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WALKS_ON_WATER → SWIMMING
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@ -64,11 +64,11 @@ HIGH_PRIORITY EQU 1 << HIGH_PRIORITY_F
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OVERHEAD EQU 1 << OVERHEAD_F
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; object_struct OBJECT_PALETTE bit flags
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WALK_ON_WATER_F EQU 5
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SWIMMING_F EQU 5
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STRENGTH_BOULDER_F EQU 6
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BIG_OBJECT_F EQU 7
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WALK_ON_WATER EQU 1 << WALK_ON_WATER_F
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SWIMMING EQU 1 << SWIMMING_F
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STRENGTH_BOULDER EQU 1 << STRENGTH_BOULDER_F
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BIG_OBJECT EQU 1 << BIG_OBJECT_F
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@ -295,7 +295,7 @@ SpriteMovementData:: ; 4273
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db OBJECT_ACTION_STAND ; action
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db 0 ; flags1
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db 0 ; flags2
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db WALK_ON_WATER ; palette flags
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db SWIMMING ; palette flags
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; 25
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db SPRITEMOVEFN_00 ; movement function
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@ -2,8 +2,8 @@ Function6ec1: ; 6ec1
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ld hl, OBJECT_PALETTE
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add hl, bc
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bit WALK_ON_WATER_F, [hl]
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jr z, .walks_on_land
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bit SWIMMING_F, [hl]
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jr z, .not_swimming
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ld hl, OBJECT_FLAGS1
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add hl, bc
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@ -17,7 +17,7 @@ Function6ec1: ; 6ec1
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ret c
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jr .resume
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.walks_on_land
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.not_swimming
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ld hl, OBJECT_FLAGS1
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add hl, bc
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bit 4, [hl]
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