Preparation for matching BattleIntroOpponent1SendsOutMonAnimation

This commit is contained in:
PokeCodec 2020-09-06 20:01:16 -04:00
parent 8200682b21
commit 5f7a410359

View file

@ -3610,9 +3610,9 @@ static void BattleIntroOpponent1SendsOutMonAnimation(void)
{ {
u8 position; u8 position;
if (!(gBattleTypeFlags & BATTLE_TYPE_RECORDED)) if (gBattleTypeFlags & BATTLE_TYPE_RECORDED)
position = B_POSITION_OPPONENT_LEFT; {
else if (gBattleTypeFlags & BATTLE_TYPE_x2000000) if (gBattleTypeFlags & BATTLE_TYPE_x2000000)
{ {
if (gBattleTypeFlags & BATTLE_TYPE_x80000000) if (gBattleTypeFlags & BATTLE_TYPE_x80000000)
position = B_POSITION_OPPONENT_LEFT; position = B_POSITION_OPPONENT_LEFT;
@ -3621,6 +3621,11 @@ static void BattleIntroOpponent1SendsOutMonAnimation(void)
} }
else else
position = B_POSITION_OPPONENT_LEFT; position = B_POSITION_OPPONENT_LEFT;
}
else
{
position = B_POSITION_OPPONENT_LEFT;
}
if (gBattleControllerExecFlags) if (gBattleControllerExecFlags)
return; return;
@ -5099,15 +5104,15 @@ static void HandleEndTurn_RanFromBattle(void)
{ {
switch (gProtectStructs[gBattlerAttacker].fleeFlag) switch (gProtectStructs[gBattlerAttacker].fleeFlag)
{ {
default:
gBattlescriptCurrInstr = BattleScript_GotAwaySafely;
break;
case 1: case 1:
gBattlescriptCurrInstr = BattleScript_SmokeBallEscape; gBattlescriptCurrInstr = BattleScript_SmokeBallEscape;
break; break;
case 2: case 2:
gBattlescriptCurrInstr = BattleScript_RanAwayUsingMonAbility; gBattlescriptCurrInstr = BattleScript_RanAwayUsingMonAbility;
break; break;
default:
gBattlescriptCurrInstr = BattleScript_GotAwaySafely;
break;
} }
} }
@ -5191,11 +5196,8 @@ static void FreeResetData_ReturnToOvOrDoEvolutions(void)
gBattleMainFunc = ReturnFromBattleToOverworld; gBattleMainFunc = ReturnFromBattleToOverworld;
return; return;
} }
else
{
gBattleMainFunc = TryEvolvePokemon; gBattleMainFunc = TryEvolvePokemon;
} }
}
FreeAllWindowBuffers(); FreeAllWindowBuffers();
if (!(gBattleTypeFlags & BATTLE_TYPE_LINK)) if (!(gBattleTypeFlags & BATTLE_TYPE_LINK))
@ -5530,7 +5532,9 @@ static void HandleAction_UseItem(void)
gBattlerAttacker = gBattlerTarget = gBattlerByTurnOrder[gCurrentTurnActionNumber]; gBattlerAttacker = gBattlerTarget = gBattlerByTurnOrder[gCurrentTurnActionNumber];
gBattle_BG0_X = 0; gBattle_BG0_X = 0;
gBattle_BG0_Y = 0; gBattle_BG0_Y = 0;
ClearFuryCutterDestinyBondGrudge(gBattlerAttacker); ClearFuryCutterDestinyBondGrudge(gBattlerAttacker);
gLastUsedItem = gBattleBufferB[gBattlerAttacker][1] | (gBattleBufferB[gBattlerAttacker][2] << 8); gLastUsedItem = gBattleBufferB[gBattlerAttacker][1] | (gBattleBufferB[gBattlerAttacker][2] << 8);
if (gLastUsedItem <= LAST_BALL) // is ball if (gLastUsedItem <= LAST_BALL) // is ball