# ROUTINE: DOES UNIT HAVE STATUS IN SET
# Checks if a unit has a status in the specified Status Set (from RAM location 0x800662d0). Returns true (1) if so, and false (0) if not.
# Parameters:
# r4 = (unit) Unit in-battle data pointer
# r5 = (statusSetIndex) Index of Status Set to check against
# Sets:
# 0 - KO (0x01 in 0x04)
# Crystal, Dead, Petrify, Invite, Blood Suck, Treasure
# 1 - Team Loss (0x02 in 0x04)
# Crystal, Invite, Treasure
# 2 - Team Loss (Ally?) (0x04 in 0x04)
# Crystal, Treasure
# 3 - Freeze CT (0x80 in 0x04)
# Crystal, Petrify, Treasure, Stop, Sleep
# 4 - (0x80 in 0x05) (unit is in water and isn't a monster?)
# Crystal, Dead, Jump, Petrify, Confusion, Blood Suck, Treasure,
# Berserk, Chicken, Frog, Stop, Sleep, Don't Act
# 5 - Immortal Immunities (0x01 in 0x05)
# Crystal, Dead, Undead, Petrify, Invite, Confusion, Blood Suck.
# Treasure, Chicken, Frog, Charm, Sleep, Don't Act, Death Sentence
# 6 - Guest Immunities (0x02 in 0x05)
# Crystal, Dead, Undead, Petrify, Invite, Blood Suck, Treasure,
# Chicken, Frog, Charm, Death Sentence
# 7 - (0x04 in 0x05)
# Darkness, Confusion, Transparent, Berserk, Chicken, Frog, Stop,
# Charm, Sleep, Don't Move, Don't Act
# 8 - (0x08 in 0x05)
# Crystal, Dead, Undead, Jump, Petrify, Invite, Treasure, Critical
# 9 - (0x10 in 0x5)
# Confusion, Berserk, Poison, Stop, Sleep, Don't Move, Don't Act,
# Death Sentence
# 10 - Unmountable (Job ID 5e-60, hardcoded statuses)
# Crystal, Dead, Petrify, Blood Suck, Treasure, Berserk, Chicken,
# Frog, Charm
# Returns:
# r2 = true (1) if unit has at least one status in the set, false (0) otherwise
8005e1b0: 00003021 addu r6,r0,r0 # index = 0
8005e1b4: 3c038006 lui r3,0x8006
8005e1b8: 246362d0 addiu r3,r3,0x62d0 # statusSets
8005e1bc: 00051080 sll r2,r5,0x02 # statusSetIndex * 4
8005e1c0: 00451021 addu r2,r2,r5 # statusSetIndex * 5
8005e1c4: 00432821 addu r5,r2,r3 # statusBytePtr = statusSets[statusSetIndex]
# do {
8005e1c8: 00861021 addu r2,r4,r6
8005e1cc: 90420058 lbu r2,0x0058(r2) # unit.currentStatues[index]
8005e1d0: 90a30000 lbu r3,0x0000(r5) # statusByte = *statusBytePtr
8005e1d4: 00000000 nop
8005e1d8: 00431024 and r2,r2,r3
8005e1dc: 14400006 bne r2,r0,0x8005e1f8 # if ((unit.currentStatues[index] & statusByte) != 0) return true;
8005e1e0: 34020001 ori r2,r0,0x0001
8005e1e4: 24c60001 addiu r6,r6,0x0001 # index = index + 1
8005e1e8: 28c20005 slti r2,r6,0x0005
8005e1ec: 1440fff6 bne r2,r0,0x8005e1c8
8005e1f0: 24a50001 addiu r5,r5,0x0001 # statusBytePtr = statusBytePtr + 1
# } while (index < 5);
8005e1f4: 00001021 addu r2,r0,r0 # return false;
8005e1f8: 03e00008 jr r31
8005e1fc: 00000000 nop
Return Locations
BATTLE.BIN
001743f0
001832ec
001833dc
00183454
0018c97c
0018dd80
0018e788
0019b600
0019cc2c