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[Critical] fix memory corruption when handling trigger sprites (#3238)
Co-authored-by: sbird <sbird@no.tld>
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@ -1409,11 +1409,10 @@ bool32 IsMegaTriggerSpriteActive(void)
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void HideMegaTriggerSprite(void)
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{
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if (gBattleStruct->mega.triggerSpriteId != 0xFF)
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{
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ChangeMegaTriggerSprite(gBattleStruct->mega.triggerSpriteId, 0);
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gSprites[gBattleStruct->mega.triggerSpriteId].tHide = TRUE;
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}
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if (gBattleStruct->mega.triggerSpriteId >= MAX_SPRITES)
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return;
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ChangeMegaTriggerSprite(gBattleStruct->mega.triggerSpriteId, 0);
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gSprites[gBattleStruct->mega.triggerSpriteId].tHide = TRUE;
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}
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void HideTriggerSprites(void)
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@ -345,9 +345,12 @@ bool32 IsZMoveTriggerSpriteActive(void)
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void HideZMoveTriggerSprite(void)
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{
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struct Sprite *sprite = &gSprites[gBattleStruct->zmove.triggerSpriteId];
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sprite->tHide = TRUE;
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struct Sprite *sprite;
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gBattleStruct->zmove.viable = FALSE;
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if (gBattleStruct->zmove.triggerSpriteId >= MAX_SPRITES)
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return;
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sprite = &gSprites[gBattleStruct->zmove.triggerSpriteId];
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sprite->tHide = TRUE;
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}
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static void ShowZMoveTriggerSprite(u8 battlerId)
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