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https://gitlab.com/xCrystal/pokecrystal-board.git
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Rename _UpdateSprites to _UpdateActiveSprites and create UpdateActiveSprites in home back (along with the existing UpdateSprites)
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@ -297,7 +297,7 @@ wMapStatus == MAPSTATUS_HANDLE: <c>the remainder of the code goes at this level<
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> DelayFrames(hOverworldDelay)
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> DelayFrames(hOverworldDelay)
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> <f>**HandleMapBackground**</f> <c>_UpdateSprites + ScrollScreen</c>
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> <f>**HandleMapBackground**</f> <c>UpdateActiveSprites + ScrollScreen</c>
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> <f>CheckPlayerState:</f>\
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> <f>CheckPlayerState:</f>\
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> wPlayerStepFlags[PLAYERSTEP_CONTINUE_F] == FALSE:\
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> wPlayerStepFlags[PLAYERSTEP_CONTINUE_F] == FALSE:\
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@ -288,7 +288,7 @@ BoardMenu_BreakDieAnimation:
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ld a, $4 * SPRITEOAMSTRUCT_LENGTH ; w/o SPRITE_ANIM_OBJ_BOARD_MENU_APPEAR_DIE_NUMBER
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ld a, $4 * SPRITEOAMSTRUCT_LENGTH ; w/o SPRITE_ANIM_OBJ_BOARD_MENU_APPEAR_DIE_NUMBER
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.go
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.go
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ldh [hUsedSpriteIndex], a
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ldh [hUsedSpriteIndex], a
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farcall _UpdateSpritesAfterOffset
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farcall _UpdateActiveSpritesAfterOffset
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ld de, SFX_STRENGTH
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ld de, SFX_STRENGTH
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call PlaySFX
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call PlaySFX
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@ -315,7 +315,7 @@ BoardMenu_BreakDieAnimation:
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ld a, $4 * SPRITEOAMSTRUCT_LENGTH
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ld a, $4 * SPRITEOAMSTRUCT_LENGTH
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ldh [hUsedSpriteIndex], a
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ldh [hUsedSpriteIndex], a
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farcall _UpdateSpritesAfterOffset
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farcall _UpdateActiveSpritesAfterOffset
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; play move die number animation
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; play move die number animation
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ld a, 43 ; total duration of SPRITE_ANIM_FRAMESET_BOARD_MENU_MOVE_DIE_NUMBER
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ld a, 43 ; total duration of SPRITE_ANIM_FRAMESET_BOARD_MENU_MOVE_DIE_NUMBER
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@ -57,7 +57,7 @@ EndSpaceScript::
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; clear spaces left sprites
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; clear spaces left sprites
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ld hl, wDisplaySecondarySprites
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ld hl, wDisplaySecondarySprites
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res SECONDARYSPRITES_SPACES_LEFT_F, [hl]
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res SECONDARYSPRITES_SPACES_LEFT_F, [hl]
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farcall _UpdateSprites
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call UpdateActiveSprites
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; fade out slow to white
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; fade out slow to white
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ld b, RGBFADE_TO_WHITE_8BGP_8OBP
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ld b, RGBFADE_TO_WHITE_8BGP_8OBP
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jp DoRGBFadeEffect
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jp DoRGBFadeEffect
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@ -94,8 +94,7 @@ ArriveToRegularSpace:
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ld a, [wPlayerTile]
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ld a, [wPlayerTile]
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cp COLL_END_SPACE
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cp COLL_END_SPACE
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ret nz
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ret nz
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farcall _UpdateSprites
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jp UpdateActiveSprites
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ret
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LandedInRegularSpaceScript:
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LandedInRegularSpaceScript:
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callasm LandedInRegularSpace
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callasm LandedInRegularSpace
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@ -240,7 +240,7 @@ HandleMapObjects:
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ret
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ret
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HandleMapBackground:
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HandleMapBackground:
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farcall _UpdateSprites
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call UpdateActiveSprites
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farcall ScrollScreen
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farcall ScrollScreen
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ret
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ret
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@ -2201,14 +2201,14 @@ RespawnPlayerAndOpponent:
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jr z, .skip_opponent
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jr z, .skip_opponent
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call RespawnObject
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call RespawnObject
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.skip_opponent
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.skip_opponent
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call _UpdateSprites
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call _UpdateActiveSprites
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ret
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ret
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RespawnPlayer:
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RespawnPlayer:
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call HideAllObjects
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call HideAllObjects
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ld a, PLAYER
