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https://gitlab.com/xCrystal/pokecrystal-board.git
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Use known sprite movement data flag constants
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@ -44,16 +44,24 @@ OW_LEFT EQU LEFT << 2
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OW_RIGHT EQU RIGHT << 2
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; object_struct OBJECT_FLAGS1 bit flags
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INVISIBLE EQU 0
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FIXED_FACING EQU 2
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SLIDING EQU 3
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EMOTE_OBJECT EQU 7
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INVISIBLE_F EQU 0
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FIXED_FACING_F EQU 2
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SLIDING_F EQU 3
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EMOTE_OBJECT_F EQU 7
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INVISIBLE EQU 1 << INVISIBLE_F
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FIXED_FACING EQU 1 << FIXED_FACING_F
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SLIDING EQU 1 << SLIDING_F
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EMOTE_OBJECT EQU 1 << EMOTE_OBJECT_F
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; object_struct OBJECT_FLAGS2 bit flags
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LOW_PRIORITY EQU 0
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HIGH_PRIORITY EQU 1
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OVERHEAD EQU 3
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LOW_PRIORITY_F EQU 0
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HIGH_PRIORITY_F EQU 1
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OVERHEAD_F EQU 3
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LOW_PRIORITY EQU 1 << LOW_PRIORITY_F
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HIGH_PRIORITY EQU 1 << HIGH_PRIORITY_F
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OVERHEAD EQU 1 << OVERHEAD_F
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; map_object struct members (see macros/wram.asm)
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const_def
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@ -13,7 +13,7 @@ SpriteMovementData:: ; 4273
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db SPRITEMOVEFN_STANDING ; movement function
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db DOWN ; facing
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db OBJECT_ACTION_STAND ; action
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db 1 << 2 | 1 << 3 ; flags1
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db FIXED_FACING | SLIDING ; flags1
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db 0 ; flags2
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db 0 ; palette flags
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@ -173,15 +173,15 @@ SpriteMovementData:: ; 4273
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db SPRITEMOVEFN_BIG_SNORLAX ; movement function
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db DOWN ; facing
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db OBJECT_ACTION_BIG_DOLL_SYM ; action
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db 1 << 1 | 1 << 2 | 1 << 3 | 1 << 5 ; flags1
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db 1 << 0 ; flags2
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db 1 << 1 | FIXED_FACING | SLIDING | 1 << 5 ; flags1
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db LOW_PRIORITY ; flags2
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db 1 << 6 | 1 << 7 ; palette flags
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; SPRITEMOVEDATA_POKEMON
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db SPRITEMOVEFN_BOUNCE ; movement function
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db DOWN ; facing
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db OBJECT_ACTION_BOUNCE ; action
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db 1 << 1 | 1 << 2 | 1 << 3 | 1 << 5 ; flags1
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db 1 << 1 | FIXED_FACING | SLIDING | 1 << 5 ; flags1
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db 0 ; flags2
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db 0 ; palette flags
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@ -189,7 +189,7 @@ SpriteMovementData:: ; 4273
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db SPRITEMOVEFN_STANDING ; movement function
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db DOWN ; facing
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db OBJECT_ACTION_STAND ; action
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db 1 << 2 | 1 << 3 ; flags1
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db FIXED_FACING | SLIDING ; flags1
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db 0 ; flags2
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db 0 ; palette flags
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@ -197,7 +197,7 @@ SpriteMovementData:: ; 4273
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db SPRITEMOVEFN_STANDING ; movement function
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db DOWN ; facing
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db OBJECT_ACTION_STAND ; action
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db 1 << 1 | 1 << 2 | 1 << 3 | 1 << 5 ; flags1
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db 1 << 1 | FIXED_FACING | SLIDING | 1 << 5 ; flags1
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db 1 << 4 ; flags2
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db 0 ; palette flags
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@ -205,7 +205,7 @@ SpriteMovementData:: ; 4273
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db SPRITEMOVEFN_STRENGTH ; movement function
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db DOWN ; facing
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db OBJECT_ACTION_STAND ; action
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db 1 << 1 | 1 << 2 | 1 << 3 | 1 << 5 ; flags1
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db 1 << 1 | FIXED_FACING | SLIDING | 1 << 5 ; flags1
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db 0 ; flags2
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db 1 << 6 ; palette flags
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@ -221,23 +221,23 @@ SpriteMovementData:: ; 4273
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db SPRITEMOVEFN_SHADOW ; movement function
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db DOWN ; facing
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db OBJECT_ACTION_00 ; action
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db 1 << 1 | 1 << 2 | 1 << 3 | 1 << 7 ; flags1
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db 1 << 0 ; flags2
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db 1 << 1 | FIXED_FACING | SLIDING | EMOTE_OBJECT ; flags1
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db LOW_PRIORITY ; flags2
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db 0 ; palette flags
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; SPRITEMOVEDATA_EMOTE
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db SPRITEMOVEFN_EMOTE ; movement function
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db DOWN ; facing
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db OBJECT_ACTION_EMOTE ; action
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db 1 << 1 | 1 << 2 | 1 << 3 | 1 << 7 ; flags1
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db 1 << 1 ; flags2
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db 1 << 1 | FIXED_FACING | SLIDING | EMOTE_OBJECT ; flags1
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db HIGH_PRIORITY ; flags2
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db 0 ; palette flags
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; SPRITEMOVEDATA_SCREENSHAKE
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db SPRITEMOVEFN_SCREENSHAKE ; movement function
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db DOWN ; facing
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db OBJECT_ACTION_00 ; action
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db 1 << 1 | 1 << 7 ; flags1
