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Remove all address comments
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@@ -1,4 +1,4 @@
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DoPlayerMovement:: ; 80000
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DoPlayerMovement::
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call .GetDPad
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ld a, movement_step_sleep
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@@ -30,7 +30,6 @@ DoPlayerMovement:: ; 80000
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or D_DOWN
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ld [wCurInput], a
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ret
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; 8002d
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.TranslateIntoMovement:
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ld a, [wPlayerState]
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@@ -112,9 +111,8 @@ DoPlayerMovement:: ; 80000
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call .StandInPlace
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xor a
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ret
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; 800b7
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.CheckTile: ; 800b7
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.CheckTile:
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; Tiles such as waterfalls and warps move the player
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; in a given direction, overriding input.
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@@ -227,9 +225,8 @@ DoPlayerMovement:: ; 80000
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ld a, 5
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scf
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ret
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; 80147
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.CheckTurning: ; 80147
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.CheckTurning:
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; If the player is turning, change direction first. This also lets
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; the player change facing without moving by tapping a direction.
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@@ -257,9 +254,8 @@ DoPlayerMovement:: ; 80000
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.not_turning
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xor a
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ret
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; 8016b
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.TryStep: ; 8016b
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.TryStep:
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; Surfing actually calls .TrySurf directly instead of passing through here.
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ld a, [wPlayerState]
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@@ -323,9 +319,8 @@ DoPlayerMovement:: ; 80000
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.bump
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xor a
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ret
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; 801c0
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.TrySurf: ; 801c0
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.TrySurf:
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call .CheckSurfPerms
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ld [wd040], a
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@@ -359,9 +354,8 @@ DoPlayerMovement:: ; 80000
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.surf_bump
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xor a
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ret
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; 801f3
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.TryJump: ; 801f3
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.TryJump:
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ld a, [wPlayerStandingTile]
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ld e, a
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and $f0
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@@ -399,9 +393,8 @@ DoPlayerMovement:: ; 80000
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db FACE_DOWN | FACE_LEFT ; COLL_HOP_DOWN_LEFT
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db FACE_UP | FACE_RIGHT ; COLL_HOP_UP_RIGHT
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db FACE_UP | FACE_LEFT ; COLL_HOP_UP_LEFT
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; 80226
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.CheckWarp: ; 80226
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.CheckWarp:
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; Bug: Since no case is made for STANDING here, it will check
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; [.edgewarps + $ff]. This resolves to $3e at $8035a.
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@@ -450,7 +443,6 @@ DoPlayerMovement:: ; 80000
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db COLL_WARP_CARPET_UP
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db COLL_WARP_CARPET_LEFT
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db COLL_WARP_CARPET_RIGHT
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; 8025f
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.DoStep:
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ld e, a
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@@ -529,27 +521,24 @@ DoPlayerMovement:: ; 80000
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db $80 + UP
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db $80 + LEFT
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db $80 + RIGHT
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; 802b3
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.StandInPlace: ; 802b3
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.StandInPlace:
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ld a, 0
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ld [wPlayerTurningDirection], a
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ld a, movement_step_sleep
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ld [wMovementAnimation], a
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xor a
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ret
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; 802bf
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._WalkInPlace: ; 802bf
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._WalkInPlace:
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ld a, 0
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ld [wPlayerTurningDirection], a
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ld a, movement_step_bump
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ld [wMovementAnimation], a
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xor a
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ret
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; 802cb
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.CheckForced: ; 802cb
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.CheckForced:
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; When sliding on ice, input is forced to remain in the same direction.
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call CheckStandingOnIce
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@@ -572,9 +561,8 @@ DoPlayerMovement:: ; 80000
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.forced_dpad
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db D_DOWN, D_UP, D_LEFT, D_RIGHT
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; 802ec
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.GetAction: ; 802ec
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.GetAction:
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; Poll player input and update movement info.
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ld hl, .table
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@@ -631,9 +619,8 @@ DoPlayerMovement:: ; 80000
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dw wTileUp
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db DOWN, FACE_DOWN, 0, 1
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dw wTileDown
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; 80341
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.CheckNPC: ; 80341
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.CheckNPC:
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; Returns 0 if there is an NPC in front that you can't move
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; Returns 1 if there is no NPC in front
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; Returns 2 if there is a movable NPC in front
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@@ -668,9 +655,8 @@ DoPlayerMovement:: ; 80000
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.no_bump
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ld a, 2
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ret
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; 8036f
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.CheckStrengthBoulder: ; 8036f
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.CheckStrengthBoulder:
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ld hl, wBikeFlags
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bit BIKEFLAGS_STRENGTH_ACTIVE_F, [hl]
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@@ -706,9 +692,8 @@ DoPlayerMovement:: ; 80000
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.not_boulder
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xor a
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ret
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; 8039e
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.CheckLandPerms: ; 8039e
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.CheckLandPerms:
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; Return 0 if walking onto land and tile permissions allow it.
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; Otherwise, return carry.
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@@ -728,9 +713,8 @@ DoPlayerMovement:: ; 80000
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.NotWalkable:
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scf
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ret
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; 803b4
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.CheckSurfPerms: ; 803b4
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.CheckSurfPerms:
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; Return 0 if moving in water, or 1 if moving onto land.
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; Otherwise, return carry.
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@@ -750,17 +734,15 @@ DoPlayerMovement:: ; 80000
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.NotSurfable:
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scf
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ret
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; 803ca
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.BikeCheck: ; 803ca
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.BikeCheck:
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ld a, [wPlayerState]
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cp PLAYER_BIKE
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ret z
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cp PLAYER_SKATE
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ret
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; 803d3
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.CheckWalkable: ; 803d3
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.CheckWalkable:
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; Return 0 if tile a is land. Otherwise, return carry.
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call GetTileCollision
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@@ -768,9 +750,8 @@ DoPlayerMovement:: ; 80000
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ret z
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scf
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ret
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; 803da
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.CheckSurfable: ; 803da
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.CheckSurfable:
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; Return 0 if tile a is water, or 1 if land.
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; Otherwise, return carry.
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@@ -796,27 +777,24 @@ DoPlayerMovement:: ; 80000
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.Neither:
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scf
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ret
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; 803ee
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.BumpSound: ; 803ee
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.BumpSound:
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call CheckSFX
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ret c
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ld de, SFX_BUMP
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call PlaySFX
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ret
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; 803f9
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.GetOutOfWater: ; 803f9
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.GetOutOfWater:
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push bc
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ld a, PLAYER_NORMAL
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ld [wPlayerState], a
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call ReplaceKrisSprite ; UpdateSprites
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pop bc
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ret
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; 80404
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CheckStandingOnIce:: ; 80404
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CheckStandingOnIce::
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ld a, [wPlayerTurningDirection]
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cp 0
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jr z, .not_ice
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@@ -836,9 +814,8 @@ CheckStandingOnIce:: ; 80404
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.not_ice
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and a
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ret
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; 80422
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StopPlayerForEvent:: ; 80422
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StopPlayerForEvent::
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ld hl, wPlayerNextMovement
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ld a, movement_step_sleep
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cp [hl]
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@@ -848,4 +825,3 @@ StopPlayerForEvent:: ; 80422
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ld a, 0
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ld [wPlayerTurningDirection], a
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ret
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; 80430
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