style fixes
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00d695ac2b
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10ef3e8348
2 changed files with 4 additions and 4 deletions
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@ -1238,9 +1238,8 @@ s32 AI_GetAbility(u32 battlerId)
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if (knownAbility == ABILITY_NONE)
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return knownAbility;
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if (AI_PARTY->mons[GetBattlerSide(battlerId)][gBattlerPartyIndexes[battlerId]].ability != ABILITY_NONE) {
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if (AI_PARTY->mons[GetBattlerSide(battlerId)][gBattlerPartyIndexes[battlerId]].ability != ABILITY_NONE)
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return AI_PARTY->mons[GetBattlerSide(battlerId)][gBattlerPartyIndexes[battlerId]].ability;
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}
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// Abilities that prevent fleeing - treat as always known
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if (knownAbility == ABILITY_SHADOW_TAG || knownAbility == ABILITY_MAGNET_PULL || knownAbility == ABILITY_ARENA_TRAP)
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@ -1269,7 +1268,7 @@ u16 AI_GetHoldEffect(u32 battlerId)
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holdEffect = AI_PARTY->mons[GetBattlerSide(battlerId)][gBattlerPartyIndexes[battlerId]].heldEffect;
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else
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holdEffect = GetBattlerHoldEffect(battlerId, FALSE);
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if (AI_THINKING_STRUCT->aiFlags & AI_FLAG_NEGATE_UNAWARE)
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return holdEffect;
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@ -4096,7 +4096,8 @@ static void HandleTurnActionSelectionState(void)
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// Do AI score computations here so we can use them in AI_TrySwitchOrUseItem
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if ((gBattleTypeFlags & BATTLE_TYPE_HAS_AI || IsWildMonSmart())
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&& (BattlerHasAi(gActiveBattler) && !(gBattleTypeFlags & BATTLE_TYPE_PALACE))) {
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&& (BattlerHasAi(gActiveBattler) && !(gBattleTypeFlags & BATTLE_TYPE_PALACE)))
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{
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gBattleStruct->aiMoveOrAction[gActiveBattler] = ComputeBattleAiScores(gActiveBattler);
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}
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break;
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