2020-10-15 05:49:49 +02:00
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#include "common.h"
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2020-11-18 06:20:28 +01:00
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HitResult calc_item_check_hit(void) {
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BattleStatus* battleStatus = BATTLE_STATUS;
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f32* pos = &battleStatus->playerActor->movePos;
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s32 actorID = battleStatus->currentTargetID;
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s8 currentTargetPartS8;
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u32 currentTargetPart;
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Actor* actor;
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ActorPart* actorPart;
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currentTargetPart = currentTargetPartS8 = battleStatus->currentTargetPart;
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battleStatus->currentTargetID2 = battleStatus->currentTargetID;
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battleStatus->currentTargetPart2 = currentTargetPartS8;
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actor = get_actor(actorID);
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if (actor != NULL) {
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actorPart = get_actor_part(actor, currentTargetPart);
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ASSERT(actorPart != NULL);
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if (!(actorPart->eventFlags & 0x20)) {
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if (actor->transStatus == 0xE) {
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return HitResult_MISS;
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}
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if (actor->stoneStatus == 0xC) {
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play_sound_at_position(0x10C, 0, pos[3], pos[4], pos[5]);
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return HitResult_IMMUNE;
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}
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if ((battleStatus->currentAttackElement & 0x80) && (actorPart->eventFlags & 0x10)) {
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play_sound_at_position(0xE9, 0, pos[3], pos[4], pos[5]);
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return HitResult_LANDED_ON_SPIKE;
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}
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} else {
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return HitResult_MISS;
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}
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}
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return HitResult_HIT;
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}
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2020-10-15 05:49:49 +02:00
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INCLUDE_ASM(s32, "code_17FEB0", calc_item_damage_enemy);
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2020-11-18 06:20:28 +01:00
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ApiStatus ItemDamageEnemy(ScriptInstance* script, s32 isInitialCall) {
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BattleStatus* battleStatus = &gBattleStatus;
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Bytecode* args = script->ptrReadPos;
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s32 itemDamageOut = *args++;
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s32 a5;
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Actor* actor;
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s32 itemDamage;
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s32 flag = 0x10;
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battleStatus->currentAttackElement = *args++;
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battleStatus->currentAttackEventSuppression = 0;
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battleStatus->currentAttackStatus = *args++;
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battleStatus->currentAttackDamage = get_variable(script, *args++);
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a5 = *args++;
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if ((a5 & 0x30) == 0x30) {
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battleStatus->flags1 |= 0x30;
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} else if (a5 & flag) {
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battleStatus->flags1 = (battleStatus->flags1 | flag) & ~0x20;
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} else if (a5 & 0x20) {
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battleStatus->flags1 = (battleStatus->flags1 & ~flag) | 0x20;
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} else {
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battleStatus->flags1 = (battleStatus->flags1 & ~flag) & ~0x20;
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}
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if (a5 & 0x40) {
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BATTLE_STATUS->flags1 |= 0x40;
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} else {
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BATTLE_STATUS->flags1 &= ~0x40;
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}
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if (a5 & 0x200) {
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BATTLE_STATUS->flags1 |= 0x200;
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} else {
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BATTLE_STATUS->flags1 &= ~0x200;
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}
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if (a5 & 0x80) {
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BATTLE_STATUS->flags1 |= 0x80;
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} else {
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BATTLE_STATUS->flags1 &= ~0x80;
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}
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actor = get_actor(script->owner1.actorID);
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battleStatus->currentTargetID = actor->targetActorID;
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battleStatus->currentTargetPart = actor->targetPartIndex;
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battleStatus->statusChance = battleStatus->currentAttackStatus;
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if ((battleStatus->statusChance & 0xFF) == 0xFF) {
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battleStatus->statusChance = 0;
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}
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battleStatus->statusDuration = (battleStatus->currentAttackStatus & 0xF00) >> 8;
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itemDamage = calc_item_damage_enemy();
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if (itemDamage < 0) {
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return ApiStatus_FINISH;
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}
