Document teleporter and escalator anim
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#include "global.h"
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#include "event_data.h"
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#include "task.h"
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#include "field_player_avatar.h"
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#include "fieldmap.h"
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#include "field_camera.h"
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#include "constants/metatile_labels.h"
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static EWRAM_DATA u8 sEscalatorTaskId = 0;
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static void SetEscalatorMetatile(u8 taskId, const s16 *metatileIds, u16 metatileMasks);
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static void Task_DrawEscalator(u8 taskId);
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static void Task_DrawTeleporterHousing(u8 taskId);
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static void Task_DrawTeleporterCable(u8 taskId);
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#define ESCALATOR_STAGES 3
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#define LAST_ESCALATOR_STAGE (ESCALATOR_STAGES - 1)
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static const u16 sEscalatorMetatiles_BottomNextRail[ESCALATOR_STAGES] =
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{
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METATILE_PokemonCenter_Escalator_BottomNextRail_Transition2,
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METATILE_PokemonCenter_Escalator_BottomNextRail_Transition1,
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METATILE_PokemonCenter_Escalator_BottomNextRail_Normal
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};
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static const u16 sEscalatorMetatiles_BottomRail[ESCALATOR_STAGES] =
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{
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METATILE_PokemonCenter_Escalator_BottomRail_Transition2,
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METATILE_PokemonCenter_Escalator_BottomRail_Transition1,
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METATILE_PokemonCenter_Escalator_BottomRail_Normal
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};
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static const u16 sEscalatorMetatiles_BottomNext[ESCALATOR_STAGES] =
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{
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METATILE_PokemonCenter_Escalator_BottomNext_Transition2,
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METATILE_PokemonCenter_Escalator_BottomNext_Transition1,
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METATILE_PokemonCenter_Escalator_BottomNext_Normal
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};
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static const u16 sEscalatorMetatiles_Bottom[ESCALATOR_STAGES] =
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{
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METATILE_PokemonCenter_Escalator_Bottom_Transition2,
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METATILE_PokemonCenter_Escalator_Bottom_Transition1,
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METATILE_PokemonCenter_Escalator_Bottom_Normal
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};
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static const u16 sEscalatorMetatiles_TopNext[ESCALATOR_STAGES] =
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{
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METATILE_PokemonCenter_Escalator_TopNext_Normal,
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METATILE_PokemonCenter_Escalator_TopNext_Transition1,
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METATILE_PokemonCenter_Escalator_TopNext_Transition2
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};
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static const u16 sEscalatorMetatiles_Top[ESCALATOR_STAGES] =
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{
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METATILE_PokemonCenter_Escalator_Top_Normal,
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METATILE_PokemonCenter_Escalator_Top_Transition1,
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METATILE_PokemonCenter_Escalator_Top_Transition2
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};
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static const u16 sEscalatorMetatiles_TopNextRail[ESCALATOR_STAGES] =
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{
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METATILE_PokemonCenter_Escalator_TopNextRail_Normal,
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METATILE_PokemonCenter_Escalator_TopNextRail_Transition1,
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METATILE_PokemonCenter_Escalator_TopNextRail_Transition2
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};
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#define tState data[0]
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#define tTransitionStage data[1]
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#define tGoingUp data[2]
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#define tDrawingEscalator data[3]
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#define tPlayerX data[4]
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#define tPlayerY data[5]
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static void SetEscalatorMetatile(u8 taskId, const s16 *metatileIds, u16 metatileMasks)
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{
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s16 x, y, transitionStage;
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s16 i, j;
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x = gTasks[taskId].tPlayerX - 1;
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y = gTasks[taskId].tPlayerY - 1;
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transitionStage = gTasks[taskId].tTransitionStage;
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// Check all the escalator sections and only progress the selected one to the next stage
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if (!gTasks[taskId].tGoingUp)
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{
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for (i = 0; i < 3; i++)
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{
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for (j = 0; j < 3; j++)
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{
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s32 id = MapGridGetMetatileIdAt(x + j, y + i);
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if (metatileIds[transitionStage] == (s16)id)
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{
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if (transitionStage != LAST_ESCALATOR_STAGE)
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MapGridSetMetatileIdAt(x + j, y + i, metatileMasks | metatileIds[transitionStage + 1]);
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else
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MapGridSetMetatileIdAt(x + j, y + i, metatileMasks | metatileIds[0]);
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}
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}
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}
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}
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else
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{
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for (i = 0; i < 3; i++)
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{
