Merge branch 'master' into clone-union
This commit is contained in:
+10
-8
@@ -575,7 +575,7 @@ static const u8 sMovementScript_TrainerNoRematch[] = {
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};
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static const u8 sMovementScript_TrainerRematch[] = {
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MOVEMENT_ACTION_WALK_IN_PLACE_FASTEST_DOWN,
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MOVEMENT_ACTION_WALK_IN_PLACE_FASTER_DOWN,
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MOVEMENT_ACTION_EMOTE_DOUBLE_EXCL_MARK,
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MOVEMENT_ACTION_STEP_END
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};
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@@ -640,9 +640,9 @@ void VsSeekerResetObjectMovementAfterChargeComplete(void)
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{
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if ((templates[i].objUnion.normal.trainerType == TRAINER_TYPE_NORMAL
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|| templates[i].objUnion.normal.trainerType == TRAINER_TYPE_BURIED)
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&& (templates[i].objUnion.normal.movementType == MOVEMENT_TYPE_VS_SEEKER_4D
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|| templates[i].objUnion.normal.movementType == MOVEMENT_TYPE_VS_SEEKER_4E
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|| templates[i].objUnion.normal.movementType == MOVEMENT_TYPE_VS_SEEKER_4F))
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&& (templates[i].objUnion.normal.movementType == MOVEMENT_TYPE_RAISE_HAND_AND_STOP
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|| templates[i].objUnion.normal.movementType == MOVEMENT_TYPE_RAISE_HAND_AND_JUMP
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|| templates[i].objUnion.normal.movementType == MOVEMENT_TYPE_RAISE_HAND_AND_SWIM))
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{
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movementType = GetRandomFaceDirectionMovementType();
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TryGetObjectEventIdByLocalIdAndMap(templates[i].localId, gSaveBlock1Ptr->location.mapNum, gSaveBlock1Ptr->location.mapGroup, &objEventId);
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@@ -700,7 +700,9 @@ static void ResetMovementOfRematchableTrainers(void)
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for (i = 0; i < OBJECT_EVENTS_COUNT; i++)
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{
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struct ObjectEvent * objectEvent = &gObjectEvents[i];
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if (objectEvent->movementType == MOVEMENT_TYPE_VS_SEEKER_4D || objectEvent->movementType == MOVEMENT_TYPE_VS_SEEKER_4E || objectEvent->movementType == MOVEMENT_TYPE_VS_SEEKER_4F)
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if (objectEvent->movementType == MOVEMENT_TYPE_RAISE_HAND_AND_STOP
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|| objectEvent->movementType == MOVEMENT_TYPE_RAISE_HAND_AND_JUMP
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|| objectEvent->movementType == MOVEMENT_TYPE_RAISE_HAND_AND_SWIM)
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{
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u8 movementType = GetRandomFaceDirectionMovementType();
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if (objectEvent->active && gSprites[objectEvent->spriteId].data[0] == i)
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@@ -1144,13 +1146,13 @@ static u8 GetRunningBehaviorFromGraphicsId(u8 graphicsId)
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case OBJ_EVENT_GFX_BLACKBELT:
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case OBJ_EVENT_GFX_HIKER:
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case OBJ_EVENT_GFX_SAILOR:
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return MOVEMENT_TYPE_VS_SEEKER_4E;
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return MOVEMENT_TYPE_RAISE_HAND_AND_JUMP;
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case OBJ_EVENT_GFX_TUBER_M_WATER:
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case OBJ_EVENT_GFX_SWIMMER_M_WATER:
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case OBJ_EVENT_GFX_SWIMMER_F_WATER:
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return MOVEMENT_TYPE_VS_SEEKER_4F;
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return MOVEMENT_TYPE_RAISE_HAND_AND_SWIM;
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default:
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return MOVEMENT_TYPE_VS_SEEKER_4D;
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return MOVEMENT_TYPE_RAISE_HAND_AND_STOP;
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}
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}
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