diff --git a/include/battle.h b/include/battle.h index f463a2440b..245f08782b 100644 --- a/include/battle.h +++ b/include/battle.h @@ -371,11 +371,12 @@ struct AiLogicData u8 moveLimitations[MAX_BATTLERS_COUNT]; u8 shouldSwitchIfBadMoves; // Because all available moves have no/little effect. Each bit per battler. u8 monToSwitchId[MAX_BATTLERS_COUNT]; // ID of the mon to switch. - bool8 weatherHasEffect; // The same as WEATHER_HAS_EFFECT. Stored here, so it's called only once. 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. struct SwitchinCandidate switchinCandidate; // Struct used for deciding which mon to switch to in battle_ai_switch_items.c - bool8 ejectButtonSwitch; // Tracks whether current switch out was from Eject Button - bool8 ejectPackSwitch; // Tracks whether current switch out was from Eject Pack + u8 weatherHasEffect:1; // The same as WEATHER_HAS_EFFECT. Stored here, so it's called only once. + u8 ejectButtonSwitch:1; // Tracks whether current switch out was from Eject Button + u8 ejectPackSwitch:1; // Tracks whether current switch out was from Eject Pack + u8 padding:5; u8 shouldSwitch; // Stores result of ShouldSwitch, which decides whether a mon should be switched out };