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db 1 << 1 | EMOTE_OBJECT ; flags1
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db 0 ; flags2
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db 0 ; palette flags
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@ -261,32 +261,32 @@ SpriteMovementData:: ; 4273
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db SPRITEMOVEFN_STRENGTH ; movement function
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db DOWN ; facing
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db OBJECT_ACTION_BIG_DOLL_ASYM ; action
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db 1 << 1 | 1 << 2 | 1 << 3 | 1 << 5 ; flags1
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db 1 << 0 ; flags2
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db 1 << 1 | FIXED_FACING | SLIDING | 1 << 5 ; flags1
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db LOW_PRIORITY ; flags2
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db 1 << 6 | 1 << 7 ; palette flags
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; SPRITEMOVEDATA_BIGDOLL
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db SPRITEMOVEFN_STRENGTH ; movement function
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db DOWN ; facing
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db OBJECT_ACTION_BIG_DOLL ; action
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db 1 << 1 | 1 << 2 | 1 << 3 | 1 << 5 ; flags1
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db 1 << 0 ; flags2
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db 1 << 1 | FIXED_FACING | SLIDING | 1 << 5 ; flags1
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db LOW_PRIORITY ; flags2
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db 1 << 6 | 1 << 7 ; palette flags
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; SPRITEMOVEDATA_BOULDERDUST
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db SPRITEMOVEFN_BOULDERDUST ; movement function
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db DOWN ; facing
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db OBJECT_ACTION_BOULDER_DUST ; action
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db 1 << 1 | 1 << 2 | 1 << 3 | 1 << 7 ; flags1
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db 1 << 0 ; flags2
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db 1 << 1 | FIXED_FACING | SLIDING | EMOTE_OBJECT ; flags1
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db LOW_PRIORITY ; flags2
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db 0 ; palette flags
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; SPRITEMOVEDATA_GRASS
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db SPRITEMOVEFN_GRASS ; movement function
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db DOWN ; facing
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db OBJECT_ACTION_GRASS_SHAKE ; action
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db 1 << 1 | 1 << 2 | 1 << 3 | 1 << 7 ; flags1
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db 1 << 1 ; flags2
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db 1 << 1 | FIXED_FACING | SLIDING | EMOTE_OBJECT ; flags1
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db HIGH_PRIORITY ; flags2
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db 0 ; palette flags
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; SPRITEMOVEDATA_SWIM_WANDER
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@ -47,7 +47,7 @@ SetFacingStandAction: ; 44b5
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SetFacingStepAction: ; 44c1
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ld hl, OBJECT_FLAGS1
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add hl, bc
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bit SLIDING, [hl]
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bit SLIDING_F, [hl]
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jp nz, SetFacingCurrent
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ld hl, OBJECT_STEP_FRAME
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@ -59,7 +59,7 @@ SetFacingStepAction: ; 44c1
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rrca
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rrca
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and %00000011
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maskbits NUM_DIRECTIONS
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ld d, a
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call GetSpriteDirection
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@ -74,7 +74,7 @@ SetFacingStepAction: ; 44c1
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SetFacingSkyfall: ; 44e4
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ld hl, OBJECT_FLAGS1
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add hl, bc
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bit SLIDING, [hl]
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bit SLIDING_F, [hl]
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jp nz, SetFacingCurrent
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ld hl, OBJECT_STEP_FRAME
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@ -86,7 +86,7 @@ SetFacingSkyfall: ; 44e4
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rrca
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rrca
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and %00000011
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maskbits NUM_DIRECTIONS
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ld d, a
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call GetSpriteDirection
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@ -101,7 +101,7 @@ SetFacingSkyfall: ; 44e4
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SetFacingBumpAction: ; 4508
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ld hl, OBJECT_FLAGS1
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add hl, bc
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bit SLIDING, [hl]
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bit SLIDING_F, [hl]
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jp nz, SetFacingCurrent
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ld hl, OBJECT_STEP_FRAME
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@ -112,7 +112,7 @@ SetFacingBumpAction: ; 4508
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rrca
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rrca
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rrca
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and %00000011
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maskbits NUM_DIRECTIONS
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ld d, a
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call GetSpriteDirection
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@ -245,7 +245,7 @@ SetFacingWeirdTree: ; 45ab
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ld a, [hl]
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inc a
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ld [hl], a
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and %00001100
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maskbits NUM_DIRECTIONS, 2
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rrca
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rrca
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add FACING_WEIRD_TREE_0
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@ -146,7 +146,7 @@ Function437b: ; 437b
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.HandleObjectAction:
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ld hl, OBJECT_FLAGS1
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add hl, bc
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bit INVISIBLE, [hl]
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bit INVISIBLE_F, [hl]
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jr nz, SetFacingStanding
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ld hl, OBJECT_FLAGS2
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add hl, bc
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@ -161,7 +161,7 @@ Function437b: ; 437b
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Function4440: ; 4440
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ld hl, OBJECT_FLAGS1
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add hl, bc
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bit INVISIBLE, [hl]
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bit INVISIBLE_F, [hl]
