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Add EFFECTIVENESS_SE for tests #7360
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…s sound effects (surrogate for result)
…pansion into expansion/spreadmove
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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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.
Build fails |
Please merge current master into this PR, there's been an issue with the test runner that made some tests not run. |
Adds effectiveness sound effect check in tests to support spread move tests