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sync fix
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2b26483476
commit
6d6be7ac2a
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@ -82,19 +82,19 @@ enum {
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(gBattleControllerExecFlags & (1u << battler))
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#define MARK_BATTLE_CONTROLLER_MESSAGE_OUTBOUND_OVER_LINK(battler) \
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gBattleControllerExecFlags |= (1u << battler) << (32 - MAX_BATTLERS_COUNT)
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gBattleControllerExecFlags |= ((1u << battler) << (32 - MAX_BATTLERS_COUNT))
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#define MARK_BATTLE_CONTROLLER_MESSAGE_SYNCHRONIZED_OVER_LINK(battler) \
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gBattleControllerExecFlags &= ~((1 << 28) << (battler))
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#define MARK_BATTLE_CONTROLLER_ACTIVE_FOR_PLAYER(battler, playerId) \
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gBattleControllerExecFlags |= (1u << battler) << ((playerId) << 2)
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gBattleControllerExecFlags |= ((1u << battler) << ((playerId) << 2))
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#define MARK_BATTLE_CONTROLLER_IDLE_FOR_PLAYER(battler, playerId) \
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gBattleControllerExecFlags &= ~((u32)(1u << battler) << ((playerId) * 4))
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gBattleControllerExecFlags &= ~((1u << battler) << ((playerId) * 4))
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#define IS_BATTLE_CONTROLLER_ACTIVE_FOR_PLAYER(battler, playerId) \
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(gBattleControllerExecFlags & (1u << battler) << ((playerId) * 4))
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(gBattleControllerExecFlags & ((1u << battler) << ((playerId) * 4)))
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// This actually checks if a specific controller is active on any player or if
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// *any* controller is pending sync over link communications, but the macro name
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