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Handle the repositioning in the new map of a mocked player object after going through a map connection (#29)
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@@ -102,7 +102,10 @@
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- **wTempSpaceStruct**: Temporary scope. Same structure as *wCurSpaceStruct*
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- **wTempSpaceBranchStruct**: Temporary scope. The structure is four bytes for next space for each direction (R/L/U/D; -1 if unavailable direction) followed by four bytes for required techniques for each direction (R/L/U/D)
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- **wViewMapModeRange**, **wViewMapModeDisplacementY**, **wViewMapModeDisplacementX**: Temporary scope during a Vew Map mode session.
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- **wBeforeViewMapYCoord**, **wBeforeViewMapXCoord**, **wBeforeViewMapMapGroup**, **wBeforeViewMapMapNumber**: Temporary scope during a Vew Map mode session. Used to preserve previous player state.
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- **wBeforeViewMapYCoord**, **wBeforeViewMapXCoord**, **wBeforeViewMapMapGroup**, **wBeforeViewMapMapNumber**, **wBeforeViewMapDirection**: Temporary scope during a Vew Map mode session. Used to preserve player state before entering View Map mode.
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- Additional addresses for View Map mode, that share memory region with *wCurBattleMon* and *wCurMoveNum*, which are not used outside of battle:
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- **wPlayerMockYCoord**, **wPlayerMockXCoord**: Used to handle the player mock sprite through map connections during View Map mode.
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- Addresses for talker events:
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- *wSeenTrainer** addresses have been repurposed as **wSeenTrainerOrTalker***
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