Adds padding in AiLogicData (#5468)
* Adds padding in AiLogicData * Update battle.h * Update battle.h * Update battle.h
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1 changed files with 4 additions and 3 deletions
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@ -371,11 +371,12 @@ struct AiLogicData
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u8 moveLimitations[MAX_BATTLERS_COUNT];
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u8 shouldSwitchIfBadMoves; // Because all available moves have no/little effect. Each bit per battler.
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u8 monToSwitchId[MAX_BATTLERS_COUNT]; // ID of the mon to switch.
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bool8 weatherHasEffect; // The same as WEATHER_HAS_EFFECT. Stored here, so it's called only once.
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u8 mostSuitableMonId[MAX_BATTLERS_COUNT]; // Stores result of GetMostSuitableMonToSwitchInto, which decides which generic mon the AI would switch into if they decide to switch. This can be overruled by specific mons found in ShouldSwitch; the final resulting mon is stored in AI_monToSwitchIntoId.
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struct SwitchinCandidate switchinCandidate; // Struct used for deciding which mon to switch to in battle_ai_switch_items.c
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bool8 ejectButtonSwitch; // Tracks whether current switch out was from Eject Button
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bool8 ejectPackSwitch; // Tracks whether current switch out was from Eject Pack
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u8 weatherHasEffect:1; // The same as WEATHER_HAS_EFFECT. Stored here, so it's called only once.
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u8 ejectButtonSwitch:1; // Tracks whether current switch out was from Eject Button
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u8 ejectPackSwitch:1; // Tracks whether current switch out was from Eject Pack
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u8 padding:5;
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u8 shouldSwitch; // Stores result of ShouldSwitch, which decides whether a mon should be switched out
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};
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