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ld a, PLAYER
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call RespawnObject
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call RespawnObject
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call _UpdateSprites
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call _UpdateActiveSprites
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ret
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ret
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RespawnObject:
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RespawnObject:
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@ -2754,13 +2754,13 @@ ResetObject:
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db SPRITEMOVEDATA_STANDING_LEFT
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db SPRITEMOVEDATA_STANDING_LEFT
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db SPRITEMOVEDATA_STANDING_RIGHT
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db SPRITEMOVEDATA_STANDING_RIGHT
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_UpdateSpritesAfterOffset::
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_UpdateActiveSpritesAfterOffset::
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ld a, [wVramState]
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ld a, [wVramState]
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bit 0, a
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bit 0, a
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ret z
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ret z
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jr _UpdateSprites.go
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jr _UpdateActiveSprites.go
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_UpdateSprites::
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_UpdateActiveSprites::
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ld a, [wVramState]
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ld a, [wVramState]
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bit 0, a
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bit 0, a
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ret z
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ret z
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@ -3079,10 +3079,11 @@ InitSprites:
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dw wObject12Struct
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dw wObject12Struct
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_UpdateSecondarySprites::
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_UpdateSecondarySprites::
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; this is a shorter _UpdateSprites for when only secondary sprites have changed since the last sprites update,
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; this is a shorter _UpdateActiveSprites for when only secondary sprites
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; but NOT expanded or shrinked, which would require to displace primary (NPC) sprites in OAM.
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; have changed since the last sprites update, but NOT expanded or shrinked,
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; which would require to displace primary (NPC) sprites in OAM.
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; if it is detected that the size of secondary sprites has increased in the end,
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; if it is detected that the size of secondary sprites has increased in the end,
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; fall back to calling _UpdateSprites to avoid corruption.
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; fall back to calling _UpdateActiveSprites to avoid corruption.
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ld a, [wVramState]
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ld a, [wVramState]
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bit 0, a
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bit 0, a
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ret z
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ret z
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@ -3105,7 +3106,7 @@ _UpdateSecondarySprites::
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pop af
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pop af
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cp c
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cp c
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ret nc
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ret nc
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jp _UpdateSprites
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jp _UpdateActiveSprites
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InitSecondarySprites:
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InitSecondarySprites:
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ld a, [wDisplaySecondarySprites]
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ld a, [wDisplaySecondarySprites]
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@ -984,7 +984,7 @@ Script_disappear:
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ldh a, [hMapObjectIndex]
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ldh a, [hMapObjectIndex]
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ld b, 1 ; set
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ld b, 1 ; set
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call ApplyEventActionAppearDisappear
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call ApplyEventActionAppearDisappear
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farcall _UpdateSprites
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call UpdateActiveSprites
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ret
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ret
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ApplyEventActionAppearDisappear:
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ApplyEventActionAppearDisappear:
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@ -545,7 +545,14 @@ UpdateSprites::
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bit 0, a
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bit 0, a
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ret z
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ret z
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farcall UpdateAllObjectsFrozen
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farcall UpdateAllObjectsFrozen
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farcall _UpdateSprites
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farcall _UpdateActiveSprites
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ret
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UpdateActiveSprites::
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ld a, [wVramState]
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bit 0, a
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ret z
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farcall _UpdateActiveSprites
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ret
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ret
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UpdateSecondarySprites::
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UpdateSecondarySprites::
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