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set_variable(script, itemDamageOut, itemDamage);
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if (!does_script_exist_by_ref(script)) {
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return ApiStatus_FINISH;
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}
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return ApiStatus_DONE2;
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}
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ApiStatus ItemAfflictEnemy(ScriptInstance* script, s32 isInitialCall) {
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BattleStatus* battleStatus = &gBattleStatus;
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Bytecode* args = script->ptrReadPos;
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s32 itemDamageOut = *args++;
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s32 a5;
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Actor* actor;
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s32 itemDamage;
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s32 flag = 0x10;
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battleStatus->currentAttackElement = *args++;
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battleStatus->currentAttackEventSuppression = 0;
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battleStatus->currentAttackStatus = *args++;
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battleStatus->currentAttackStatus |= get_variable(script, *args++);
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battleStatus->currentAttackDamage = get_variable(script, *args++);
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a5 = *args++;
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if ((a5 & 0x30) == 0x30) {
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battleStatus->flags1 |= 0x30;
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} else if (a5 & flag) {
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battleStatus->flags1 = (battleStatus->flags1 | flag) & ~0x20;
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} else if (a5 & 0x20) {
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battleStatus->flags1 = (battleStatus->flags1 & ~flag) | 0x20;
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} else {
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battleStatus->flags1 = (battleStatus->flags1 & ~flag) & ~0x20;
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}
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if (a5 & 0x40) {
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BATTLE_STATUS->flags1 |= 0x40;
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} else {
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BATTLE_STATUS->flags1 &= ~0x40;
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}
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if (a5 & 0x200) {
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BATTLE_STATUS->flags1 |= 0x200;
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} else {
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BATTLE_STATUS->flags1 &= ~0x200;
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}
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if (a5 & 0x80) {
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BATTLE_STATUS->flags1 |= 0x80;
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} else {
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BATTLE_STATUS->flags1 &= ~0x80;
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}
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actor = get_actor(script->owner1.actorID);
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battleStatus->currentTargetID = actor->targetActorID;
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battleStatus->currentTargetPart = actor->targetPartIndex;
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battleStatus->statusChance = battleStatus->currentAttackStatus;
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if ((battleStatus->statusChance & 0xFF) == 0xFF) {
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battleStatus->statusChance = 0;
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}
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battleStatus->statusDuration = (battleStatus->currentAttackStatus & 0xF00) >> 8;
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itemDamage = calc_item_damage_enemy();
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if (itemDamage < 0) {
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return ApiStatus_FINISH;
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}
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set_variable(script, itemDamageOut, itemDamage);
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if (!does_script_exist_by_ref(script)) {
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return ApiStatus_FINISH;
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}
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return ApiStatus_DONE2;
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}
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ApiStatus func_80252B3C(ScriptInstance* script, s32 isInitialCall) {
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BattleStatus* battleStatus = &gBattleStatus;
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Bytecode* args = script->ptrReadPos;
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s32 itemDamageOut = *args++;
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s32 a5;
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Actor* actor;
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s32 itemDamage;
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s32 flag = 0x10;
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battleStatus->currentAttackElement = *args++;
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battleStatus->currentAttackEventSuppression = 0;
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battleStatus->currentAttackStatus = get_variable(script, *args++);
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battleStatus->currentAttackDamage = get_variable(script, *args++);
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a5 = *args++;
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if ((a5 & 0x30) == 0x30) {
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battleStatus->flags1 |= 0x30;
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} else if (a5 & flag) {
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battleStatus->flags1 = (battleStatus->flags1 | flag) & ~0x20;
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} else if (a5 & 0x20) {
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battleStatus->flags1 = (battleStatus->flags1 & ~flag) | 0x20;
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} else {
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battleStatus->flags1 = (battleStatus->flags1 & ~flag) & ~0x20;
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}
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if (a5 & 0x40) {
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BATTLE_STATUS->flags1 |= 0x40;
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} else {
