object_const_def const BATTLETOWERELEVATOR_RECEPTIONIST BattleTowerElevator_MapScripts: def_scene_scripts scene_script BattleTowerElevatorEnterScene, SCENE_BATTLETOWERELEVATOR_ENTER scene_script BattleTowerElevatorNoopScene, SCENE_BATTLETOWERELEVATOR_NOOP def_callbacks BattleTowerElevatorEnterScene: sdefer BattleTowerElevatorRideElevatorScript setscene SCENE_BATTLETOWERELEVATOR_NOOP ; fallthrough BattleTowerElevatorNoopScene: end BattleTowerElevatorRideElevatorScript: follow BATTLETOWERELEVATOR_RECEPTIONIST, PLAYER applymovement BATTLETOWERELEVATOR_RECEPTIONIST, MovementData_BattleTowerElevatorReceptionistWalksIn applymovement PLAYER, MovementData_BattleTowerElevatorPlayerWalksIn setval BATTLETOWERACTION_0A special BattleTowerAction playsound SFX_ELEVATOR earthquake 60 waitsfx follow BATTLETOWERELEVATOR_RECEPTIONIST, PLAYER applymovement BATTLETOWERELEVATOR_RECEPTIONIST, MovementData_BattleTowerElevatorExitElevator stopfollow warpsound disappear BATTLETOWERELEVATOR_RECEPTIONIST applymovement PLAYER, MovementData_BattleTowerElevatorExitElevator warpcheck end MovementData_BattleTowerElevatorReceptionistWalksIn: step RIGHT turn_head DOWN step_end MovementData_BattleTowerElevatorPlayerWalksIn: turn_head DOWN step_end BattleTowerElevator_MapEvents: db 0, 0 ; filler def_warp_events warp_event 1, 3, BATTLE_TOWER_HALLWAY, 1 warp_event 2, 3, BATTLE_TOWER_HALLWAY, 1 def_coord_events def_bg_events def_object_events object_event 1, 2, SPRITE_RECEPTIONIST, SPRITEMOVEDATA_STANDING_RIGHT, 0, 0, -1, -1, 0, OBJECTTYPE_SCRIPT, 0, MovementData_BattleTowerElevatorReceptionistWalksIn, -1