Turn item hold effects into an enum (#5498)
* Turn item hold effects into an enum * Rename to ItemHoldEffect
This commit is contained in:
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2 changed files with 160 additions and 167 deletions
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@ -87,7 +87,6 @@ bool32 AnyStatIsRaised(u32 battlerId);
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bool32 ShouldLowerStat(u32 battler, u32 battlerAbility, u32 stat);
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bool32 BattlerStatCanRise(u32 battler, u32 battlerAbility, u32 stat);
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bool32 AreBattlersStatsMaxed(u32 battler);
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bool32 BattlerHasAnyStatRaised(u32 battlerId);
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u32 CountPositiveStatStages(u32 battlerId);
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u32 CountNegativeStatStages(u32 battlerId);
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bool32 ShouldLowerAttack(u32 battlerAtk, u32 battlerDef, u32 defAbility);
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@ -127,7 +126,6 @@ bool32 HasMoveWithLowAccuracy(u32 battlerAtk, u32 battlerDef, u32 accCheck, bool
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bool32 HasAnyKnownMove(u32 battlerId);
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bool32 IsAromaVeilProtectedMove(u32 move);
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bool32 IsNonVolatileStatusMoveEffect(u32 moveEffect);
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bool32 IsStatLoweringMoveEffect(u32 moveEffect);
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bool32 IsMoveRedirectionPrevented(u32 move, u32 atkAbility);
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bool32 IsMoveEncouragedToHit(u32 battlerAtk, u32 battlerDef, u32 move);
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bool32 IsHazardMoveEffect(u32 moveEffect);
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@ -180,7 +178,6 @@ bool32 AI_IsBattlerAsleepOrComatose(u32 battlerId);
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#define IS_TARGETING_PARTNER(battlerAtk, battlerDef)((battlerAtk) == (battlerDef ^ BIT_FLANK))
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u32 GetAllyChosenMove(u32 battlerId);
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bool32 IsValidDoubleBattle(u32 battlerAtk);
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bool32 IsTargetingPartner(u32 battlerAtk, u32 battlerDef);
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bool32 DoesPartnerHaveSameMoveEffect(u32 battlerAtkPartner, u32 battlerDef, u32 move, u32 partnerMove);
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bool32 PartnerHasSameMoveEffectWithoutTarget(u32 battlerAtkPartner, u32 move, u32 partnerMove);
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bool32 PartnerMoveEffectIsStatusSameTarget(u32 battlerAtkPartner, u32 battlerDef, u32 partnerMove);
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@ -1,171 +1,167 @@
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#ifndef GUARD_HOLD_EFFECTS_H
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#define GUARD_HOLD_EFFECTS_H
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#define HOLD_EFFECT_NONE 0
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#define HOLD_EFFECT_RESTORE_HP 1
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#define HOLD_EFFECT_CURE_PAR 2
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#define HOLD_EFFECT_CURE_SLP 3
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#define HOLD_EFFECT_CURE_PSN 4
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#define HOLD_EFFECT_CURE_BRN 5
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#define HOLD_EFFECT_CURE_FRZ 6
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#define HOLD_EFFECT_RESTORE_PP 7
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#define HOLD_EFFECT_CURE_CONFUSION 8
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#define HOLD_EFFECT_CURE_STATUS 9
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#define HOLD_EFFECT_CONFUSE_SPICY 10
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#define HOLD_EFFECT_CONFUSE_DRY 11
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#define HOLD_EFFECT_CONFUSE_SWEET 12
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#define HOLD_EFFECT_CONFUSE_BITTER 13
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#define HOLD_EFFECT_CONFUSE_SOUR 14
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#define HOLD_EFFECT_ATTACK_UP 15
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#define HOLD_EFFECT_DEFENSE_UP 16
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#define HOLD_EFFECT_SPEED_UP 17
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#define HOLD_EFFECT_SP_ATTACK_UP 18
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#define HOLD_EFFECT_SP_DEFENSE_UP 19
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#define HOLD_EFFECT_CRITICAL_UP 20
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#define HOLD_EFFECT_RANDOM_STAT_UP 21
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#define HOLD_EFFECT_EVASION_UP 22
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#define HOLD_EFFECT_RESTORE_STATS 23
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#define HOLD_EFFECT_MACHO_BRACE 24
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#define HOLD_EFFECT_EXP_SHARE 25
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#define HOLD_EFFECT_QUICK_CLAW 26
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#define HOLD_EFFECT_FRIENDSHIP_UP 27
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#define HOLD_EFFECT_MENTAL_HERB 28
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#define HOLD_EFFECT_CHOICE_BAND 29
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#define HOLD_EFFECT_FLINCH 30
