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author | Marco Willems (M17.1) <progreon@gmail.com> | 2018-01-15 01:24:44 +0100 |
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committer | Marco Willems (M17.1) <progreon@gmail.com> | 2018-01-15 01:24:44 +0100 |
commit | 6d2302637dbc7dfd597c7f95de780b1a21079f15 (patch) | |
tree | b1e67e0043114a0ecad9dfb1a59d636cbc16083d /src/battle/battle_ai.c | |
parent | 8602ff770030d84d2d18cccd961c07f195dc0a17 (diff) | |
parent | 20de25004946139a601cd2965afc2e9645a56b96 (diff) |
Merge remote-tracking branch 'upstream/master' into various_data
Diffstat (limited to 'src/battle/battle_ai.c')
-rw-r--r-- | src/battle/battle_ai.c | 12 |
1 files changed, 6 insertions, 6 deletions
diff --git a/src/battle/battle_ai.c b/src/battle/battle_ai.c index 977e91f5c..80848d2fd 100644 --- a/src/battle/battle_ai.c +++ b/src/battle/battle_ai.c @@ -355,7 +355,7 @@ u8 BattleAI_GetAIActionToUse(void) { if (AI_THINKING_STRUCT->aiFlags & 1) { - AI_THINKING_STRUCT->aiState = AIState_SettingUp; + AI_THINKING_STRUCT->aiState = BATTLEAI_SETTING_UP; BattleAI_DoAIProcessing(); } AI_THINKING_STRUCT->aiFlags >>= 1; @@ -393,13 +393,13 @@ u8 BattleAI_GetAIActionToUse(void) void BattleAI_DoAIProcessing(void) { - while (AI_THINKING_STRUCT->aiState != AIState_FinishedProcessing) + while (AI_THINKING_STRUCT->aiState != BATTLEAI_FINISHED) { switch (AI_THINKING_STRUCT->aiState) { - case AIState_DoNotProcess: //Needed to match. + case BATTLEAI_DO_NOT_PROCESS: //Needed to match. break; - case AIState_SettingUp: + case BATTLEAI_SETTING_UP: gAIScriptPtr = BattleAIs[AI_THINKING_STRUCT->aiLogicId]; // set the AI ptr. if (gBattleMons[gBankAttacker].pp[AI_THINKING_STRUCT->movesetIndex] == 0) { @@ -411,7 +411,7 @@ void BattleAI_DoAIProcessing(void) } AI_THINKING_STRUCT->aiState++; break; - case AIState_Processing: + case BATTLEAI_PROCESSING: if (AI_THINKING_STRUCT->moveConsidered != MOVE_NONE) sBattleAICmdTable[*gAIScriptPtr](); // run AI command. else @@ -423,7 +423,7 @@ void BattleAI_DoAIProcessing(void) { AI_THINKING_STRUCT->movesetIndex++; if (AI_THINKING_STRUCT->movesetIndex < MAX_MON_MOVES && (AI_THINKING_STRUCT->aiAction & AI_ACTION_DO_NOT_ATTACK) == 0) - AI_THINKING_STRUCT->aiState = AIState_SettingUp; // as long as their are more moves to process, keep setting this to setup state. + AI_THINKING_STRUCT->aiState = BATTLEAI_SETTING_UP; // as long as their are more moves to process, keep setting this to setup state. else AI_THINKING_STRUCT->aiState++; // done processing. AI_THINKING_STRUCT->aiAction &= (AI_ACTION_FLEE | AI_ACTION_WATCH | AI_ACTION_DO_NOT_ATTACK | |