mirror of
https://gitlab.com/xCrystal/pokecrystal-board.git
synced 2024-11-16 11:27:33 -08:00
274 lines
4.2 KiB
NASM
274 lines
4.2 KiB
NASM
CheckTrainerBattleOrTalkerPrompt::
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ldh a, [hROMBank]
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push af
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call SwitchToMapScriptsBank
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call _CheckTrainerBattleOrTalkerPrompt
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pop bc
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ld a, b
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rst Bankswitch
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ret
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_CheckTrainerBattleOrTalkerPrompt::
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; Check if any trainer or talker on the map sees the player and wants to battle or talk.
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; Skip the player object.
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ld a, 1
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ld de, wMapObject1
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.loop
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; Start a battle if the object:
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push af
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push de
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; Has a sprite
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ld hl, MAPOBJECT_SPRITE
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add hl, de
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ld a, [hl]
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and a
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jr z, .next
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; Is a trainer or a talker
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ld hl, MAPOBJECT_TYPE
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add hl, de
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ld a, [hl]
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and MAPOBJECT_TYPE_MASK
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cp OBJECTTYPE_TRAINER
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jr z, .is_trainer
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cp OBJECTTYPE_TALKER
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jr nz, .next
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; also set wSeenTrainerOrTalkerIsTalker accordingly (flag is only relevant if there's actually an event)
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;.is_talker
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ld a, TRUE
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ld [wSeenTrainerOrTalkerIsTalker], a
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jr .go
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.is_trainer
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xor a ; FALSE
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ld [wSeenTrainerOrTalkerIsTalker], a
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.go
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; Is visible on the map
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ld hl, MAPOBJECT_OBJECT_STRUCT_ID
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add hl, de
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ld a, [hl]
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cp -1
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jr z, .next
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; Is facing the player...
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call GetObjectStruct
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call FacingPlayerDistance_bc
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jr nc, .next
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; ...within their sight range
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ld hl, MAPOBJECT_SIGHT_RANGE
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add hl, de
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ld a, [hl]
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cp b
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jr c, .next
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; And hasn't already been beaten if it's a trainer, or talked to if it's a talker,
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; according to the scope of the flag of the trainer or talker event.
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push bc
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push de
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ld hl, MAPOBJECT_SCRIPT_POINTER
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add hl, de
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ld a, [hli]
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ld h, [hl]
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ld l, a
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ld e, [hl]
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inc hl
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ld d, [hl] ; de = wTempTrainerEventFlag = wTempTalkerEventFlag
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ld b, CHECK_FLAG
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call EventFlagAction
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ld a, c
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pop de
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pop bc
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and a
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jr nz, .next
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ld a, [wSeenTrainerOrTalkerIsTalker]
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and a ; cp FALSE
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jr z, .prepare_trainer_battle
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;.prepare_talker_prompt
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pop de
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pop af
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ldh [hLastTalked], a
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ld a, b
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ld [wSeenTrainerOrTalkerDistance], a
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ld a, c
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ld [wSeenTrainerOrTalkerDirection], a
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call GetMapScriptsBank
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ld [wSeenTrainerOrTalkerBank], a
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ldh a, [hLastTalked]
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call GetMapObject
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ld hl, MAPOBJECT_SCRIPT_POINTER
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add hl, bc
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ld a, [wSeenTrainerOrTalkerBank]
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call GetFarWord
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ld de, wTempTalker
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ld bc, wTempTalkerEnd - wTempTalker
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ld a, [wSeenTrainerOrTalkerBank]
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call FarCopyBytes
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scf
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ret
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.next
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pop de
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ld hl, MAPOBJECT_LENGTH
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add hl, de
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ld d, h
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ld e, l
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pop af
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inc a
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cp NUM_OBJECTS
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jp nz, .loop
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xor a
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ret
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.prepare_trainer_battle
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pop de
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pop af
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ldh [hLastTalked], a
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ld a, b
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ld [wSeenTrainerOrTalkerDistance], a
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ld a, c
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ld [wSeenTrainerOrTalkerDirection], a
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jr LoadTrainer_continue
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TalkToTrainer::
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ld a, 1
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ld [wSeenTrainerOrTalkerDistance], a
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ld a, -1
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ld [wSeenTrainerOrTalkerDirection], a
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LoadTrainer_continue::
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call GetMapScriptsBank
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ld [wSeenTrainerOrTalkerBank], a
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ldh a, [hLastTalked]
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call GetMapObject
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ld hl, MAPOBJECT_SCRIPT_POINTER
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add hl, bc
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ld a, [wSeenTrainerOrTalkerBank]
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call GetFarWord
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ld de, wTempTrainer
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ld bc, wTempTrainerEnd - wTempTrainer
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ld a, [wSeenTrainerOrTalkerBank]
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call FarCopyBytes
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xor a
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ld [wRunningTrainerBattleScript], a
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scf
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ret
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FacingPlayerDistance_bc::
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push de
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call FacingPlayerDistance
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ld b, d
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ld c, e
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pop de
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ret
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FacingPlayerDistance::
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; Return carry if the sprite at bc is facing the player,
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; its distance in d, and its direction in e.
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ld hl, OBJECT_MAP_X ; x
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add hl, bc
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ld d, [hl]
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ld hl, OBJECT_MAP_Y ; y
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add hl, bc
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ld e, [hl]
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ld a, [wPlayerMapX]
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cp d
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jr z, .CheckY
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ld a, [wPlayerMapY]
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cp e
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jr z, .CheckX
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and a
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ret
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.CheckY:
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ld a, [wPlayerMapY]
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sub e
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jr z, .NotFacing
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jr nc, .Above
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; Below
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cpl
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inc a
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ld d, a
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ld e, OW_UP
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jr .CheckFacing
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.Above:
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ld d, a
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ld e, OW_DOWN
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jr .CheckFacing
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.CheckX:
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ld a, [wPlayerMapX]
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sub d
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jr z, .NotFacing
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jr nc, .Left
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; Right
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cpl
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inc a
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ld d, a
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ld e, OW_LEFT
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jr .CheckFacing
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.Left:
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ld d, a
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ld e, OW_RIGHT
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.CheckFacing:
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call GetSpriteDirection
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cp e
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jr nz, .NotFacing
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scf
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ret
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.NotFacing:
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and a
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ret
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PrintWinLossText::
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ld a, [wBattleType]
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cp BATTLETYPE_CANLOSE
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; code was probably dummied out here
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jr .canlose
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; unused
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ld hl, wWinTextPointer
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jr .ok
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.canlose
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ld a, [wBattleResult]
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ld hl, wWinTextPointer
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and $f ; WIN?
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jr z, .ok
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ld hl, wLossTextPointer
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.ok
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ld a, [hli]
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ld h, [hl]
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ld l, a
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call GetMapScriptsBank
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call FarPrintText1bpp
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call WaitBGMap
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call WaitPressAorB_BlinkCursor
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ret
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