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41d5ea0482
Fixes #990
299 lines
5.0 KiB
NASM
299 lines
5.0 KiB
NASM
ObjectActionPairPointers:
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; entries correspond to OBJECT_ACTION_* constants (see constants/map_object_constants.asm)
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table_width 2 + 2, ObjectActionPairPointers
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; normal action, frozen action
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dw SetFacingStanding, SetFacingStanding
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dw SetFacingStandAction, SetFacingCurrent
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dw SetFacingStepAction, SetFacingCurrent
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dw SetFacingBumpAction, SetFacingCurrent
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dw SetFacingCounterclockwiseSpin, SetFacingCurrent
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dw SetFacingCounterclockwiseSpin2, SetFacingStanding
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dw SetFacingFish, SetFacingFish
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dw SetFacingShadow, SetFacingStanding
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dw SetFacingEmote, SetFacingEmote
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dw SetFacingBigDollSym, SetFacingBigDollSym
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dw SetFacingBounce, SetFacingFreezeBounce
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dw SetFacingWeirdTree, SetFacingCurrent
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dw SetFacingBigDollAsym, SetFacingBigDollAsym
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dw SetFacingBigDoll, SetFacingBigDoll
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dw SetFacingBoulderDust, SetFacingStanding
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dw SetFacingGrassShake, SetFacingStanding
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dw SetFacingSkyfall, SetFacingCurrent
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assert_table_length NUM_OBJECT_ACTIONS
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SetFacingStanding:
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ld hl, OBJECT_FACING
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add hl, bc
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ld [hl], STANDING
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ret
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SetFacingCurrent:
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call GetSpriteDirection
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or FACING_STEP_DOWN_0 ; useless
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ld hl, OBJECT_FACING
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add hl, bc
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ld [hl], a
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ret
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SetFacingStandAction:
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ld hl, OBJECT_FACING
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add hl, bc
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ld a, [hl]
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and 1
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jr nz, SetFacingStepAction
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jp SetFacingCurrent
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SetFacingStepAction:
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ld hl, OBJECT_FLAGS1
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add hl, bc
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bit SLIDING_F, [hl]
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jp nz, SetFacingCurrent
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ld hl, OBJECT_STEP_FRAME
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add hl, bc
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ld a, [hl]
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inc a
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and %00001111
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ld [hl], a
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rrca
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rrca
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maskbits NUM_DIRECTIONS
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ld d, a
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call GetSpriteDirection
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or FACING_STEP_DOWN_0 ; useless
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or d
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ld hl, OBJECT_FACING
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add hl, bc
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ld [hl], a
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ret
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SetFacingSkyfall:
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ld hl, OBJECT_FLAGS1
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add hl, bc
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bit SLIDING_F, [hl]
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jp nz, SetFacingCurrent
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ld hl, OBJECT_STEP_FRAME
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add hl, bc
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ld a, [hl]
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add 2
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and %00001111
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ld [hl], a
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rrca
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rrca
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maskbits NUM_DIRECTIONS
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ld d, a
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call GetSpriteDirection
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or FACING_STEP_DOWN_0 ; useless
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or d
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ld hl, OBJECT_FACING
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add hl, bc
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ld [hl], a
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ret
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SetFacingBumpAction:
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ld hl, OBJECT_FLAGS1
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add hl, bc
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bit SLIDING_F, [hl]
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jp nz, SetFacingCurrent
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ld hl, OBJECT_STEP_FRAME
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add hl, bc
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inc [hl]
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ld a, [hl]
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rrca
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rrca
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rrca
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maskbits NUM_DIRECTIONS
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ld d, a
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call GetSpriteDirection
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or FACING_STEP_DOWN_0 ; useless
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or d
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ld hl, OBJECT_FACING
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add hl, bc
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ld [hl], a
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ret
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SetFacingCounterclockwiseSpin:
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call CounterclockwiseSpinAction
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ld hl, OBJECT_DIRECTION
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add hl, bc
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ld a, [hl]
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or FACING_STEP_DOWN_0 ; useless
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ld hl, OBJECT_FACING
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add hl, bc
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ld [hl], a
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ret
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SetFacingCounterclockwiseSpin2:
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call CounterclockwiseSpinAction
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jp SetFacingStanding
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CounterclockwiseSpinAction:
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; Here, OBJECT_STEP_FRAME consists of two 2-bit components,
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; using only bits 0,1 and 4,5.
