Use the IS_TYPE_PHYSICAL
macro in AddMovePoints
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1 changed files with 2 additions and 2 deletions
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@ -1246,7 +1246,7 @@ static void AddMovePoints(u8 caseId, u16 arg1, u8 arg2, u8 arg3)
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break;
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case PTS_REFLECT:
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// If hit Reflect with damaging physical move
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if (type < TYPE_MYSTERY && power != 0 && tvPtr->side[defSide].reflectMonId != 0)
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if (IS_TYPE_PHYSICAL(type) && power != 0 && tvPtr->side[defSide].reflectMonId != 0)
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{
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u32 id = (tvPtr->side[defSide].reflectMonId - 1) * 4;
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movePoints->points[defSide][id + tvPtr->side[defSide].reflectMoveSlot] += sPointsArray[caseId][0];
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@ -1254,7 +1254,7 @@ static void AddMovePoints(u8 caseId, u16 arg1, u8 arg2, u8 arg3)
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break;
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case PTS_LIGHT_SCREEN:
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// If hit Light Screen with damaging special move
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if (type >= TYPE_MYSTERY && power != 0 && tvPtr->side[defSide].lightScreenMonId != 0)
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if (!IS_TYPE_PHYSICAL(type) && power != 0 && tvPtr->side[defSide].lightScreenMonId != 0)
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{
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u32 id = (tvPtr->side[defSide].lightScreenMonId - 1) * 4;
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movePoints->points[defSide][id + tvPtr->side[defSide].lightScreenMoveSlot] += sPointsArray[caseId][0];
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