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https://github.com/Ninjdai1/pokeemerald.git
synced 2025-01-26 21:33:53 +01:00
Remove trailing whitespace
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f50faac244
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@ -464,7 +464,7 @@ static u8 ChooseMoveOrAction_Doubles(void)
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if (i == sBattler_AI || gBattleMons[i].hp == 0)
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{
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actionOrMoveIndex[i] = 0xFF;
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bestMovePointsForTarget[i] = -1 ;
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bestMovePointsForTarget[i] = -1;
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}
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else
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{
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@ -5594,7 +5594,7 @@ bool8 TryRunFromBattle(u8 battler)
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if (holdEffect == HOLD_EFFECT_CAN_ALWAYS_RUN)
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{
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gLastUsedItem = gBattleMons[battler].item ;
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gLastUsedItem = gBattleMons[battler].item;
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gProtectStructs[battler].fleeFlag = 1;
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effect++;
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}
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@ -1458,7 +1458,7 @@ static u16 sub_81A9F90(u8 count)
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do
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{
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trainerId = sub_8162548(challengeNum + 1, battleNum);
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for (i = 0 ; i < count; i++)
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for (i = 0; i < count; i++)
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{
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if (gSaveBlock2Ptr->frontier.field_CB4[i] == trainerId)
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break;
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@ -1470,7 +1470,7 @@ static u16 sub_81A9F90(u8 count)
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do
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{
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trainerId = sub_8162548(challengeNum, battleNum);
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for (i = 0 ; i < count; i++)
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for (i = 0; i < count; i++)
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{
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if (gSaveBlock2Ptr->frontier.field_CB4[i] == trainerId)
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break;
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@ -1211,7 +1211,7 @@ void sub_80D304C(u16 offset)
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if(offset <= 0xA0)
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{
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monIconPalettePtr = gMonIconPaletteTable;
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for(i = 5; i >= 0 ; i--)
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for(i = 5; i >= 0; i--)
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{
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LoadPalette(monIconPalettePtr->data, offset, 0x20);
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offset += 0x10;
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@ -871,7 +871,7 @@ static s32 RotatingGate_CanRotate(u8 gateId, s32 rotationDirection)
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y = gRotatingGate_PuzzleConfig[gateId].y + 7;
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// Loop through the gate's "arms" clockwise (north, south, east, west)
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for (i = GATE_ARM_NORTH ; i <= GATE_ARM_WEST; i++)
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for (i = GATE_ARM_NORTH; i <= GATE_ARM_WEST; i++)
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{
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// Ensure that no part of the arm collides with the map
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for (j = 0; j < GATE_ARM_MAX_LENGTH; j++)
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@ -890,13 +890,13 @@ static u16 CalcNewMinHandAngle(u16 angle, u8 direction, u8 speed)
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{
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case MVMT_BACKWARD:
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if (angle)
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angle -= delta ;
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angle -= delta;
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else
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angle = 360 - delta ;
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angle = 360 - delta;
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break;
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case MVMT_FORWARD:
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if (angle < 360 - delta )
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angle += delta ;
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if (angle < 360 - delta)
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angle += delta;
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else
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angle = 0;
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break;
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