rename IsBattlerAIControlled
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5f4bfd9bb4
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e3ca217d64
3 changed files with 7 additions and 7 deletions
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@ -10,7 +10,7 @@
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bool32 AI_RandLessThan(u8 val);
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void RecordLastUsedMoveByTarget(void);
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bool32 BattlerHasAi(u32 battlerId);
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bool32 IsBattlerAIControlled(u32 battlerId);
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bool32 IsAiBattlerAware(u32 battlerId);
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void ClearBattlerMoveHistory(u8 battlerId);
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void RecordLastUsedMoveBy(u32 battlerId, u32 move);
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void RecordKnownMove(u8 battlerId, u32 move);
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@ -367,7 +367,7 @@ void GetAiLogicData(void)
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for (battlerAtk = 0; battlerAtk < gBattlersCount; battlerAtk++)
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{
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if (!IsBattlerAlive(battlerAtk)
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|| !IsBattlerAIControlled(battlerAtk)) {
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|| !IsAiBattlerAware(battlerAtk)) {
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continue;
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}
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@ -473,7 +473,7 @@ bool32 BattlerHasAi(u32 battlerId)
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}
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}
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bool32 IsBattlerAIControlled(u32 battlerId)
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bool32 IsAiBattlerAware(u32 battlerId)
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{
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if (AI_THINKING_STRUCT->aiFlags & AI_FLAG_OMNISCIENT)
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return TRUE;
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@ -1231,7 +1231,7 @@ s32 AI_GetAbility(u32 battlerId)
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return gBattleStruct->overwrittenAbilities[battlerId];
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// The AI knows its own ability.
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if (IsBattlerAIControlled(battlerId))
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if (IsAiBattlerAware(battlerId))
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return knownAbility;
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// Check neutralizing gas, gastro acid
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@ -1264,7 +1264,7 @@ u16 AI_GetHoldEffect(u32 battlerId)
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{
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u32 holdEffect;
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if (!IsBattlerAIControlled(battlerId))
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if (!IsAiBattlerAware(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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@ -1889,7 +1889,7 @@ bool32 CanIndexMoveFaintTarget(u8 battlerAtk, u8 battlerDef, u8 index, u8 numHit
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u16 *GetMovesArray(u32 battler)
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{
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if (IsBattlerAIControlled(battler) || IsBattlerAIControlled(BATTLE_PARTNER(battler)))
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if (IsAiBattlerAware(battler) || IsAiBattlerAware(BATTLE_PARTNER(battler)))
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return gBattleMons[battler].moves;
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else
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return gBattleResources->battleHistory->usedMoves[battler];
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@ -3144,7 +3144,7 @@ u16 GetAllyChosenMove(u8 battlerId)
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{
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u8 partnerBattler = BATTLE_PARTNER(battlerId);
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if (!IsBattlerAlive(partnerBattler) || !IsBattlerAIControlled(partnerBattler))
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if (!IsBattlerAlive(partnerBattler) || !IsAiBattlerAware(partnerBattler))
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return MOVE_NONE;
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else if (partnerBattler > battlerId) // Battler with the lower id chooses the move first.
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return gLastMoves[partnerBattler];
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