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BATTLE_STATUS->flags1 &= ~0x40;
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}
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if (a5 & 0x200) {
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BATTLE_STATUS->flags1 |= 0x200;
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} else {
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BATTLE_STATUS->flags1 &= ~0x200;
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}
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if (a5 & 0x80) {
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BATTLE_STATUS->flags1 |= 0x80;
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} else {
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BATTLE_STATUS->flags1 &= ~0x80;
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}
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actor = get_actor(script->owner1.actorID);
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battleStatus->currentTargetID = actor->targetActorID;
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battleStatus->currentTargetPart = actor->targetPartIndex;
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battleStatus->statusChance = battleStatus->currentAttackStatus;
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if ((battleStatus->statusChance & 0xFF) == 0xFF) {
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battleStatus->statusChance = 0;
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}
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battleStatus->statusDuration = (battleStatus->currentAttackStatus & 0xF00) >> 8;
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itemDamage = calc_item_damage_enemy();
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if (itemDamage < 0) {
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return ApiStatus_FINISH;
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}
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set_variable(script, itemDamageOut, itemDamage);
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if (!does_script_exist_by_ref(script)) {
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return ApiStatus_FINISH;
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}
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return ApiStatus_DONE2;
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}
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ApiStatus ItemCheckHit(ScriptInstance* script, s32 isInitialCall) {
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BattleStatus* battleStatus = &gBattleStatus;
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Bytecode* args = script->ptrReadPos;
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s32 itemDamageOut = *args++;
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s32 a5;
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Actor* actor;
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s32 itemDamage;
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s32 flag = 0x10;
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battleStatus->currentAttackElement = *args++;
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battleStatus->currentAttackEventSuppression = 0;
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battleStatus->currentAttackStatus = *args++;
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battleStatus->currentAttackDamage = get_variable(script, *args++);
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a5 = *args++;
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if ((a5 & 0x30) == 0x30) {
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battleStatus->flags1 |= 0x30;
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} else if (a5 & flag) {
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battleStatus->flags1 = (battleStatus->flags1 | flag) & ~0x20;
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} else if (a5 & 0x20) {
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battleStatus->flags1 = (battleStatus->flags1 & ~flag) | 0x20;
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} else {
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battleStatus->flags1 = (battleStatus->flags1 & ~flag) & ~0x20;
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}
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if (a5 & 0x40) {
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BATTLE_STATUS->flags1 |= 0x40;
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} else {
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BATTLE_STATUS->flags1 &= ~0x40;
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}
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if (a5 & 0x200) {
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BATTLE_STATUS->flags1 |= 0x200;
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} else {
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BATTLE_STATUS->flags1 &= ~0x200;
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}
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if (a5 & 0x80) {
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BATTLE_STATUS->flags1 |= 0x80;
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} else {
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BATTLE_STATUS->flags1 &= ~0x80;
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}
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actor = get_actor(script->owner1.actorID);
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battleStatus->currentTargetID = actor->targetActorID;
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battleStatus->currentTargetPart = actor->targetPartIndex;
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battleStatus->statusChance = battleStatus->currentAttackStatus;
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if ((battleStatus->statusChance & 0xFF) == 0xFF) {
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battleStatus->statusChance = 0;
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}
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battleStatus->statusDuration = (battleStatus->currentAttackStatus & 0xF00) >> 8;
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2020-10-15 05:49:49 +02:00
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2020-11-18 06:20:28 +01:00
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itemDamage = calc_item_check_hit();
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if (itemDamage < 0) {
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return ApiStatus_FINISH;
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}
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2020-10-15 05:49:49 +02:00
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2020-11-18 06:20:28 +01:00
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set_variable(script, itemDamageOut, itemDamage);
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2020-10-15 05:49:49 +02:00
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2020-11-18 06:20:28 +01:00
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return ApiStatus_DONE2;
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}
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