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Merge pull request #2245 from AsparagusEduardo/RHH_criticalCaptureBool
Fixed critical capture fields not using TRUE or FALSE
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commit
c17db6d2d5
@ -13870,13 +13870,13 @@ static void Cmd_handleballthrow(void)
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u8 shakes;
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u8 maxShakes;
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gBattleSpritesDataPtr->animationData->isCriticalCapture = 0;
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gBattleSpritesDataPtr->animationData->criticalCaptureSuccess = 0;
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gBattleSpritesDataPtr->animationData->isCriticalCapture = FALSE;
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gBattleSpritesDataPtr->animationData->criticalCaptureSuccess = FALSE;
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if (CriticalCapture(odds))
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{
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maxShakes = BALL_1_SHAKE; // critical capture doesn't guarantee capture
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gBattleSpritesDataPtr->animationData->isCriticalCapture = 1;
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gBattleSpritesDataPtr->animationData->isCriticalCapture = TRUE;
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}
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else
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{
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@ -13900,7 +13900,7 @@ static void Cmd_handleballthrow(void)
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if (shakes == maxShakes) // mon caught, copy of the code above
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{
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if (IsCriticalCapture())
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gBattleSpritesDataPtr->animationData->criticalCaptureSuccess = 1;
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gBattleSpritesDataPtr->animationData->criticalCaptureSuccess = TRUE;
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UndoFormChange(gBattlerPartyIndexes[gBattlerTarget], GET_BATTLER_SIDE(gBattlerTarget), FALSE);
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gBattlescriptCurrInstr = BattleScript_SuccessBallThrow;
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