Rename some movement actions and functions
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@@ -82,7 +82,7 @@
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#define MOVEMENT_TYPE_VS_SEEKER_4D 0x4D
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#define MOVEMENT_TYPE_VS_SEEKER_4E 0x4E
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#define MOVEMENT_TYPE_VS_SEEKER_4F 0x4F
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#define MOVEMENT_TYPE_WANDER_AROUND_SLOWEST 0x50
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#define MOVEMENT_TYPE_WANDER_AROUND_SLOWER 0x50
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#define MOVEMENT_TYPES_COUNT 0x51
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#define MOVEMENT_ACTION_FACE_DOWN 0x0
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@@ -93,10 +93,10 @@
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#define MOVEMENT_ACTION_FACE_UP_FAST 0x5
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#define MOVEMENT_ACTION_FACE_LEFT_FAST 0x6
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#define MOVEMENT_ACTION_FACE_RIGHT_FAST 0x7
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#define MOVEMENT_ACTION_WALK_SLOWEST_DOWN 0x8
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#define MOVEMENT_ACTION_WALK_SLOWEST_UP 0x9
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#define MOVEMENT_ACTION_WALK_SLOWEST_LEFT 0xA
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#define MOVEMENT_ACTION_WALK_SLOWEST_RIGHT 0xB
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#define MOVEMENT_ACTION_WALK_SLOWER_DOWN 0x8
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#define MOVEMENT_ACTION_WALK_SLOWER_UP 0x9
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#define MOVEMENT_ACTION_WALK_SLOWER_LEFT 0xA
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#define MOVEMENT_ACTION_WALK_SLOWER_RIGHT 0xB
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#define MOVEMENT_ACTION_WALK_SLOW_DOWN 0xC
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#define MOVEMENT_ACTION_WALK_SLOW_UP 0xD
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#define MOVEMENT_ACTION_WALK_SLOW_LEFT 0xE
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@@ -134,10 +134,10 @@
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#define MOVEMENT_ACTION_WALK_IN_PLACE_FASTEST_UP 0x2E
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#define MOVEMENT_ACTION_WALK_IN_PLACE_FASTEST_LEFT 0x2F
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#define MOVEMENT_ACTION_WALK_IN_PLACE_FASTEST_RIGHT 0x30
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#define MOVEMENT_ACTION_FACE_DOWN_SLOW 0x31
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#define MOVEMENT_ACTION_FACE_UP_SLOW 0x32
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#define MOVEMENT_ACTION_FACE_LEFT_SLOW 0x33
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#define MOVEMENT_ACTION_FACE_RIGHT_SLOW 0x34
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#define MOVEMENT_ACTION_RIDE_WATER_CURRENT_DOWN 0x31
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#define MOVEMENT_ACTION_RIDE_WATER_CURRENT_UP 0x32
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#define MOVEMENT_ACTION_RIDE_WATER_CURRENT_LEFT 0x33
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#define MOVEMENT_ACTION_RIDE_WATER_CURRENT_RIGHT 0x34
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#define MOVEMENT_ACTION_WALK_FASTEST_DOWN 0x35
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#define MOVEMENT_ACTION_WALK_FASTEST_UP 0x36
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#define MOVEMENT_ACTION_WALK_FASTEST_LEFT 0x37
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@@ -235,20 +235,22 @@
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#define MOVEMENT_ACTION_ACRO_WHEELIE_MOVE_UP 0x91
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#define MOVEMENT_ACTION_ACRO_WHEELIE_MOVE_LEFT 0x92
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#define MOVEMENT_ACTION_ACRO_WHEELIE_MOVE_RIGHT 0x93
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#define MOVEMENT_ACTION_ACRO_END_WHEELIE_MOVE_DOWN 0x94
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#define MOVEMENT_ACTION_ACRO_END_WHEELIE_MOVE_UP 0x95
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#define MOVEMENT_ACTION_ACRO_END_WHEELIE_MOVE_LEFT 0x96
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#define MOVEMENT_ACTION_ACRO_END_WHEELIE_MOVE_RIGHT 0x97
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// 98-A3 are unknown
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#define MOVEMENT_ACTION_SPIN_DOWN 0x94
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#define MOVEMENT_ACTION_SPIN_UP 0x95
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#define MOVEMENT_ACTION_SPIN_LEFT 0x96
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#define MOVEMENT_ACTION_SPIN_RIGHT 0x97
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#define MOVEMENT_ACTION_0x98 0x98
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#define MOVEMENT_ACTION_0x99 0x99
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#define MOVEMENT_ACTION_0x9A 0x9A
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#define MOVEMENT_ACTION_0x9B 0x9B
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#define MOVEMENT_ACTION_0x9C 0x9C
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#define MOVEMENT_ACTION_0x9D 0x9D
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#define MOVEMENT_ACTION_0x9E 0x9E
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#define MOVEMENT_ACTION_0x9F 0x9F
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#define MOVEMENT_ACTION_WALK_SLOWEST_DOWN 0x9B
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#define MOVEMENT_ACTION_WALK_SLOWEST_UP 0x9C
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#define MOVEMENT_ACTION_WALK_SLOWEST_LEFT 0x9D
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#define MOVEMENT_ACTION_WALK_SLOWEST_RIGHT 0x9E
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#define MOVEMENT_ACTION_SHAKE_HEAD 0x9F
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#define MOVEMENT_ACTION_0xA0 0xA0
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#define MOVEMENT_ACTION_0xA1 0xA1
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#define MOVEMENT_ACTION_0xA2 0xA2
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@@ -256,12 +258,10 @@
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#define MOVEMENT_ACTION_FLY_UP 0xA4
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#define MOVEMENT_ACTION_FLY_DOWN 0xA5
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// Duplicates of JUMP_SPECIAL?