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; bits 0,1 is a timer (4 overworld frames)
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; bits 4,5 determines the facing - the direction is counterclockwise.
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ld hl, OBJECT_STEP_FRAME
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add hl, bc
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ld a, [hl]
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and %11110000
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ld e, a
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ld a, [hl]
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inc a
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and %00001111
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ld d, a
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cp 4
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jr c, .ok
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ld d, 0
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ld a, e
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add $10
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and %00110000
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ld e, a
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.ok
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ld a, d
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or e
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ld [hl], a
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swap e
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ld d, 0
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ld hl, .facings
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add hl, de
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ld a, [hl]
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ld hl, OBJECT_DIRECTION
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add hl, bc
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ld [hl], a
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ret
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.facings:
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db OW_DOWN
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db OW_RIGHT
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db OW_UP
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db OW_LEFT
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SetFacingFish:
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call GetSpriteDirection
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rrca
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rrca
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add FACING_FISH_DOWN
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ld hl, OBJECT_FACING
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add hl, bc
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ld [hl], a
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ret
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SetFacingShadow:
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ld hl, OBJECT_FACING
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add hl, bc
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ld [hl], FACING_SHADOW
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ret
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SetFacingEmote:
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ld hl, OBJECT_FACING
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add hl, bc
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ld [hl], FACING_EMOTE
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ret
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SetFacingBigDollSym:
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ld hl, OBJECT_FACING
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add hl, bc
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ld [hl], FACING_BIG_DOLL_SYM
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ret
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SetFacingBounce:
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ld hl, OBJECT_STEP_FRAME
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add hl, bc
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ld a, [hl]
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inc a
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and %00001111
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ld [hl], a
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and %00001000
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jr z, SetFacingFreezeBounce
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ld hl, OBJECT_FACING
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add hl, bc
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ld [hl], FACING_STEP_UP_0
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ret
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SetFacingFreezeBounce:
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ld hl, OBJECT_FACING
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add hl, bc
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ld [hl], FACING_STEP_DOWN_0
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ret
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SetFacingWeirdTree:
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ld hl, OBJECT_STEP_FRAME
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add hl, bc
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ld a, [hl]
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inc a
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ld [hl], a
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maskbits NUM_DIRECTIONS, 2
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rrca
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rrca
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add FACING_WEIRD_TREE_0
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ld hl, OBJECT_FACING
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add hl, bc
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ld [hl], a
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ret
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SetFacingBigDollAsym:
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ld hl, OBJECT_FACING
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add hl, bc
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ld [hl], FACING_BIG_DOLL_ASYM
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ret
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SetFacingBigDoll:
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ld a, [wVariableSprites + SPRITE_BIG_DOLL - SPRITE_VARS]
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ld d, FACING_BIG_DOLL_SYM ; symmetric
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cp SPRITE_BIG_SNORLAX
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jr z, .ok
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cp SPRITE_BIG_LAPRAS
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jr z, .ok
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ld d, FACING_BIG_DOLL_ASYM ; asymmetric
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.ok
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ld hl, OBJECT_FACING
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add hl, bc
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ld [hl], d
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ret
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SetFacingBoulderDust:
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ld hl, OBJECT_STEP_FRAME
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add hl, bc
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inc [hl]
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ld a, [hl]
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ld hl, OBJECT_FACING
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add hl, bc
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and 2
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ld a, FACING_BOULDER_DUST_1
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jr z, .ok
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inc a
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assert FACING_BOULDER_DUST_1 + 1 == FACING_BOULDER_DUST_2
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.ok
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ld [hl], a
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ret
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SetFacingGrassShake:
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ld hl, OBJECT_STEP_FRAME
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add hl, bc
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inc [hl]
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ld a, [hl]
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ld hl, OBJECT_FACING
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add hl, bc
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and 4
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ld a, FACING_GRASS_1
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jr z, .ok
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inc a ; FACING_GRASS_2
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.ok
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ld [hl], a
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ret
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