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fix GetBattleAnimMoveTargets logic (#3278)
* fix GetBattleAnimMoveTargets logic * more efficient GetBattleAnimMoveTargets --------- Co-authored-by: ghoulslash <pokevoyager0@gmail.com>
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@ -54,7 +54,8 @@
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#define WEATHER_HAS_EFFECT ((!IsAbilityOnField(ABILITY_CLOUD_NINE) && !IsAbilityOnField(ABILITY_AIR_LOCK)))
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#define WEATHER_HAS_EFFECT ((!IsAbilityOnField(ABILITY_CLOUD_NINE) && !IsAbilityOnField(ABILITY_AIR_LOCK)))
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#define IS_WHOLE_SIDE_ALIVE(battler)((IsBattlerAlive(battler) && IsBattlerAlive(BATTLE_PARTNER(battler))))
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#define IS_WHOLE_SIDE_ALIVE(battler) ((IsBattlerAlive(battler) && IsBattlerAlive(BATTLE_PARTNER(battler))))
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#define IS_ALIVE_AND_PRESENT(battler) (IsBattlerAlive(battler) && IsBattlerSpritePresent(battler))
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// for Natural Gift and Fling
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// for Natural Gift and Fling
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struct TypePower
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struct TypePower
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@ -435,32 +435,27 @@ static void Cmd_unloadspritegfx(void)
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static u8 GetBattleAnimMoveTargets(u8 battlerArgIndex, u8 *targets)
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static u8 GetBattleAnimMoveTargets(u8 battlerArgIndex, u8 *targets)
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{
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{
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u8 numTargets = 1;
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u8 numTargets = 0;
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int idx = 0;
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u32 battler = gBattleAnimArgs[battlerArgIndex];
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switch (GetBattlerMoveTargetType(gBattleAnimAttacker, gAnimMoveIndex))
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switch (GetBattlerMoveTargetType(gBattleAnimAttacker, gAnimMoveIndex))
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{
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{
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case MOVE_TARGET_BOTH:
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targets[0] = gBattleAnimArgs[battlerArgIndex];
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numTargets = 1;
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if (IsBattlerAlive(BATTLE_PARTNER(targets[0])))
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{
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targets[1] = BATTLE_PARTNER(targets[0]);
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numTargets = 2;
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}
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break;
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case MOVE_TARGET_FOES_AND_ALLY:
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case MOVE_TARGET_FOES_AND_ALLY:
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targets[0] = gBattleAnimArgs[battlerArgIndex];
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if (IS_ALIVE_AND_PRESENT(BATTLE_PARTNER(BATTLE_OPPOSITE(battler)))) {
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numTargets = 1;
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targets[idx++] = BATTLE_PARTNER(BATTLE_OPPOSITE(battler));
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if (IsBattlerAlive(BATTLE_PARTNER(targets[0])))
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{
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targets[1] = BATTLE_PARTNER(targets[0]);
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numTargets++;
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numTargets++;
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}
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}
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// fallthrough
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if (IsBattlerAlive(BATTLE_PARTNER(BATTLE_OPPOSITE(targets[0]))))
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case MOVE_TARGET_BOTH:
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{
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if (IS_ALIVE_AND_PRESENT(battler)) {
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targets[2] = BATTLE_PARTNER(BATTLE_OPPOSITE(targets[0]));
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targets[idx++] = battler;
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numTargets++;
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numTargets++;
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}
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}
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battler = BATTLE_PARTNER(battler);
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if (IS_ALIVE_AND_PRESENT(battler)) {
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targets[idx++] = battler;
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numTargets++;
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}
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break;
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break;
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default:
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default:
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targets[0] = gBattleAnimArgs[battlerArgIndex]; // original
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targets[0] = gBattleAnimArgs[battlerArgIndex]; // original
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@ -551,7 +546,9 @@ static void CreateSpriteOnTargets(const struct SpriteTemplate *template, u8 argV
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subpriority = GetSubpriorityForMoveAnim(argVar);
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subpriority = GetSubpriorityForMoveAnim(argVar);
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ntargets = GetBattleAnimMoveTargets(battlerArgIndex, targets);
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ntargets = GetBattleAnimMoveTargets(battlerArgIndex, targets);
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if (ntargets == 0)
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return;
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for (i = 0; i < ntargets; i++) {
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for (i = 0; i < ntargets; i++) {
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if (overwriteAnimTgt)
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if (overwriteAnimTgt)
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@ -676,7 +673,9 @@ static void Cmd_createvisualtaskontargets(void)
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}
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}
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numArgs = GetBattleAnimMoveTargets(battlerArgIndex, targets);
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numArgs = GetBattleAnimMoveTargets(battlerArgIndex, targets);
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if (numArgs == 0)
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return;
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for (i = 0; i < numArgs; i++)
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for (i = 0; i < numArgs; i++)
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{
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{
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gBattleAnimArgs[battlerArgIndex] = targets[i];
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gBattleAnimArgs[battlerArgIndex] = targets[i];
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