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.CheckNPC
label and comment correction
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@ -613,7 +613,8 @@ ENDM
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.CheckNPC:
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; Returns 0 if there is an NPC in front that you can't move
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; Returns 1 if there is no NPC in front
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; Returns 2 if there is a movable NPC in front
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; Returns 2 if there is a movable NPC in front. The game actually treats
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; this the same as an NPC in front (bump).
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ld a, 0
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ldh [hMapObjectIndex], a
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; Load the next X coordinate into d
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@ -631,14 +632,14 @@ ENDM
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; Find an object struct with coordinates equal to d,e
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ld bc, wObjectStructs ; redundant
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farcall IsNPCAtCoord
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jr nc, .is_npc
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jr nc, .no_npc
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call .CheckStrengthBoulder
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jr c, .no_bump
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xor a
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xor a ; bump
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ret
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.is_npc
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.no_npc
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ld a, 1
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ret
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