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Adds effectiveness sound effect check in tests to support spread move tests

@ghoulslash ghoulslash added the category: battle-tests Related to the automated test environment label Jul 18, 2025
return gBattleStruct->moveResultFlags[battlerDef];
}
}
if ((gBattleStruct->moveResultFlags[battlerDef] & MOVE_RESULT_NO_EFFECT // (MOVE_RESULT_MISSED | MOVE_RESULT_NO_EFFECT)
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Comment probably not needed

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Actually is this correct? Do we want to include MOVE_RESULT_DOESNT_AFFECT_FOE here?

// Only play the "best" sound
for (u32 sound = 0; sound < 3; sound++)
u32 battlerDef;
u32 ret = resultFlags;
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@AlexOn1ine AlexOn1ine Jul 18, 2025

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Suggested change
u32 ret = resultFlags;
u32 resultFlagsForSoundEffectiveness = resultFlags;

Doesn't have to be this verbose but maybe something more expressive? It's not clear from ret what we are returning without reading the code fully.

@hedara90
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Build fails

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hedara90 commented Sep 2, 2025

Please merge current master into this PR, there's been an issue with the test runner that made some tests not run.

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3 participants