Merge pull request #2245 from AsparagusEduardo/RHH_criticalCaptureBool

Fixed critical capture fields not using TRUE or FALSE
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DizzyEggg 2022-08-25 08:56:57 +02:00 committed by GitHub
commit c17db6d2d5
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@ -13870,13 +13870,13 @@ static void Cmd_handleballthrow(void)
u8 shakes;
u8 maxShakes;
gBattleSpritesDataPtr->animationData->isCriticalCapture = 0;
gBattleSpritesDataPtr->animationData->criticalCaptureSuccess = 0;
gBattleSpritesDataPtr->animationData->isCriticalCapture = FALSE;
gBattleSpritesDataPtr->animationData->criticalCaptureSuccess = FALSE;
if (CriticalCapture(odds))
{
maxShakes = BALL_1_SHAKE; // critical capture doesn't guarantee capture
gBattleSpritesDataPtr->animationData->isCriticalCapture = 1;
gBattleSpritesDataPtr->animationData->isCriticalCapture = TRUE;
}
else
{
@ -13900,7 +13900,7 @@ static void Cmd_handleballthrow(void)
if (shakes == maxShakes) // mon caught, copy of the code above
{
if (IsCriticalCapture())
gBattleSpritesDataPtr->animationData->criticalCaptureSuccess = 1;
gBattleSpritesDataPtr->animationData->criticalCaptureSuccess = TRUE;
UndoFormChange(gBattlerPartyIndexes[gBattlerTarget], GET_BATTLER_SIDE(gBattlerTarget), FALSE);
gBattlescriptCurrInstr = BattleScript_SuccessBallThrow;