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Rename SLP to SLP_MASK (#361)
Co-authored-by: Rangi <35663410+Rangi42@users.noreply.github.com>
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5 changed files with 15 additions and 15 deletions
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@ -225,7 +225,7 @@ ItemUseBall:
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ld a, [wEnemyMonStatus]
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and a
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jr z, .skipAilmentValueSubtraction ; no ailments
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and 1 << FRZ | SLP
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and (1 << FRZ) | SLP_MASK
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ld c, 12
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jr z, .notFrozenOrAsleep
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ld c, 25
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@ -380,7 +380,7 @@ ItemUseBall:
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ld a, [wEnemyMonStatus]
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and a
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jr z, .skip5
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and 1 << FRZ | SLP
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and (1 << FRZ) | SLP_MASK
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ld b, 5
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jr z, .addAilmentValue
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ld b, 10
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@ -878,7 +878,7 @@ ItemUseMedicine:
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lb bc, ICE_HEAL_MSG, 1 << FRZ
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cp ICE_HEAL
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jr z, .checkMonStatus
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lb bc, AWAKENING_MSG, SLP
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lb bc, AWAKENING_MSG, SLP_MASK
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cp AWAKENING
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jr z, .checkMonStatus
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lb bc, PARALYZ_HEAL_MSG, 1 << PAR
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@ -1700,7 +1700,7 @@ ItemUsePokeflute:
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.inBattle
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xor a
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ld [wWereAnyMonsAsleep], a
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ld b, ~SLP & $ff
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ld b, ~SLP_MASK
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ld hl, wPartyMon1Status
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call WakeUpEntireParty
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ld a, [wIsInBattle]
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@ -1752,7 +1752,7 @@ WakeUpEntireParty:
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.loop
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ld a, [hl]
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push af
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and SLP ; is pokemon asleep?
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and SLP_MASK
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jr z, .notAsleep
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ld a, 1
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ld [wWereAnyMonsAsleep], a ; indicate that a pokemon had to be woken up
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