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#define HOLD_EFFECT_BUG_POWER 31
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#define HOLD_EFFECT_DOUBLE_PRIZE 32
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#define HOLD_EFFECT_REPEL 33
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#define HOLD_EFFECT_SOUL_DEW 34
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#define HOLD_EFFECT_DEEP_SEA_TOOTH 35
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#define HOLD_EFFECT_DEEP_SEA_SCALE 36
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#define HOLD_EFFECT_CAN_ALWAYS_RUN 37
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#define HOLD_EFFECT_PREVENT_EVOLVE 38
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#define HOLD_EFFECT_FOCUS_BAND 39
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#define HOLD_EFFECT_LUCKY_EGG 40
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#define HOLD_EFFECT_SCOPE_LENS 41
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#define HOLD_EFFECT_STEEL_POWER 42
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#define HOLD_EFFECT_LEFTOVERS 43
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#define HOLD_EFFECT_DRAGON_SCALE 44
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#define HOLD_EFFECT_LIGHT_BALL 45
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#define HOLD_EFFECT_GROUND_POWER 46
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#define HOLD_EFFECT_ROCK_POWER 47
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#define HOLD_EFFECT_GRASS_POWER 48
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#define HOLD_EFFECT_DARK_POWER 49
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#define HOLD_EFFECT_FIGHTING_POWER 50
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#define HOLD_EFFECT_ELECTRIC_POWER 51
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#define HOLD_EFFECT_WATER_POWER 52
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#define HOLD_EFFECT_FLYING_POWER 53
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#define HOLD_EFFECT_POISON_POWER 54
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#define HOLD_EFFECT_ICE_POWER 55
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#define HOLD_EFFECT_GHOST_POWER 56
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#define HOLD_EFFECT_PSYCHIC_POWER 57
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#define HOLD_EFFECT_FIRE_POWER 58
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#define HOLD_EFFECT_DRAGON_POWER 59
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#define HOLD_EFFECT_NORMAL_POWER 60
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#define HOLD_EFFECT_UPGRADE 61
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#define HOLD_EFFECT_SHELL_BELL 62
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#define HOLD_EFFECT_LUCKY_PUNCH 63
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#define HOLD_EFFECT_METAL_POWDER 64
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#define HOLD_EFFECT_THICK_CLUB 65
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#define HOLD_EFFECT_LEEK 66
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enum ItemHoldEffect
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{
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HOLD_EFFECT_NONE,
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HOLD_EFFECT_RESTORE_HP,
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HOLD_EFFECT_CURE_PAR,
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HOLD_EFFECT_CURE_SLP,
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HOLD_EFFECT_CURE_PSN,
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HOLD_EFFECT_CURE_BRN,
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HOLD_EFFECT_CURE_FRZ,
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HOLD_EFFECT_RESTORE_PP,
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HOLD_EFFECT_CURE_CONFUSION,
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HOLD_EFFECT_CURE_STATUS,
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HOLD_EFFECT_CONFUSE_SPICY,
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HOLD_EFFECT_CONFUSE_DRY,
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HOLD_EFFECT_CONFUSE_SWEET,
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HOLD_EFFECT_CONFUSE_BITTER,
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HOLD_EFFECT_CONFUSE_SOUR,
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HOLD_EFFECT_ATTACK_UP,
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HOLD_EFFECT_DEFENSE_UP,
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HOLD_EFFECT_SPEED_UP,
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HOLD_EFFECT_SP_ATTACK_UP,
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HOLD_EFFECT_SP_DEFENSE_UP,
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HOLD_EFFECT_CRITICAL_UP,
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HOLD_EFFECT_RANDOM_STAT_UP,
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HOLD_EFFECT_EVASION_UP,
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HOLD_EFFECT_RESTORE_STATS,
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HOLD_EFFECT_MACHO_BRACE,
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HOLD_EFFECT_EXP_SHARE,
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HOLD_EFFECT_QUICK_CLAW,
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HOLD_EFFECT_FRIENDSHIP_UP,
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HOLD_EFFECT_MENTAL_HERB,
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HOLD_EFFECT_CHOICE_BAND,
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HOLD_EFFECT_FLINCH,
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HOLD_EFFECT_BUG_POWER,
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HOLD_EFFECT_DOUBLE_PRIZE,
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HOLD_EFFECT_REPEL,
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HOLD_EFFECT_SOUL_DEW,
