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FRLG accuracy check clean up (#9224)
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@ -1106,15 +1106,15 @@ static bool32 ShouldSkipAccuracyCalcPastFirstHit(enum BattlerId battlerAtk, enum
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return TRUE; // multiHitOn is set so skip Acc check for everything else
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}
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static bool32 ShouldBypassAccuracyCheckFrlg(void)
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static bool32 ShouldSkipFRLGAccuracyCheck(void)
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{
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if (!IS_FRLG)
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return FALSE;
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if ((gBattleTypeFlags & BATTLE_TYPE_FIRST_BATTLE
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&& (!BtlCtrl_OakOldMan_TestState2Flag(1) || !BtlCtrl_OakOldMan_TestState2Flag(2))
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&& gMovesInfo[gCurrentMove].power != 0
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&& GetBattlerSide(gBattlerAttacker) == B_SIDE_PLAYER))
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&& (!BtlCtrl_OakOldMan_TestState2Flag(1) || !BtlCtrl_OakOldMan_TestState2Flag(2))
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&& GetMovePower(gCurrentMove) != 0
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&& GetBattlerSide(gBattlerAttacker) == B_SIDE_PLAYER))
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{
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return TRUE;
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}
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@ -1130,23 +1130,8 @@ static void AccuracyCheck(bool32 recalcDragonDarts, const u8 *nextInstr, const u
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enum Ability abilityAtk = GetBattlerAbility(gBattlerAttacker);
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enum HoldEffect holdEffectAtk = GetBattlerHoldEffect(gBattlerAttacker);
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if (ShouldBypassAccuracyCheckFrlg())
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{
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if (gBattleStruct->moveResultFlags[gBattlerTarget] & MOVE_RESULT_MISSED)
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{
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gBattleStruct->moveResultFlags[gBattlerTarget] = MOVE_RESULT_MISSED;
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gLastLandedMoves[gBattlerTarget] = 0;
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gLastHitByType[gBattlerTarget] = 0;
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gBattlescriptCurrInstr = failInstr;
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}
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else
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{
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gBattlescriptCurrInstr = nextInstr;
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}
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return;
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}
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if (ShouldSkipAccuracyCalcPastFirstHit(gBattlerAttacker, abilityAtk, holdEffectAtk, GetMoveEffect(gCurrentMove))
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if (ShouldSkipFRLGAccuracyCheck()
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|| ShouldSkipAccuracyCalcPastFirstHit(gBattlerAttacker, abilityAtk, holdEffectAtk, GetMoveEffect(gCurrentMove))
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|| IsMaxMove(gCurrentMove)
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|| IsZMove(gCurrentMove))
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{
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