Added ATTACKS_THIS_TURN macro for readability

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mitsunee 2025-11-26 11:38:32 +01:00
parent ff230c7603
commit 8282cf1edd
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GPG Key ID: 787CB9492B826E28

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@ -61,6 +61,8 @@ extern const u8 *const gBattleScriptsForMoveEffects[];
#define TAG_LVLUP_BANNER_MON_ICON 55130
#define ATTACKS_THIS_TURN(battler, move) (AttacksThisTurn(battler, move) == 2)
static bool8 IsTwoTurnsMove(u16 move);
static void TrySetDestinyBondToHappen(void);
static u8 AttacksThisTurn(u8 battler, u16 move); // Note: returns 1 if it's a charging turn, otherwise 2.
@ -1406,7 +1408,7 @@ static void Cmd_typecalc(void)
}
}
if (gBattleMons[gBattlerTarget].ability == ABILITY_WONDER_GUARD && AttacksThisTurn(gBattlerAttacker, gCurrentMove) == 2
if (gBattleMons[gBattlerTarget].ability == ABILITY_WONDER_GUARD && ATTACKS_THIS_TURN(gBattlerAttacker, gCurrentMove)
&& (!(gMoveResultFlags & MOVE_RESULT_SUPER_EFFECTIVE) || ((gMoveResultFlags & (MOVE_RESULT_SUPER_EFFECTIVE | MOVE_RESULT_NOT_VERY_EFFECTIVE)) == (MOVE_RESULT_SUPER_EFFECTIVE | MOVE_RESULT_NOT_VERY_EFFECTIVE)))
&& gBattleMoves[gCurrentMove].power)
{
@ -1487,7 +1489,7 @@ static void CheckWonderGuardAndLevitate(void)
i += 3;
}
if (gBattleMons[gBattlerTarget].ability == ABILITY_WONDER_GUARD && AttacksThisTurn(gBattlerAttacker, gCurrentMove) == 2)
if (gBattleMons[gBattlerTarget].ability == ABILITY_WONDER_GUARD && ATTACKS_THIS_TURN(gBattlerAttacker, gCurrentMove))
{
if (((flags & 2) || !(flags & 1)) && gBattleMoves[gCurrentMove].power)
{
@ -1582,7 +1584,7 @@ u8 TypeCalc(u16 move, u8 attacker, u8 defender)
}
if (gBattleMons[defender].ability == ABILITY_WONDER_GUARD && !(flags & MOVE_RESULT_MISSED)
&& AttacksThisTurn(attacker, move) == 2
&& ATTACKS_THIS_TURN(attacker, move)
&& (!(flags & MOVE_RESULT_SUPER_EFFECTIVE) || ((flags & (MOVE_RESULT_SUPER_EFFECTIVE | MOVE_RESULT_NOT_VERY_EFFECTIVE)) == (MOVE_RESULT_SUPER_EFFECTIVE | MOVE_RESULT_NOT_VERY_EFFECTIVE)))
&& gBattleMoves[move].power)
{
@ -4576,7 +4578,7 @@ static void Cmd_typecalc2(void)
if (gBattleMons[gBattlerTarget].ability == ABILITY_WONDER_GUARD
&& !(flags & MOVE_RESULT_NO_EFFECT)
&& AttacksThisTurn(gBattlerAttacker, gCurrentMove) == 2
&& ATTACKS_THIS_TURN(gBattlerAttacker, gCurrentMove)
&& (!(flags & MOVE_RESULT_SUPER_EFFECTIVE) || ((flags & (MOVE_RESULT_SUPER_EFFECTIVE | MOVE_RESULT_NOT_VERY_EFFECTIVE)) == (MOVE_RESULT_SUPER_EFFECTIVE | MOVE_RESULT_NOT_VERY_EFFECTIVE)))
&& gBattleMoves[gCurrentMove].power)
{