UNABLE_TO_USE_MOVE;
@ -12256,8 +12255,7 @@ void ClearPursuitValues(void)
{
for (u32 i = 0; i < gBattlersCount; i++)
gBattleStruct->battlerState[i].pursuitTarget = FALSE;
gBattleStruct->pursuitSwitchByMove = FALSE;
gBattleStruct->pursuitStoredSwitch = 0;
gBattleStruct->pursuitStoredSwitch = PARTY_SIZE;
}
void ClearPursuitValuesIfSet(u32 battler)