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Added more status enums
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@ -156,7 +156,7 @@ struct bide_class_status {
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};
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struct reflect_class_status {
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u8 reflect; // 0x0: STATUS_REFLECT if 1
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enum status_reflect_id reflect; // 0x0: STATUS_REFLECT if 1
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u8 reflect_turns; // 0x1: Turns left for the status in statuses::reflect
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// 0x2: Turns left until residual healing for the status in statuses::reflect, if applicable
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u8 reflect_damage_countdown;
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@ -175,7 +175,7 @@ struct curse_class_status {
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};
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struct leech_seed_class_status {
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u8 leech_seed; // 0x0: STATUS_LEECH_SEED if 1
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enum status_leech_seed_id leech_seed; // 0x0: STATUS_LEECH_SEED if 1
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// 0x4: Used to track the statuses::statuses_unique_id of the relevant monster for
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// statuses like Leech Seed and Destiny Bond.
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u32 statuses_applier_id;
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@ -189,22 +189,22 @@ struct leech_seed_class_status {
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};
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struct sure_shot_class_status {
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u8 sure_shot; // 0x0: STATUS_SURE_SHOT if 1
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enum status_sure_shot_id sure_shot; // 0x0: STATUS_SURE_SHOT if 1
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u8 sure_shot_turns; // 0x1: Turns left for the status in statuses::sure_shot
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};
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struct long_toss_class_status {
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u8 status; // 0x0: STATUS_LONG_TOSS if 1
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enum status_long_toss_id status; // 0x0: STATUS_LONG_TOSS if 1
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};
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struct invisible_class_status
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{
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u8 status; // 0x0: STATUS_INVISIBLE if 1
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enum status_invisible_id status; // 0x0: STATUS_INVISIBLE if 1
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u8 turns; // 0x1: Turns left for the status in statuses::invisible
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};
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struct blinker_class_status {
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u8 blinded; // 0x0: STATUS_BLINKER if 1
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enum status_blinker_id blinded; // 0x0: STATUS_BLINKER if 1
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u8 blinded_turns; // 0x1: Turns left for the status in statuses::blinded
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};
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@ -2309,7 +2309,14 @@ enum status_sure_shot_id {
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STATUS_SURE_SHOT_FOCUS_ENERGY = 4,
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};
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enum status_long_toss_id {
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STATUS_LONG_TOSS_NONE = 0,
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STATUS_LONG_TOSS_LONG_TOSS = 1,
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STATUS_LONG_TOSS_PIERCE = 2
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};
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enum status_invisible_id {
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STATUS_INVISIBLE_NONE = 0,
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STATUS_INVISIBLE_INVISIBLE = 1,
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STATUS_INVISIBLE_TRANSFORMED = 2,
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STATUS_INVISIBLE_MOBILE = 3,
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@ -8,7 +8,7 @@ struct monster_data {
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enum mobility_type mobility_type;
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u8 fill17[0x3];
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u8 can_throw_items;
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u8 fill1b[0x29];
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u8 fill1B[0x29];
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};
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struct monster_data_table {
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@ -61,7 +61,7 @@ void GetPossibleAiThrownItemDirections(struct entity *entity, s32 ally_or_enemy,
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s32 target_pos_y = target_pokemon->pos.y;
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s32 pokemon_pos_y = entity->pos.y;
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s32 distance_y = abs(entity->pos.y - target_pos_y);
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if (GetEntInfo(entity)->long_toss_class_status.status == STATUS_NONE)
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if (GetEntInfo(entity)->long_toss_class_status.status == STATUS_LONG_TOSS_NONE)
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{
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s32 distance = distance_x > distance_y ? distance_x : distance_y;
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if (distance > RANGED_ATTACK_RANGE)
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