some IsBattlerAIControlled replacements w BattlerHasAi

This commit is contained in:
ghoulslash 2023-04-10 09:48:44 -04:00
parent 10ef3e8348
commit e49bb21ee4
2 changed files with 4 additions and 4 deletions

View File

@ -537,7 +537,7 @@ void ClearBattlerItemEffectHistory(u8 battlerId)
void SaveBattlerData(u8 battlerId)
{
if (!IsBattlerAIControlled(battlerId))
if (!BattlerHasAi(battlerId))
{
u32 i;
@ -588,7 +588,7 @@ static bool32 ShouldFailForIllusion(u16 illusionSpecies, u32 battlerId)
void SetBattlerData(u8 battlerId)
{
if (!IsBattlerAIControlled(battlerId))
if (!BattlerHasAi(battlerId))
{
u32 i, species, illusionSpecies;
@ -631,7 +631,7 @@ void SetBattlerData(u8 battlerId)
void RestoreBattlerData(u8 battlerId)
{
if (!IsBattlerAIControlled(battlerId))
if (!BattlerHasAi(battlerId))
{
u32 i;

View File

@ -7036,7 +7036,7 @@ static void Cmd_switchineffects(void)
gHitMarker &= ~HITMARKER_FAINTED(gActiveBattler);
gSpecialStatuses[gActiveBattler].faintedHasReplacement = FALSE;
if (!IsBattlerAIControlled(gActiveBattler))
if (!BattlerHasAi(gActiveBattler))
gBattleStruct->appearedInBattle |= gBitTable[gBattlerPartyIndexes[gActiveBattler]];
// Neutralizing Gas announces itself before hazards