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authorPikalaxALT <pikalaxalt@gmail.com>2018-01-14 17:25:07 -0500
committerPikalaxALT <pikalaxalt@gmail.com>2018-01-14 17:25:07 -0500
commitd357394a7a5d7d02544efe2e79382207d2d3054e (patch)
tree69b9cee5ea826cdb9be7fdbdf9def90ff50c6568 /src/battle/battle_ai.c
parente79b3ce9ff39fa48928e8adf84dab542e78c5d64 (diff)
parent69a662de660bf075e97521c4d220c893b96b793b (diff)
Merge branch 'master' into fix_file_modes
Diffstat (limited to 'src/battle/battle_ai.c')
-rw-r--r--src/battle/battle_ai.c12
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 |