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for (j = 0; j < 3; j++)
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{
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s32 id = MapGridGetMetatileIdAt(x + j, y + i);
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if (metatileIds[LAST_ESCALATOR_STAGE - transitionStage] == (s16)id)
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{
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if (transitionStage != LAST_ESCALATOR_STAGE)
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MapGridSetMetatileIdAt(x + j, y + i, metatileMasks | metatileIds[1 - transitionStage]);
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else
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MapGridSetMetatileIdAt(x + j, y + i, metatileMasks | metatileIds[LAST_ESCALATOR_STAGE]);
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}
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}
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}
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}
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}
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static void Task_DrawEscalator(u8 taskId)
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{
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s16 *data = gTasks[taskId].data;
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u16 state;
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tDrawingEscalator = TRUE;
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// Set tile for each section of the escalator in sequence for current transition stage
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switch (tState)
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{
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case 0:
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SetEscalatorMetatile(taskId, sEscalatorMetatiles_BottomNextRail, 0);
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break;
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case 1:
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SetEscalatorMetatile(taskId, sEscalatorMetatiles_BottomRail, 0);
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break;
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case 2:
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SetEscalatorMetatile(taskId, sEscalatorMetatiles_BottomNext, METATILE_COLLISION_MASK);
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break;
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case 3:
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SetEscalatorMetatile(taskId, sEscalatorMetatiles_Bottom, 0);
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break;
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case 4:
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SetEscalatorMetatile(taskId, sEscalatorMetatiles_TopNext, METATILE_COLLISION_MASK);
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break;
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case 5:
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SetEscalatorMetatile(taskId, sEscalatorMetatiles_Top, 0);
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break;
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case 6:
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SetEscalatorMetatile(taskId, sEscalatorMetatiles_TopNextRail, 0);
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default:
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break;
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}
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tState = (tState + 1) & 7;
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state = tState & 7;
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// If all sections of the escalator have been set, draw map and progress to next stage
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if (state == 0)
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{
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DrawWholeMapView();
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tTransitionStage = (tTransitionStage + 1) % ESCALATOR_STAGES;
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tDrawingEscalator = FALSE;
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}
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}
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static u8 CreateEscalatorTask(bool16 goingUp)
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{
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u8 taskId;
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s16 *data;
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taskId = CreateTask(Task_DrawEscalator, 0);
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data = gTasks[taskId].data;
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PlayerGetDestCoords(&tPlayerX, &tPlayerY);
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tState = 0;
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tTransitionStage = 0;
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tGoingUp = goingUp;
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Task_DrawEscalator(taskId);
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return taskId;
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}
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void StartEscalator(bool8 goingUp)
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{
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u8 taskId;
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taskId = CreateEscalatorTask(goingUp);
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sEscalatorTaskId = taskId;
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}
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void StopEscalator(void)
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{
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DestroyTask(sEscalatorTaskId);
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}
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bool8 IsEscalatorMoving(void)
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{
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if (gTasks[sEscalatorTaskId].tDrawingEscalator == FALSE)
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{
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if (gTasks[sEscalatorTaskId].tTransitionStage != LAST_ESCALATOR_STAGE)
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return TRUE;
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return FALSE;
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}
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else
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{
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return TRUE;
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}
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}
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#undef tState
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#undef tTransitionStage
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#undef tGoingUp
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#undef tDrawingEscalator
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#undef tPlayerX
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#undef tPlayerY
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#define tTimer data[0]
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#define tState data[1]
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#define tX data[2]
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#define tY data[3]
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void AnimateTeleporterHousing(void)
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{
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u8 taskId;
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s16 *data;
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taskId = CreateTask(Task_DrawTeleporterHousing, 0);
