diff options
author | Pokestia <faiskiru@gmail.com> | 2021-09-29 17:45:39 +0200 |
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committer | Pokestia <faiskiru@gmail.com> | 2021-09-29 17:45:39 +0200 |
commit | e6999653323a4a7a424e9d7d39fd3168dd84b355 (patch) | |
tree | 9ff6ee0d1676b50fb7880eda28a0e5840af0cf62 /src/battle_util.c | |
parent | e270ee1a74429adfc4991a379fe54d4043524480 (diff) |
Use compact weather macros
Diffstat (limited to 'src/battle_util.c')
-rw-r--r-- | src/battle_util.c | 8 |
1 files changed, 4 insertions, 4 deletions
diff --git a/src/battle_util.c b/src/battle_util.c index 62f7897c6..fa85151b3 100644 --- a/src/battle_util.c +++ b/src/battle_util.c @@ -2491,7 +2491,7 @@ u8 AbilityBattleEffects(u8 caseID, u8 battler, u8 ability, u8 special, u16 moveA case WEATHER_SANDSTORM: if (!(gBattleWeather & WEATHER_SANDSTORM_ANY)) { - gBattleWeather = (WEATHER_SANDSTORM_PERMANENT | WEATHER_SANDSTORM_TEMPORARY); + gBattleWeather = WEATHER_SANDSTORM_ANY; gBattleScripting.animArg1 = B_ANIM_SANDSTORM_CONTINUES; gBattleScripting.battler = battler; effect++; @@ -2500,7 +2500,7 @@ u8 AbilityBattleEffects(u8 caseID, u8 battler, u8 ability, u8 special, u16 moveA case WEATHER_DROUGHT: if (!(gBattleWeather & WEATHER_SUN_ANY)) { - gBattleWeather = (WEATHER_SUN_PERMANENT | WEATHER_SUN_TEMPORARY); + gBattleWeather = WEATHER_SUN_ANY; gBattleScripting.animArg1 = B_ANIM_SUN_CONTINUES; gBattleScripting.battler = battler; effect++; @@ -2526,7 +2526,7 @@ u8 AbilityBattleEffects(u8 caseID, u8 battler, u8 ability, u8 special, u16 moveA case ABILITY_SAND_STREAM: if (!(gBattleWeather & WEATHER_SANDSTORM_PERMANENT)) { - gBattleWeather = (WEATHER_SANDSTORM_PERMANENT | WEATHER_SANDSTORM_TEMPORARY); + gBattleWeather = WEATHER_SANDSTORM_ANY; BattleScriptPushCursorAndCallback(BattleScript_SandstreamActivates); gBattleScripting.battler = battler; effect++; @@ -2535,7 +2535,7 @@ u8 AbilityBattleEffects(u8 caseID, u8 battler, u8 ability, u8 special, u16 moveA case ABILITY_DROUGHT: if (!(gBattleWeather & WEATHER_SUN_PERMANENT)) { - gBattleWeather = (WEATHER_SUN_PERMANENT | WEATHER_SUN_TEMPORARY); + gBattleWeather = WEATHER_SUN_ANY; BattleScriptPushCursorAndCallback(BattleScript_DroughtActivates); gBattleScripting.battler = battler; effect++; |