Added more status enums

This commit is contained in:
AnonymousRandomPerson 2025-05-21 23:39:36 -04:00
parent d552f1dee5
commit da9c10952b
4 changed files with 15 additions and 8 deletions

View File

@ -156,7 +156,7 @@ struct bide_class_status {
};
struct reflect_class_status {
u8 reflect; // 0x0: STATUS_REFLECT if 1
enum status_reflect_id reflect; // 0x0: STATUS_REFLECT if 1
u8 reflect_turns; // 0x1: Turns left for the status in statuses::reflect
// 0x2: Turns left until residual healing for the status in statuses::reflect, if applicable
u8 reflect_damage_countdown;
@ -175,7 +175,7 @@ struct curse_class_status {
};
struct leech_seed_class_status {
u8 leech_seed; // 0x0: STATUS_LEECH_SEED if 1
enum status_leech_seed_id leech_seed; // 0x0: STATUS_LEECH_SEED if 1
// 0x4: Used to track the statuses::statuses_unique_id of the relevant monster for
// statuses like Leech Seed and Destiny Bond.
u32 statuses_applier_id;
@ -189,22 +189,22 @@ struct leech_seed_class_status {
};
struct sure_shot_class_status {
u8 sure_shot; // 0x0: STATUS_SURE_SHOT if 1
enum status_sure_shot_id sure_shot; // 0x0: STATUS_SURE_SHOT if 1
u8 sure_shot_turns; // 0x1: Turns left for the status in statuses::sure_shot
};
struct long_toss_class_status {
u8 status; // 0x0: STATUS_LONG_TOSS if 1
enum status_long_toss_id status; // 0x0: STATUS_LONG_TOSS if 1
};
struct invisible_class_status
{
u8 status; // 0x0: STATUS_INVISIBLE if 1
enum status_invisible_id status; // 0x0: STATUS_INVISIBLE if 1
u8 turns; // 0x1: Turns left for the status in statuses::invisible
};
struct blinker_class_status {
u8 blinded; // 0x0: STATUS_BLINKER if 1
enum status_blinker_id blinded; // 0x0: STATUS_BLINKER if 1
u8 blinded_turns; // 0x1: Turns left for the status in statuses::blinded
};

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@ -2309,7 +2309,14 @@ enum status_sure_shot_id {
STATUS_SURE_SHOT_FOCUS_ENERGY = 4,
};
enum status_long_toss_id {
STATUS_LONG_TOSS_NONE = 0,
STATUS_LONG_TOSS_LONG_TOSS = 1,
STATUS_LONG_TOSS_PIERCE = 2
};
enum status_invisible_id {
STATUS_INVISIBLE_NONE = 0,
STATUS_INVISIBLE_INVISIBLE = 1,
STATUS_INVISIBLE_TRANSFORMED = 2,
STATUS_INVISIBLE_MOBILE = 3,

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@ -8,7 +8,7 @@ struct monster_data {
enum mobility_type mobility_type;
u8 fill17[0x3];
u8 can_throw_items;
u8 fill1b[0x29];
u8 fill1B[0x29];
};
struct monster_data_table {

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@ -61,7 +61,7 @@ void GetPossibleAiThrownItemDirections(struct entity *entity, s32 ally_or_enemy,
s32 target_pos_y = target_pokemon->pos.y;
s32 pokemon_pos_y = entity->pos.y;
s32 distance_y = abs(entity->pos.y - target_pos_y);
if (GetEntInfo(entity)->long_toss_class_status.status == STATUS_NONE)
if (GetEntInfo(entity)->long_toss_class_status.status == STATUS_LONG_TOSS_NONE)
{
s32 distance = distance_x > distance_y ? distance_x : distance_y;
if (distance > RANGED_ATTACK_RANGE)