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jr nz, SetFacingStanding
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asm_4448:
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ld de, ObjectActionPairPointers + 2 ; use second column
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@ -233,7 +233,7 @@ Function462a: ; 462a
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UpdateTallGrassFlags: ; 463f
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ld hl, OBJECT_FLAGS2
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add hl, bc
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bit OVERHEAD, [hl]
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bit OVERHEAD_F, [hl]
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jr z, .ok
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ld hl, OBJECT_NEXT_TILE
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add hl, bc
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@ -260,13 +260,13 @@ SetTallGrassFlags: ; 4661
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.set
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ld hl, OBJECT_FLAGS2
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add hl, bc
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set OVERHEAD, [hl]
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set OVERHEAD_F, [hl]
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ret
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.reset
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ld hl, OBJECT_FLAGS2
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add hl, bc
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res OVERHEAD, [hl]
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res OVERHEAD_F, [hl]
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ret
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; 4679
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@ -298,7 +298,7 @@ InitStep: ; 4690
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ld [hl], a
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ld hl, OBJECT_FLAGS1
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add hl, bc
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bit FIXED_FACING, [hl]
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bit FIXED_FACING_F, [hl]
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jr nz, GetNextTile
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add a
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add a
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@ -2155,7 +2155,7 @@ DespawnEmote: ; 5579
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push af
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ld hl, OBJECT_FLAGS1
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add hl, de
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bit EMOTE_OBJECT, [hl]
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bit EMOTE_OBJECT_F, [hl]
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jr z, .next
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ld hl, OBJECT_SPRITE
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add hl, de
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@ -2918,10 +2918,10 @@ InitSprites: ; 5991
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ld e, PRIORITY_LOW
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ld hl, OBJECT_FLAGS2
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add hl, bc
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bit LOW_PRIORITY, [hl]
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bit LOW_PRIORITY_F, [hl]
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jr nz, .add
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ld e, PRIORITY_NORM
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bit HIGH_PRIORITY, [hl]
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bit HIGH_PRIORITY_F, [hl]
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jr z, .add
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ld e, PRIORITY_HIGH
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jr .add
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@ -377,42 +377,42 @@ Movement_tree_shake: ; 5279
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Movement_remove_sliding: ; 5293
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ld hl, OBJECT_FLAGS1
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add hl, bc
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res SLIDING, [hl]
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res SLIDING_F, [hl]
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jp ContinueReadingMovement
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; 529c
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Movement_set_sliding: ; 529c
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ld hl, OBJECT_FLAGS1
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add hl, bc
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set SLIDING, [hl]
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set SLIDING_F, [hl]
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jp ContinueReadingMovement
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; 52a5
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Movement_remove_fixed_facing: ; 52a5
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ld hl, OBJECT_FLAGS1
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add hl, bc
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res FIXED_FACING, [hl]
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res FIXED_FACING_F, [hl]
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jp ContinueReadingMovement
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; 52ae
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Movement_fix_facing: ; 52ae
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ld hl, OBJECT_FLAGS1
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add hl, bc
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set FIXED_FACING, [hl]
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set FIXED_FACING_F, [hl]
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jp ContinueReadingMovement
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; 52b7
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Movement_show_object: ; 52b7
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ld hl, OBJECT_FLAGS1
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add hl, bc
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res INVISIBLE, [hl]
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res INVISIBLE_F, [hl]
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jp ContinueReadingMovement
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; 52c0
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Movement_hide_object: ; 52c0
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ld hl, OBJECT_FLAGS1
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add hl, bc
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set INVISIBLE, [hl]
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set INVISIBLE_F, [hl]
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jp ContinueReadingMovement
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; 52c9
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@ -838,7 +838,7 @@ JumpStep: ; 548a
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ld hl, OBJECT_FLAGS2
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add hl, bc
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res OVERHEAD, [hl]
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res OVERHEAD_F, [hl]
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ld hl, OBJECT_ACTION
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add hl, bc
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@ -1071,7 +1071,7 @@ ApplyObjectFacing:
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jr c, .not_visible ; STILL_SPRITE
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ld hl, OBJECT_FLAGS1
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add hl, bc
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bit FIXED_FACING, [hl]
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bit FIXED_FACING_F, [hl]
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jr nz, .not_visible
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pop de
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ld a, e
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