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HOLD_EFFECT_DEEP_SEA_TOOTH,
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HOLD_EFFECT_DEEP_SEA_SCALE,
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HOLD_EFFECT_CAN_ALWAYS_RUN,
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HOLD_EFFECT_PREVENT_EVOLVE,
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HOLD_EFFECT_FOCUS_BAND,
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HOLD_EFFECT_LUCKY_EGG,
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HOLD_EFFECT_SCOPE_LENS,
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HOLD_EFFECT_STEEL_POWER,
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HOLD_EFFECT_LEFTOVERS,
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HOLD_EFFECT_DRAGON_SCALE,
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HOLD_EFFECT_LIGHT_BALL,
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HOLD_EFFECT_GROUND_POWER,
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HOLD_EFFECT_ROCK_POWER,
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HOLD_EFFECT_GRASS_POWER,
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HOLD_EFFECT_DARK_POWER,
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HOLD_EFFECT_FIGHTING_POWER,
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HOLD_EFFECT_ELECTRIC_POWER,
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HOLD_EFFECT_WATER_POWER,
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HOLD_EFFECT_FLYING_POWER,
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HOLD_EFFECT_POISON_POWER,
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HOLD_EFFECT_ICE_POWER,
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HOLD_EFFECT_GHOST_POWER,
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HOLD_EFFECT_PSYCHIC_POWER,
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HOLD_EFFECT_FIRE_POWER,
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HOLD_EFFECT_DRAGON_POWER,
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HOLD_EFFECT_NORMAL_POWER,
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HOLD_EFFECT_UPGRADE,
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HOLD_EFFECT_SHELL_BELL,
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HOLD_EFFECT_LUCKY_PUNCH,
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HOLD_EFFECT_METAL_POWDER,
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HOLD_EFFECT_THICK_CLUB,
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HOLD_EFFECT_LEEK,
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// Gen4 hold effects.
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HOLD_EFFECT_CHOICE_SCARF,
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HOLD_EFFECT_CHOICE_SPECS,
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HOLD_EFFECT_DAMP_ROCK,
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HOLD_EFFECT_GRIP_CLAW,
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HOLD_EFFECT_HEAT_ROCK,
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HOLD_EFFECT_ICY_ROCK,
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HOLD_EFFECT_LIGHT_CLAY,
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HOLD_EFFECT_SMOOTH_ROCK,
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HOLD_EFFECT_POWER_HERB,
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HOLD_EFFECT_BIG_ROOT,
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HOLD_EFFECT_EXPERT_BELT,
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HOLD_EFFECT_LIFE_ORB,
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HOLD_EFFECT_METRONOME,
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HOLD_EFFECT_MUSCLE_BAND,
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HOLD_EFFECT_WIDE_LENS,
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HOLD_EFFECT_WISE_GLASSES,
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HOLD_EFFECT_ZOOM_LENS,
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HOLD_EFFECT_LAGGING_TAIL,
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HOLD_EFFECT_FOCUS_SASH,
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HOLD_EFFECT_FLAME_ORB,
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HOLD_EFFECT_TOXIC_ORB,
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HOLD_EFFECT_STICKY_BARB,
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HOLD_EFFECT_IRON_BALL,
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HOLD_EFFECT_BLACK_SLUDGE,
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HOLD_EFFECT_DESTINY_KNOT,
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HOLD_EFFECT_SHED_SHELL,
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HOLD_EFFECT_QUICK_POWDER,
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HOLD_EFFECT_ADAMANT_ORB,
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HOLD_EFFECT_LUSTROUS_ORB,
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HOLD_EFFECT_GRISEOUS_ORB,
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HOLD_EFFECT_ENIGMA_BERRY,
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HOLD_EFFECT_RESIST_BERRY,
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HOLD_EFFECT_POWER_ITEM,
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HOLD_EFFECT_RESTORE_PCT_HP,
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HOLD_EFFECT_MICLE_BERRY,
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HOLD_EFFECT_CUSTAP_BERRY,
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HOLD_EFFECT_JABOCA_BERRY,
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HOLD_EFFECT_ROWAP_BERRY,
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HOLD_EFFECT_KEE_BERRY,
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HOLD_EFFECT_MARANGA_BERRY,
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HOLD_EFFECT_PLATE,
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// Gen5 hold effects
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HOLD_EFFECT_FLOAT_STONE,
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HOLD_EFFECT_EVIOLITE,
