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small improvement
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parent
9031f5a063
commit
0081c3a8fd
@ -336,18 +336,18 @@ void Ai_UpdateFaintData(u32 battler)
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aiMon->isFainted = TRUE;
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}
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static void SetBattlerAiData(u32 battler)
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static void SetBattlerAiData(u32 battler, struct AiLogicData *aiData)
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{
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u32 ability, holdEffect;
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ability = AI_DATA->abilities[battler] = AI_GetAbility(battler);
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AI_DATA->items[battler] = gBattleMons[battler].item;
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holdEffect = AI_DATA->holdEffects[battler] = AI_GetHoldEffect(battler);
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AI_DATA->holdEffectParams[battler] = GetBattlerHoldEffectParam(battler);
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AI_DATA->predictedMoves[battler] = gLastMoves[battler];
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AI_DATA->hpPercents[battler] = GetHealthPercentage(battler);
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AI_DATA->moveLimitations[battler] = CheckMoveLimitations(battler, 0, MOVE_LIMITATIONS_ALL);
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AI_DATA->speedStats[battler] = GetBattlerTotalSpeedStatArgs(battler, ability, holdEffect);
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ability = aiData->abilities[battler] = AI_GetAbility(battler);
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aiData->items[battler] = gBattleMons[battler].item;
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holdEffect = aiData->holdEffects[battler] = AI_GetHoldEffect(battler);
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aiData->holdEffectParams[battler] = GetBattlerHoldEffectParam(battler);
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aiData->predictedMoves[battler] = gLastMoves[battler];
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aiData->hpPercents[battler] = GetHealthPercentage(battler);
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aiData->moveLimitations[battler] = CheckMoveLimitations(battler, 0, MOVE_LIMITATIONS_ALL);
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aiData->speedStats[battler] = GetBattlerTotalSpeedStatArgs(battler, ability, holdEffect);
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}
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static void SetBattlerAiMovesData(u32 battlerAtk, u32 battlersCount)
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@ -402,7 +402,7 @@ void SetAiLogicDataForTurn(void)
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if (!IsBattlerAlive(battlerAtk))
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continue;
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SetBattlerAiData(battlerAtk);
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SetBattlerAiData(battlerAtk, AI_DATA);
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SetBattlerAiMovesData(battlerAtk, battlersCount);
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}
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}
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