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More sprite movement data flag constants
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@ -63,6 +63,15 @@ LOW_PRIORITY EQU 1 << LOW_PRIORITY_F
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HIGH_PRIORITY EQU 1 << HIGH_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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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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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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STRENGTH_BOULDER EQU 1 << STRENGTH_BOULDER_F
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BIG_OBJECT EQU 1 << BIG_OBJECT_F
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; map_object struct members (see macros/wram.asm)
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; map_object struct members (see macros/wram.asm)
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const_def
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const_def
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const MAPOBJECT_OBJECT_STRUCT_ID ; 0
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const MAPOBJECT_OBJECT_STRUCT_ID ; 0
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@ -175,7 +175,7 @@ SpriteMovementData:: ; 4273
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db OBJECT_ACTION_BIG_DOLL_SYM ; action
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db OBJECT_ACTION_BIG_DOLL_SYM ; action
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db 1 << 1 | FIXED_FACING | SLIDING | 1 << 5 ; flags1
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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 LOW_PRIORITY ; flags2
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db 1 << 6 | 1 << 7 ; palette flags
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db STRENGTH_BOULDER | BIG_OBJECT ; palette flags
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; SPRITEMOVEDATA_POKEMON
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; SPRITEMOVEDATA_POKEMON
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db SPRITEMOVEFN_BOUNCE ; movement function
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db SPRITEMOVEFN_BOUNCE ; movement function
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@ -207,7 +207,7 @@ SpriteMovementData:: ; 4273
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db OBJECT_ACTION_STAND ; action
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db OBJECT_ACTION_STAND ; action
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db 1 << 1 | FIXED_FACING | SLIDING | 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 ; flags2
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db 1 << 6 ; palette flags
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db STRENGTH_BOULDER ; palette flags
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; SPRITEMOVEDATA_FOLLOWNOTEXACT
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; SPRITEMOVEDATA_FOLLOWNOTEXACT
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db SPRITEMOVEFN_FOLLOWNOTEXACT ; movement function
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db SPRITEMOVEFN_FOLLOWNOTEXACT ; movement function
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@ -263,7 +263,7 @@ SpriteMovementData:: ; 4273
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db OBJECT_ACTION_BIG_DOLL_ASYM ; action
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db OBJECT_ACTION_BIG_DOLL_ASYM ; action
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db 1 << 1 | FIXED_FACING | SLIDING | 1 << 5 ; flags1
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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 LOW_PRIORITY ; flags2
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db 1 << 6 | 1 << 7 ; palette flags
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db STRENGTH_BOULDER | BIG_OBJECT ; palette flags
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; SPRITEMOVEDATA_BIGDOLL
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; SPRITEMOVEDATA_BIGDOLL
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db SPRITEMOVEFN_STRENGTH ; movement function
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db SPRITEMOVEFN_STRENGTH ; movement function
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@ -271,7 +271,7 @@ SpriteMovementData:: ; 4273
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db OBJECT_ACTION_BIG_DOLL ; action
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db OBJECT_ACTION_BIG_DOLL ; action
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db 1 << 1 | FIXED_FACING | SLIDING | 1 << 5 ; flags1
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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 LOW_PRIORITY ; flags2
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db 1 << 6 | 1 << 7 ; palette flags
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db STRENGTH_BOULDER | BIG_OBJECT ; palette flags
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; SPRITEMOVEDATA_BOULDERDUST
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; SPRITEMOVEDATA_BOULDERDUST
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db SPRITEMOVEFN_BOULDERDUST ; movement function
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db SPRITEMOVEFN_BOULDERDUST ; movement function
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@ -295,7 +295,7 @@ SpriteMovementData:: ; 4273
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db OBJECT_ACTION_STAND ; action
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db OBJECT_ACTION_STAND ; action
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db 0 ; flags1
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db 0 ; flags1
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db 0 ; flags2
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db 0 ; flags2
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db 1 << 5 ; palette flags
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db WALK_ON_WATER ; palette flags
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; 25
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; 25
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db SPRITEMOVEFN_00 ; movement function
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db SPRITEMOVEFN_00 ; movement function
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@ -2444,7 +2444,7 @@ Function56cd: ; 56cd
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ld [hUsedSpriteTile], a
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ld [hUsedSpriteTile], a
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ld hl, OBJECT_PALETTE
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ld hl, OBJECT_PALETTE
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add hl, bc
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add hl, bc
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bit 7, [hl]
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bit BIG_OBJECT_F, [hl]
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jr z, .ok7
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jr z, .ok7
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ld a, d
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ld a, d
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add 2
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add 2
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@ -2,8 +2,8 @@ Function6ec1: ; 6ec1
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ld hl, OBJECT_PALETTE
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ld hl, OBJECT_PALETTE
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add hl, bc
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add hl, bc
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bit 5, [hl]
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bit WALK_ON_WATER_F, [hl]
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jr z, .not_bit_5
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jr z, .walks_on_land
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ld hl, OBJECT_FLAGS1
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ld hl, OBJECT_FLAGS1
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add hl, bc
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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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ret c
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jr .resume
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jr .resume
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.not_bit_5
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.walks_on_land
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ld hl, OBJECT_FLAGS1
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ld hl, OBJECT_FLAGS1
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add hl, bc
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add hl, bc
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bit 4, [hl]
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bit 4, [hl]
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@ -331,7 +331,7 @@ IsNPCAtCoord: ; 7041
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ld hl, OBJECT_PALETTE
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ld hl, OBJECT_PALETTE
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add hl, bc
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add hl, bc
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bit 7, [hl]
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bit BIG_OBJECT_F, [hl]
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jr z, .got
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jr z, .got
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call Function7171
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call Function7171
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@ -684,7 +684,7 @@ DoPlayerMovement:: ; 80000
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ld hl, OBJECT_PALETTE
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ld hl, OBJECT_PALETTE
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add hl, bc
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add hl, bc
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bit 6, [hl]
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bit STRENGTH_BOULDER_F, [hl]
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jr z, .not_boulder
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jr z, .not_boulder
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ld hl, OBJECT_FLAGS2
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ld hl, OBJECT_FLAGS2
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@ -696,7 +696,7 @@ DoPlayerMovement:: ; 80000
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ld hl, OBJECT_RANGE
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ld hl, OBJECT_RANGE
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add hl, bc
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add hl, bc
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ld a, [hl]
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ld a, [hl]
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and $fc
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and %11111100
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or d
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or d
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ld [hl], a
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ld [hl], a
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