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HOLD_EFFECT_ASSAULT_VEST,
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HOLD_EFFECT_DRIVE,
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HOLD_EFFECT_GEMS,
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HOLD_EFFECT_ROCKY_HELMET,
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HOLD_EFFECT_AIR_BALLOON,
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HOLD_EFFECT_RED_CARD,
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HOLD_EFFECT_RING_TARGET,
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HOLD_EFFECT_BINDING_BAND,
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HOLD_EFFECT_EJECT_BUTTON,
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HOLD_EFFECT_ABSORB_BULB,
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HOLD_EFFECT_CELL_BATTERY,
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// Gen6 hold effects
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HOLD_EFFECT_FAIRY_POWER,
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HOLD_EFFECT_MEGA_STONE,
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HOLD_EFFECT_SAFETY_GOGGLES,
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HOLD_EFFECT_LUMINOUS_MOSS,
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HOLD_EFFECT_SNOWBALL,
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HOLD_EFFECT_WEAKNESS_POLICY,
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HOLD_EFFECT_PRIMAL_ORB,
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// Gen7 hold effects
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HOLD_EFFECT_PROTECTIVE_PADS,
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HOLD_EFFECT_TERRAIN_EXTENDER,
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HOLD_EFFECT_SEEDS,
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HOLD_EFFECT_ADRENALINE_ORB,
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HOLD_EFFECT_MEMORY,
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HOLD_EFFECT_Z_CRYSTAL,
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// Gen8 hold effects
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HOLD_EFFECT_UTILITY_UMBRELLA,
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HOLD_EFFECT_EJECT_PACK,
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HOLD_EFFECT_ROOM_SERVICE,
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HOLD_EFFECT_BLUNDER_POLICY,
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HOLD_EFFECT_HEAVY_DUTY_BOOTS,
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HOLD_EFFECT_THROAT_SPRAY,
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// Gen9 hold effects
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HOLD_EFFECT_ABILITY_SHIELD,
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HOLD_EFFECT_CLEAR_AMULET,
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HOLD_EFFECT_MIRROR_HERB,
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HOLD_EFFECT_PUNCHING_GLOVE,
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HOLD_EFFECT_COVERT_CLOAK,
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HOLD_EFFECT_LOADED_DICE,
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HOLD_EFFECT_BOOSTER_ENERGY,
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HOLD_EFFECT_OGERPON_MASK,
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// Gen2 hold effect
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HOLD_EFFECT_BERSERK_GENE,
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};
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// Gen4 hold effects.
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#define HOLD_EFFECT_CHOICE_SCARF 67
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#define HOLD_EFFECT_CHOICE_SPECS 68
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#define HOLD_EFFECT_DAMP_ROCK 69
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#define HOLD_EFFECT_GRIP_CLAW 70
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#define HOLD_EFFECT_HEAT_ROCK 71
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#define HOLD_EFFECT_ICY_ROCK 72
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#define HOLD_EFFECT_LIGHT_CLAY 73
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#define HOLD_EFFECT_SMOOTH_ROCK 74
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#define HOLD_EFFECT_POWER_HERB 75
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#define HOLD_EFFECT_BIG_ROOT 76
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#define HOLD_EFFECT_EXPERT_BELT 77
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#define HOLD_EFFECT_LIFE_ORB 78
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#define HOLD_EFFECT_METRONOME 79
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#define HOLD_EFFECT_MUSCLE_BAND 80
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#define HOLD_EFFECT_WIDE_LENS 81
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#define HOLD_EFFECT_WISE_GLASSES 82
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#define HOLD_EFFECT_ZOOM_LENS 83
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#define HOLD_EFFECT_LAGGING_TAIL 84
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#define HOLD_EFFECT_FOCUS_SASH 85
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#define HOLD_EFFECT_FLAME_ORB 86
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#define HOLD_EFFECT_TOXIC_ORB 87
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#define HOLD_EFFECT_STICKY_BARB 88
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#define HOLD_EFFECT_IRON_BALL 89
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#define HOLD_EFFECT_BLACK_SLUDGE 90
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#define HOLD_EFFECT_DESTINY_KNOT 91
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#define HOLD_EFFECT_SHED_SHELL 92
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#define HOLD_EFFECT_QUICK_POWDER 93
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#define HOLD_EFFECT_ADAMANT_ORB 94
