Can use KNOWN_LEAKING; to specify that a test is known to leak memory.
The location information is available in regular game builds. Thus it is
available for use in debugging leaks in-game too. In the future we
should consider replacing it with NULL if NDEBUG is defined. This is not
currently possible because the tests do not force NDEBUG to be
undefined.
* Reusable TMs
* Forgot about Gen9 making TMs expendable again
* Change importance check based on Alex's suggestion
* Prevent items with importance from being bought more than once
* Change importance check to ghoul's suggestion
* Update include/config/item.h
Co-authored-by: Eduardo Quezada D'Ottone <eduardo602002@gmail.com>
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Co-authored-by: Eduardo Quezada D'Ottone <eduardo602002@gmail.com>
-Optimized BattleScript_EffectTakeHeart
-Updated the checks for EFFECT_JUNGLE_HEALING and EFFECT_TAKE_HEART in AI_CheckBadMove
-Updated the code for MOVE_EFFECT_TRIPLE_ARROWS inside SetMoveEffect
Inline GetBattlerPartyData into its callers because its name is
confusing and we couldn't think of a better one.
This seems to fix a bug in one place where GetBattlerPartyData was being
used as if it had GetBattlerParty semantics.
* items that can be used in battle now use battlescripts
* removed ExecuteTableBasedItemEffect_
* taught AI how to use items, removed AI_itemtype/flag
* X-Items store stages raised in holdEffectParam
* USE_ITEM in tests
-Made BattleScript_EffectTakeHeart use modifybattlerstatstage
-Optimized usage of BattleScript_EffectInfernalParade
-Tweaked the way in which Triple Arrows' increased crit. hit chance is handled
-Optimized syntax for case MOVE_EFFECT_TRIPLE_ARROWS in SetMoveEffect
-Optimized case EFFECT_INFERNAL_PARADE in CalcMoveBasePower
-Infernal Parade is not known to interact with Comatose, so Eduardo and I will extrapolate that here
-Added AI conditionals for some of the effects
-Made Triage notice Jungle Healing and moves that use its effect