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Identify BATTLEACTION_D and _E (thanks, ax6)
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@ -240,8 +240,8 @@ SUBSTATUS_CURLED EQU 0
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const BATTLEACTION_A
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const BATTLEACTION_B
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const BATTLEACTION_C
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const BATTLEACTION_D
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const BATTLEACTION_E
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const BATTLEACTION_SKIPTURN
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const BATTLEACTION_STRUGGLE
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const BATTLEACTION_FORFEIT
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; wBattlePlayerAction
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@ -440,9 +440,9 @@ DetermineMoveOrder:
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and a
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jr z, .use_move
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ld a, [wBattleAction]
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cp BATTLEACTION_E
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cp BATTLEACTION_STRUGGLE
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jr z, .use_move
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cp BATTLEACTION_D
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cp BATTLEACTION_SKIPTURN
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jr z, .use_move
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sub BATTLEACTION_SWITCH1
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jr c, .use_move
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@ -5191,9 +5191,9 @@ PlayerSwitch:
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.linked
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ld a, [wBattleAction]
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cp BATTLEACTION_E
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cp BATTLEACTION_STRUGGLE
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jp z, .switch
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cp BATTLEACTION_D
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cp BATTLEACTION_SKIPTURN
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jp z, .switch
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cp BATTLEACTION_SWITCH1
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jp c, .switch
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@ -5774,10 +5774,10 @@ ParseEnemyAction:
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call z, LinkBattleSendReceiveAction
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call Call_LoadTempTileMapToTileMap
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ld a, [wBattleAction]
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cp BATTLEACTION_E
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cp BATTLEACTION_STRUGGLE
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jp z, .struggle
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cp BATTLEACTION_D
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jp z, .battle_action_d
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cp BATTLEACTION_SKIPTURN
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jp z, .skip_turn
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cp BATTLEACTION_SWITCH1
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jp nc, ResetVarsForSubstatusRage
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ld [wCurEnemyMoveNum], a
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@ -5811,7 +5811,7 @@ ParseEnemyAction:
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jp nz, ResetVarsForSubstatusRage
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jr .continue
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.battle_action_d
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.skip_turn
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ld a, $ff
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jr .finish
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@ -15,7 +15,7 @@ DoEnemyTurn:
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jr z, DoTurn
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ld a, [wBattleAction]
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cp BATTLEACTION_E
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cp BATTLEACTION_STRUGGLE
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jr z, DoTurn
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cp BATTLEACTION_SWITCH1
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ret nc
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@ -1552,10 +1552,10 @@ _LinkBattleSendReceiveAction:
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and a ; BATTLEPLAYERACTION_USEMOVE?
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jr nz, .switch
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ld a, [wCurPlayerMove]
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ld b, BATTLEACTION_E
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ld b, BATTLEACTION_STRUGGLE
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cp STRUGGLE
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jr z, .struggle
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ld b, BATTLEACTION_D
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ld b, BATTLEACTION_SKIPTURN
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cp $ff
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jr z, .struggle
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ld a, [wCurMoveNum]
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