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document design oddity, use constants, correct comment
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@ -2,6 +2,7 @@
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#include "battle.h"
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#include "battle_anim.h"
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#include "battle_controllers.h"
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#include "battle_main.h"
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#include "data.h"
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#include "pokemon.h"
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#include "random.h"
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@ -66,13 +67,13 @@ static bool8 ShouldSwitchIfWonderGuard(void)
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if (gBattleTypeFlags & (BATTLE_TYPE_TWO_OPPONENTS | BATTLE_TYPE_TOWER_LINK_MULTI))
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{
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if ((gActiveBattler & BIT_FLANK) == B_FLANK_LEFT)
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firstId = 0, lastId = 3;
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firstId = 0, lastId = PARTY_SIZE / 2;
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else
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firstId = 3, lastId = 6;
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firstId = PARTY_SIZE / 2, lastId = PARTY_SIZE;
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}
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else
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{
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firstId = 0, lastId = 6;
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firstId = 0, lastId = PARTY_SIZE;
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}
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if (GetBattlerSide(gActiveBattler) == B_SIDE_PLAYER)
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@ -162,13 +163,13 @@ static bool8 FindMonThatAbsorbsOpponentsMove(void)
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if (gBattleTypeFlags & (BATTLE_TYPE_TWO_OPPONENTS | BATTLE_TYPE_TOWER_LINK_MULTI))
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{
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if ((gActiveBattler & BIT_FLANK) == B_FLANK_LEFT)
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firstId = 0, lastId = 3;
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firstId = 0, lastId = PARTY_SIZE / 2;
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else
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firstId = 3, lastId = 6;
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firstId = PARTY_SIZE / 2, lastId = PARTY_SIZE;
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}
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else
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{
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firstId = 0, lastId = 6;
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firstId = 0, lastId = PARTY_SIZE;
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}
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if (GetBattlerSide(gActiveBattler) == B_SIDE_PLAYER)
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@ -357,13 +358,13 @@ static bool8 FindMonWithFlagsAndSuperEffective(u8 flags, u8 moduloPercent)
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if (gBattleTypeFlags & (BATTLE_TYPE_TWO_OPPONENTS | BATTLE_TYPE_TOWER_LINK_MULTI))
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{
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if ((gActiveBattler & BIT_FLANK) == 0)
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firstId = 0, lastId = 3;
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firstId = 0, lastId = PARTY_SIZE / 2;
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else
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firstId = 3, lastId = 6;
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firstId = PARTY_SIZE / 2, lastId = PARTY_SIZE;
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}
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else
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{
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firstId = 0, lastId = 6;
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firstId = 0, lastId = PARTY_SIZE;
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}
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if (GetBattlerSide(gActiveBattler) == B_SIDE_PLAYER)
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@ -468,13 +469,13 @@ static bool8 ShouldSwitch(void)
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if (gBattleTypeFlags & (BATTLE_TYPE_TWO_OPPONENTS | BATTLE_TYPE_TOWER_LINK_MULTI))
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{
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if ((gActiveBattler & BIT_FLANK) == B_FLANK_LEFT)
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firstId = 0, lastId = 3;
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firstId = 0, lastId = PARTY_SIZE / 2;
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else
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firstId = 3, lastId = 6;
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firstId = PARTY_SIZE / 2, lastId = PARTY_SIZE;
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}
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else
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{
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firstId = 0, lastId = 6;
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firstId = 0, lastId = PARTY_SIZE;
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}
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if (GetBattlerSide(gActiveBattler) == B_SIDE_PLAYER)
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@ -559,13 +560,13 @@ void AI_TrySwitchOrUseItem(void)
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if (gBattleTypeFlags & (BATTLE_TYPE_TWO_OPPONENTS | BATTLE_TYPE_TOWER_LINK_MULTI))
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{
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if ((gActiveBattler & BIT_FLANK) == B_FLANK_LEFT)
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firstId = 0, lastId = 3;
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firstId = 0, lastId = PARTY_SIZE / 2;
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else
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firstId = 3, lastId = 6;
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firstId = PARTY_SIZE / 2, lastId = PARTY_SIZE;
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}
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else
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{
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firstId = 0, lastId = 6;
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firstId = 0, lastId = PARTY_SIZE;
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}
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for (monToSwitchId = firstId; monToSwitchId < lastId; monToSwitchId++)
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@ -615,10 +616,10 @@ static void ModulateByTypeEffectiveness(u8 atkType, u8 defType1, u8 defType2, u8
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{
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// Check type1.
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if (TYPE_EFFECT_DEF_TYPE(i) == defType1)
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*var = (*var * TYPE_EFFECT_MULTIPLIER(i)) / 10;
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*var = (*var * TYPE_EFFECT_MULTIPLIER(i)) / TYPE_MUL_NORMAL;
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// Check type2.
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if (TYPE_EFFECT_DEF_TYPE(i) == defType2 && defType1 != defType2)
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*var = (*var * TYPE_EFFECT_MULTIPLIER(i)) / 10;
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*var = (*var * TYPE_EFFECT_MULTIPLIER(i)) / TYPE_MUL_NORMAL;
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}
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i += 3;
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}
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@ -627,7 +628,7 @@ static void ModulateByTypeEffectiveness(u8 atkType, u8 defType1, u8 defType2, u8
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u8 GetMostSuitableMonToSwitchInto(void)
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{
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u8 opposingBattler;
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u8 bestDmg; // Note : should be changed to u32 for obvious reasons.
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u8 bestDmg; // Note: should be changed to s32 since it is also used for the actual damage done later
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u8 bestMonId;
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u8 battlerIn1, battlerIn2;
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s32 firstId;
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@ -665,13 +666,13 @@ u8 GetMostSuitableMonToSwitchInto(void)
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if (gBattleTypeFlags & (BATTLE_TYPE_TWO_OPPONENTS | BATTLE_TYPE_TOWER_LINK_MULTI))
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{
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if ((gActiveBattler & BIT_FLANK) == B_FLANK_LEFT)
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firstId = 0, lastId = 3;
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firstId = 0, lastId = PARTY_SIZE / 2;
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else
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firstId = 3, lastId = 6;
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firstId = PARTY_SIZE / 2, lastId = PARTY_SIZE;
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}
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else
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{
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firstId = 0, lastId = 6;
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firstId = 0, lastId = PARTY_SIZE;
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}
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if (GetBattlerSide(gActiveBattler) == B_SIDE_PLAYER)
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@ -683,7 +684,7 @@ u8 GetMostSuitableMonToSwitchInto(void)
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while (invalidMons != 0x3F) // All mons are invalid.
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{
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bestDmg = 0;
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bestDmg = ;
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bestMonId = 6;
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// Find the mon whose type is the most suitable offensively.
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for (i = firstId; i < lastId; i++)
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@ -699,9 +700,13 @@ u8 GetMostSuitableMonToSwitchInto(void)
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{
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u8 type1 = gBaseStats[species].type1;
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u8 type2 = gBaseStats[species].type2;
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u8 typeDmg = 10;
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u8 typeDmg = TYPE_MUL_NORMAL;
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ModulateByTypeEffectiveness(gBattleMons[opposingBattler].type1, type1, type2, &typeDmg);
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ModulateByTypeEffectiveness(gBattleMons[opposingBattler].type2, type1, type2, &typeDmg);
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/* Possible bug: this comparison gives the type that takes the most damage, when
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a "good" AI would want to select the type that takes the least damage. Unknown if this
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is a legitimate mistake or if it's an intentional, if weird, design choice*/
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if (bestDmg < typeDmg)
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{
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bestDmg = typeDmg;
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