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#define MOVEMENT_ACTION_0xA6 0xA6
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#define MOVEMENT_ACTION_0xA7 0xA7
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#define MOVEMENT_ACTION_0xA8 0xA8
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#define MOVEMENT_ACTION_0xA9 0xA9
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#define MOVEMENT_ACTION_JUMP_SPECIAL_WITH_EFFECT_DOWN 0xA6
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#define MOVEMENT_ACTION_JUMP_SPECIAL_WITH_EFFECT_UP 0xA7
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#define MOVEMENT_ACTION_JUMP_SPECIAL_WITH_EFFECT_LEFT 0xA8
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#define MOVEMENT_ACTION_JUMP_SPECIAL_WITH_EFFECT_RIGHT 0xA9
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#define MOVEMENT_ACTION_STEP_END 0xFE
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@@ -124,7 +124,7 @@ u8 ObjectEventCheckHeldMovementStatus(struct ObjectEvent *objectEvent);
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u8 GetWalkNormalMovementAction(u32);
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u8 GetWalkFastMovementAction(u32);
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u8 GetWalkFastestMovementAction(u32);
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u8 GetWalkSlowestMovementAction(u32 direction);
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u8 GetWalkSlowerMovementAction(u32 direction);
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u8 GetTrainerFacingDirectionMovementType(u8 direction);
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u8 GetFaceDirectionMovementAction(u32);
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u8 GetFaceDirectionFastMovementAction(u32);
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@@ -134,7 +134,7 @@ u8 GetSlideMovementAction(u32);
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u8 GetJumpInPlaceMovementAction(u32);
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u8 GetJumpMovementAction(u32);
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u8 GetJump2MovementAction(u32);
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bool8 NpcTakeStep(struct Sprite *sprite);
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bool8 UpdateWalkSlowerAnim(struct Sprite *sprite);
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void SetJumpSpriteData(struct Sprite *, u8, u8, u8);
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u8 DoJumpSpriteMovement(struct Sprite *);
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u8 DoJumpSpecialSpriteMovement(struct Sprite *);
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@@ -171,16 +171,16 @@ void UpdateObjectEventsForCameraUpdate(s16 x, s16 y);
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void UpdateObjectEventSpriteSubpriorityAndVisibility(struct Sprite *);
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void SetMovementDelay(struct Sprite *, s16);
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bool8 WaitForMovementDelay(struct Sprite *);
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void oamt_npc_ministep_reset(struct Sprite *, u8, u8);
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bool8 obj_npc_ministep(struct Sprite *sprite);
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void SetSpriteDataForNormalStep(struct Sprite *, u8);
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void SetSpriteDataForNormalStep2(struct Sprite *, u8);
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void SetSpriteDataForNormalStep(struct Sprite *, u8, u8);
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bool8 NpcTakeStep(struct Sprite *sprite);
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void SetWalkSlowerSpriteData(struct Sprite *, u8);
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void SetWalkSlowestSpriteData(struct Sprite *, u8);
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bool8 UpdateWalkSlowestAnim(struct Sprite *sprite);
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void SetWalkSlowSpriteData(struct Sprite *, u8);
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bool8 UpdateWalkSlowAnim(struct Sprite *sprite);
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void SetSpriteDataForNormalStep3(struct Sprite *, u8);
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bool8 sub_8068C18(struct Sprite *sprite);
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void DoShadowFieldEffect(struct ObjectEvent *);
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void SetSpriteDataForNormalStep4(struct Sprite *, u8);
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bool8 sub_8068CB4(struct Sprite *sprite);
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void SetRunSlowSpriteData(struct Sprite *, u8);
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bool8 UpdateRunSlowAnim(struct Sprite *sprite);
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void SetAndStartSpriteAnim(struct Sprite *, u8, u8);
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bool8 SpriteAnimEnded(struct Sprite *);
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u8 ObjectEventGetHeldMovementActionId(struct ObjectEvent *objectEvent);
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@@ -212,7 +212,7 @@ u8 GetJumpInPlaceTurnAroundMovementAction(u32 direction);
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u8 GetAcroWheelieInPlaceDirectionMovementAction(u32 direction);
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u8 GetAcroPopWheelieMoveDirectionMovementAction(u32 direction);
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u8 GetAcroWheelieMoveDirectionMovementAction(u32 direction);
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u8 sub_80641EC(u32 direction);
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u8 GetJumpSpecialWithEffectMovementAction(u32 direction);
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u8 GetFishingBiteDirectionAnimNum(u8 direction);
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void TrySpawnObjectEvents(s16 cameraX, s16 cameraY);
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void ResetObjectEvents(void);
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@@ -56,7 +56,7 @@ void PlayerFaceDirection(u8 direction);
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void PlayerFaceDirectionFast(u8 direction);
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void PlayerTurnInPlace(u8 direction);
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void PlayerJumpLedge(u8 direction);
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void sub_805C260(void);
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void PlayerShakeHead(void);
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void player_step(u8 direction, u16 newKeys, u16 heldKeys);
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bool32 PlayerIsMovingOnRockStairs(u8 direction);
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void UpdatePlayerAvatarTransitionState(void);
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