Fixed critical capture fields not using TRUE or FALSE

This commit is contained in:
Eduardo Quezada 2022-08-25 01:17:17 -04:00
parent a210e45c61
commit b2af7a1b47

View file

@ -13870,13 +13870,13 @@ static void Cmd_handleballthrow(void)
u8 shakes;
u8 maxShakes;
gBattleSpritesDataPtr->animationData->isCriticalCapture = 0;
gBattleSpritesDataPtr->animationData->criticalCaptureSuccess = 0;
gBattleSpritesDataPtr->animationData->isCriticalCapture = FALSE;
gBattleSpritesDataPtr->animationData->criticalCaptureSuccess = FALSE;
if (CriticalCapture(odds))
{
maxShakes = BALL_1_SHAKE; // critical capture doesn't guarantee capture
gBattleSpritesDataPtr->animationData->isCriticalCapture = 1;
gBattleSpritesDataPtr->animationData->isCriticalCapture = TRUE;
}
else
{
@ -13900,7 +13900,7 @@ static void Cmd_handleballthrow(void)
if (shakes == maxShakes) // mon caught, copy of the code above
{
if (IsCriticalCapture())
gBattleSpritesDataPtr->animationData->criticalCaptureSuccess = 1;
gBattleSpritesDataPtr->animationData->criticalCaptureSuccess = TRUE;
UndoFormChange(gBattlerPartyIndexes[gBattlerTarget], GET_BATTLER_SIDE(gBattlerTarget), FALSE);
gBattlescriptCurrInstr = BattleScript_SuccessBallThrow;