Added AI switch display to the battle debug (#6529)
Co-authored-by: Hedara <hedara90@gmail.com>
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@ -421,6 +421,7 @@ static const u8 sText_SubstituteHp[] = _("Substitute HP");
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static const u8 sText_InLove[] = _("In Love");
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static const u8 sText_Unknown[] = _("Unknown");
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static const u8 sText_EmptyString[] = _("");
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static const u8 sText_IsSwitching[] = _("Switching to ");
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static const struct BitfieldInfo sStatus1Bitfield[] =
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{
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@ -979,6 +980,14 @@ static void PutMovesPointsText(struct BattleDebugMenu *data)
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}
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}
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if (AI_DATA->shouldSwitch & (1u << data->aiBattlerId))
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{
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u32 switchMon = GetMonData(&gEnemyParty[AI_DATA->mostSuitableMonId[data->aiBattlerId]], MON_DATA_SPECIES);
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AddTextPrinterParameterized(data->aiMovesWindowId, FONT_NORMAL, sText_IsSwitching, 74, 64, 0, NULL);
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AddTextPrinterParameterized(data->aiMovesWindowId, FONT_NORMAL, gSpeciesInfo[switchMon].speciesName, 74 + 68, 64, 0, NULL);
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}
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CopyWindowToVram(data->aiMovesWindowId, COPYWIN_FULL);
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Free(text);
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}
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