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gTasks[taskId].tTimer = 0;
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gTasks[taskId].tState = 0;
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data = gTasks[taskId].data;
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PlayerGetDestCoords(&tX, &tY);
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// Set the coords of whichever teleporter is being animated
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// 0 for the right teleporter, 1 for the left teleporter
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if (gSpecialVar_0x8004 == 0)
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{
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gTasks[taskId].tX += 6;
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gTasks[taskId].tY -= 5;
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}
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else
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{
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gTasks[taskId].tX -= 1;
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gTasks[taskId].tY -= 5;
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}
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}
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static void Task_DrawTeleporterHousing(u8 taskId)
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{
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s16 *data = gTasks[taskId].data;
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if (tTimer == 0)
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{
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// Alternate the teleporter light / brightness of the teleporter door
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if ((tState & 1) == 0)
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{
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MapGridSetMetatileIdAt(tX, tY, METATILE_SeaCottage_Teleporter_Light_Yellow | METATILE_COLLISION_MASK);
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MapGridSetMetatileIdAt(tX, tY + 2, METATILE_SeaCottage_Teleporter_Door_HalfGlowing | METATILE_COLLISION_MASK);
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}
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else
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{
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MapGridSetMetatileIdAt(tX, tY, METATILE_SeaCottage_Teleporter_Light_Red | METATILE_COLLISION_MASK);
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MapGridSetMetatileIdAt(tX, tY + 2, METATILE_SeaCottage_Teleporter_Door_FullGlowing | METATILE_COLLISION_MASK);
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}
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CurrentMapDrawMetatileAt(tX, tY);
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CurrentMapDrawMetatileAt(tX, tY + 2);
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}
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tTimer++;
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if (tTimer != 16)
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return;
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tTimer = 0;
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tState++;
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if (tState != 13)
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return;
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MapGridSetMetatileIdAt(tX, tY, METATILE_SeaCottage_Teleporter_Light_Green | METATILE_COLLISION_MASK);
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MapGridSetMetatileIdAt(tX, tY + 2, METATILE_SeaCottage_Teleporter_Door | METATILE_COLLISION_MASK);
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CurrentMapDrawMetatileAt(tX, tY);
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CurrentMapDrawMetatileAt(tX, tY + 2);
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DestroyTask(taskId);
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}
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void AnimateTeleporterCable(void)
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{
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u8 taskId;
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s16 *data;
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taskId = CreateTask(Task_DrawTeleporterCable, 0);
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gTasks[taskId].tTimer = 0;
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gTasks[taskId].tState = 0;
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data = gTasks[taskId].data;
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PlayerGetDestCoords(&tX, &tY);
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gTasks[taskId].tX += 4;
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gTasks[taskId].tY -= 5;
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}
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static void Task_DrawTeleporterCable(u8 taskId)
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{
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s16 *data = gTasks[taskId].data;
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if (tTimer == 0)
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{
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if (tState != 0)
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{
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// Set default cable tiles to clear the ball
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MapGridSetMetatileIdAt(tX, tY, METATILE_SeaCottage_Teleporter_Cable_Top | METATILE_COLLISION_MASK);
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MapGridSetMetatileIdAt(tX, tY + 1, METATILE_SeaCottage_Teleporter_Cable_Bottom | METATILE_COLLISION_MASK);
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CurrentMapDrawMetatileAt(tX, tY);
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CurrentMapDrawMetatileAt(tX, tY + 1);
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// End after drawing 4 times (length of the cable)
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if (tState == 4)
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{
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DestroyTask(taskId);
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return;
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}
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tX--;
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}
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// Draw the cable ball
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MapGridSetMetatileIdAt(tX, tY, METATILE_SeaCottage_Teleporter_CableBall_Top | METATILE_COLLISION_MASK);
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MapGridSetMetatileIdAt(tX, tY + 1, METATILE_SeaCottage_Teleporter_CableBall_Bottom | METATILE_COLLISION_MASK);
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CurrentMapDrawMetatileAt(tX, tY);
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CurrentMapDrawMetatileAt(tX, tY + 1);
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}
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tTimer++;
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if (tTimer == 4)
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{
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tTimer = 0;
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tState++;
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}
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}
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#undef tTimer
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#undef tState
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#undef tX
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#undef tY
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