Missed two uses of new hazard type enum (#5996)

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Pawkkie 2025-01-10 18:14:15 -05:00 committed by GitHub
parent 0fefb444de
commit f8151f0be5
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@ -7755,7 +7755,7 @@ static bool32 DoSwitchInEffectsForBattler(u32 battler)
&& GetBattlerAbility(battler) != ABILITY_MAGIC_GUARD)
{
gDisableStructs[battler].stealthRockDone = TRUE;
gBattleStruct->moveDamage[battler] = GetStealthHazardDamage(TYPE_ROCK, battler);
gBattleStruct->moveDamage[battler] = GetStealthHazardDamage(TYPE_SIDE_HAZARD_POINTED_STONES, battler);
if (gBattleStruct->moveDamage[battler] != 0)
SetDmgHazardsBattlescript(battler, B_MSG_STEALTHROCKDMG);
@ -7814,7 +7814,7 @@ static bool32 DoSwitchInEffectsForBattler(u32 battler)
&& GetBattlerAbility(battler) != ABILITY_MAGIC_GUARD)
{
gDisableStructs[battler].steelSurgeDone = TRUE;
gBattleStruct->moveDamage[battler] = GetStealthHazardDamage(TYPE_STEEL, battler);
gBattleStruct->moveDamage[battler] = GetStealthHazardDamage(TYPE_SIDE_HAZARD_SHARP_STEEL, battler);
if (gBattleStruct->moveDamage[battler] != 0)
SetDmgHazardsBattlescript(battler, B_MSG_SHARPSTEELDMG);