Name battle scene and map type constants
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+19
-27
@@ -11,33 +11,25 @@
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#define MAP(map) MAP_GROUP(map), MAP_NUM(map)
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// temporary map constants
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#define BATTLE_SCENE_0 0
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#define BATTLE_SCENE_1 1
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#define BATTLE_SCENE_2 2
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#define BATTLE_SCENE_3 3
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#define BATTLE_SCENE_4 4
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#define BATTLE_SCENE_5 5
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#define BATTLE_SCENE_6 6
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#define BATTLE_SCENE_7 7
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#define BATTLE_SCENE_8 8
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#define BATTLE_SCENE_9 9
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#define BATTLE_SCENE_10 10
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#define BATTLE_SCENE_11 11
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#define BATTLE_SCENE_12 12
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#define BATTLE_SCENE_13 13
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#define BATTLE_SCENE_14 14
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#define BATTLE_SCENE_15 15
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#define MAP_BATTLE_SCENE_NORMAL 0
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#define MAP_BATTLE_SCENE_GYM 1
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#define MAP_BATTLE_SCENE_INDOOR_1 2 // Pokemon Tower, Tanoby ruins
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#define MAP_BATTLE_SCENE_INDOOR_2 3 // Pokemon Mansion, Power Plant, Rocket Hideout/Warehouse
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#define MAP_BATTLE_SCENE_LORELEI 4
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#define MAP_BATTLE_SCENE_BRUNO 5
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#define MAP_BATTLE_SCENE_AGATHA 6
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#define MAP_BATTLE_SCENE_LANCE 7
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#define MAP_BATTLE_SCENE_LINK 8
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#define MAP_TYPE_0 0
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#define MAP_TYPE_1 1
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#define MAP_TYPE_2 2
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#define MAP_TYPE_3 3
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#define MAP_TYPE_4 4
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#define MAP_TYPE_5 5
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#define MAP_TYPE_6 6
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#define MAP_TYPE_7 7
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#define MAP_TYPE_8 8
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#define MAP_TYPE_9 9
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#define MAP_TYPE_NONE 0
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#define MAP_TYPE_TOWN 1
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#define MAP_TYPE_CITY 2 // Unused. RSE use this map type to distinguish Town and City. FRLG make no distinction
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#define MAP_TYPE_ROUTE 3
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#define MAP_TYPE_UNDERGROUND 4
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#define MAP_TYPE_UNDERWATER 5 // Unused
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#define MAP_TYPE_OCEAN_ROUTE 6 // Unused
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#define MAP_TYPE_UNKNOWN 7 // Unused
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#define MAP_TYPE_INDOOR 8
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#define MAP_TYPE_SECRET_BASE 9 // Unused
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#endif // GUARD_CONSTANTS_MAPS_H
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