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#define HOLD_EFFECT_LUSTROUS_ORB 95
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#define HOLD_EFFECT_GRISEOUS_ORB 96
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#define HOLD_EFFECT_ENIGMA_BERRY 97
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#define HOLD_EFFECT_RESIST_BERRY 98
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#define HOLD_EFFECT_POWER_ITEM 99
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#define HOLD_EFFECT_RESTORE_PCT_HP 100
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#define HOLD_EFFECT_MICLE_BERRY 101
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#define HOLD_EFFECT_CUSTAP_BERRY 102
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#define HOLD_EFFECT_JABOCA_BERRY 103
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#define HOLD_EFFECT_ROWAP_BERRY 104
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#define HOLD_EFFECT_KEE_BERRY 105
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#define HOLD_EFFECT_MARANGA_BERRY 106
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#define HOLD_EFFECT_PLATE 107
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// Gen5 hold effects
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#define HOLD_EFFECT_FLOAT_STONE 117
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#define HOLD_EFFECT_EVIOLITE 118
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#define HOLD_EFFECT_ASSAULT_VEST 119
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#define HOLD_EFFECT_DRIVE 120
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#define HOLD_EFFECT_GEMS 121
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#define HOLD_EFFECT_ROCKY_HELMET 122
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#define HOLD_EFFECT_AIR_BALLOON 123
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#define HOLD_EFFECT_RED_CARD 124
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#define HOLD_EFFECT_RING_TARGET 125
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#define HOLD_EFFECT_BINDING_BAND 126
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#define HOLD_EFFECT_EJECT_BUTTON 127
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#define HOLD_EFFECT_ABSORB_BULB 128
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#define HOLD_EFFECT_CELL_BATTERY 129
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// Gen6 hold effects
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#define HOLD_EFFECT_FAIRY_POWER 139
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#define HOLD_EFFECT_MEGA_STONE 140
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#define HOLD_EFFECT_SAFETY_GOGGLES 141
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#define HOLD_EFFECT_LUMINOUS_MOSS 142
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#define HOLD_EFFECT_SNOWBALL 143
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#define HOLD_EFFECT_WEAKNESS_POLICY 144
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#define HOLD_EFFECT_PRIMAL_ORB 145
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// Gen7 hold effects
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#define HOLD_EFFECT_PROTECTIVE_PADS 154
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#define HOLD_EFFECT_TERRAIN_EXTENDER 155
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#define HOLD_EFFECT_SEEDS 156
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#define HOLD_EFFECT_ADRENALINE_ORB 157
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#define HOLD_EFFECT_MEMORY 158
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#define HOLD_EFFECT_Z_CRYSTAL 159
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// Gen8 hold effects
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#define HOLD_EFFECT_UTILITY_UMBRELLA 169
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#define HOLD_EFFECT_EJECT_PACK 170
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#define HOLD_EFFECT_ROOM_SERVICE 171
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#define HOLD_EFFECT_BLUNDER_POLICY 172
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#define HOLD_EFFECT_HEAVY_DUTY_BOOTS 173
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#define HOLD_EFFECT_THROAT_SPRAY 174
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// Gen9 hold effects
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#define HOLD_EFFECT_ABILITY_SHIELD 175
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#define HOLD_EFFECT_CLEAR_AMULET 176
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#define HOLD_EFFECT_MIRROR_HERB 177
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#define HOLD_EFFECT_PUNCHING_GLOVE 178
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#define HOLD_EFFECT_COVERT_CLOAK 179
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#define HOLD_EFFECT_LOADED_DICE 180
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#define HOLD_EFFECT_BOOSTER_ENERGY 181
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#define HOLD_EFFECT_OGERPON_MASK 182
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// Gen2 hold effect
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#define HOLD_EFFECT_BERSERK_GENE 184
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#define HOLD_EFFECT_CHOICE(holdEffect)((holdEffect == HOLD_EFFECT_CHOICE_BAND || holdEffect == HOLD_EFFECT_CHOICE_SCARF || holdEffect == HOLD_EFFECT_CHOICE_SPECS))
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#define HOLD_EFFECT_CHOICE(holdEffect) ((holdEffect == HOLD_EFFECT_CHOICE_BAND || holdEffect == HOLD_EFFECT_CHOICE_SCARF || holdEffect == HOLD_EFFECT_CHOICE_SPECS))
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// Terrain seed params
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#define HOLD_EFFECT_PARAM_ELECTRIC_TERRAIN 0
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||||
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Reference in a new issue