Document field teleport anim
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+85
-61
@@ -29,7 +29,7 @@
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#include "constants/moves.h"
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static EWRAM_DATA struct ObjectEvent * gUnknown_2036E30 = NULL;
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static EWRAM_DATA u8 gUnknown_2036E34 = DIR_NONE;
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static EWRAM_DATA u8 sTeleportSavedFacingDirection = DIR_NONE;
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EWRAM_DATA struct ObjectEvent gObjectEvents[OBJECT_EVENTS_COUNT] = {};
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EWRAM_DATA struct PlayerAvatar gPlayerAvatar = {};
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@@ -121,9 +121,9 @@ static bool8 Fishing13(struct Task * task);
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static bool8 Fishing14(struct Task * task);
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static bool8 Fishing15(struct Task * task);
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static bool8 Fishing16(struct Task * task);
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static void sub_805DB04(u8 taskId);
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static void sub_805DC38(u8 taskId);
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static u8 sub_805DDC8(struct ObjectEvent * object, s16 *timer);
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static void Task_TeleportWarpOutPlayerAnim(u8 taskId);
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static void Task_TeleportWarpInPlayerAnim(u8 taskId);
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static u8 TeleportAnim_RotatePlayer(struct ObjectEvent * object, s16 *timer);
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void MovementType_Player(struct Sprite *sprite)
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{
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@@ -1982,37 +1982,54 @@ void AlignFishingAnimationFrames(struct Sprite * playerSprite)
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sub_80DC4A4(gObjectEvents[gPlayerAvatar.objectEventId].fieldEffectSpriteId, 1, playerSprite->pos2.y);
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}
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void sub_805DAB0(void)
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#define tState data[0]
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#define tRotationTimer data[1]
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#define tDeltaY data[2]
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#define tYdeflection data[3]
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#define tYpos data[4]
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#define tFinalFacingDirection data[5]
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#define tPriority data[6]
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#define tSubpriority data[7]
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static const u8 sTeleportFacingDirectionSequence[] = {
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[DIR_SOUTH] = DIR_WEST,
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[DIR_WEST] = DIR_NORTH,
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[DIR_NORTH] = DIR_EAST,
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[DIR_EAST] = DIR_SOUTH,
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[DIR_NONE] = DIR_SOUTH,
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};
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void StartTeleportWarpOutPlayerAnim(void)
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{
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u8 taskId = CreateTask(sub_805DB04, 0);
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sub_805DB04(taskId);
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u8 taskId = CreateTask(Task_TeleportWarpOutPlayerAnim, 0);
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Task_TeleportWarpOutPlayerAnim(taskId);
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}
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bool32 sub_805DAD0(void)
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bool32 WaitTeleportWarpOutPlayerAnim(void)
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{
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return FuncIsActiveTask(sub_805DB04);
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return FuncIsActiveTask(Task_TeleportWarpOutPlayerAnim);
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}
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void sub_805DAE4(u8 direction)
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void SavePlayerFacingDirectionForTeleport(u8 direction)
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{
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gUnknown_2036E34 = direction;
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sTeleportSavedFacingDirection = direction;
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}
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static u8 sub_805DAF0(void)
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static u8 GetTeleportSavedFacingDirection(void)
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{
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if (gUnknown_2036E34 == DIR_NONE)
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if (sTeleportSavedFacingDirection == DIR_NONE)
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return DIR_SOUTH;
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else
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return gUnknown_2036E34;
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return sTeleportSavedFacingDirection;
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}
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static void sub_805DB04(u8 taskId)
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static void Task_TeleportWarpOutPlayerAnim(u8 taskId)
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{
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struct ObjectEvent *object = &gObjectEvents[gPlayerAvatar.objectEventId];
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struct Sprite *sprite = &gSprites[object->spriteId];
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s16 *data = gTasks[taskId].data;
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switch (data[0])
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switch (tState)
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{
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case 0:
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if (!ObjectEventClearHeldMovementIfFinished(object))
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@@ -2020,25 +2037,25 @@ static void sub_805DB04(u8 taskId)
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return;
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}
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sub_805DAE4(object->facingDirection);
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data[1] = 0;
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data[2] = 1;
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data[3] = (u16)(sprite->pos1.y + sprite->pos2.y) * 16;
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SavePlayerFacingDirectionForTeleport(object->facingDirection);
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tRotationTimer = 0;
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tDeltaY = 1;
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tYdeflection = (u16)(sprite->pos1.y + sprite->pos2.y) * 16;
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sprite->pos2.y = 0;
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CameraObjectReset2();
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object->fixedPriority = TRUE;
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sprite->oam.priority = 0;
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sprite->subpriority = 0;
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sprite->subspriteMode = SUBSPRITES_OFF;
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data[0]++;
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tState++;
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case 1:
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sub_805DDC8(object, &data[1]);
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data[3] -= data[2];
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data[2] += 3;
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sprite->pos1.y = data[3] >> 4;
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TeleportAnim_RotatePlayer(object, &tRotationTimer);
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tYdeflection -= tDeltaY;
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tDeltaY += 3;
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sprite->pos1.y = tYdeflection >> 4;
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if (sprite->pos1.y + (s16)gTotalCameraPixelOffsetY < -32)
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{
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data[0]++;
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tState++;
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}
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break;
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case 2:
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@@ -2047,73 +2064,71 @@ static void sub_805DB04(u8 taskId)
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}
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}
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void sub_805DC04(void)
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void StartTeleportInPlayerAnim(void)
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{
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u8 taskId = CreateTask(sub_805DC38, 0);
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sub_805DC38(taskId);
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u8 taskId = CreateTask(Task_TeleportWarpInPlayerAnim, 0);
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Task_TeleportWarpInPlayerAnim(taskId);
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}
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bool32 sub_805DC24(void)
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bool32 WaitTeleportInPlayerAnim(void)
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{
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return FuncIsActiveTask(sub_805DC38);
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return FuncIsActiveTask(Task_TeleportWarpInPlayerAnim);
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}
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static const u8 gUnknown_835B92C[] = {DIR_SOUTH, DIR_WEST, DIR_EAST, DIR_NORTH, DIR_SOUTH};
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static void sub_805DC38(u8 taskId)
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static void Task_TeleportWarpInPlayerAnim(u8 taskId)
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{
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struct ObjectEvent *object = &gObjectEvents[gPlayerAvatar.objectEventId];
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struct Sprite *sprite = &gSprites[object->spriteId];
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s16 *data = gTasks[taskId].data;
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switch (data[0])
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switch (tState)
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{
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case 0:
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data[5] = sub_805DAF0();
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ObjectEventForceSetHeldMovement(object, GetFaceDirectionMovementAction(gUnknown_835B92C[data[5]]));
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data[1] = 0;
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data[2] = 116;
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data[4] = sprite->pos1.y;
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data[6] = sprite->oam.priority;
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data[7] = sprite->subpriority;
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data[3] = -((u16)sprite->pos2.y + 32) * 16;
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tFinalFacingDirection = GetTeleportSavedFacingDirection();
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ObjectEventForceSetHeldMovement(object, GetFaceDirectionMovementAction(sTeleportFacingDirectionSequence[tFinalFacingDirection]));
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tRotationTimer = 0;
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tDeltaY = 116;
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tYpos = sprite->pos1.y;
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tPriority = sprite->oam.priority;
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tSubpriority = sprite->subpriority;
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tYdeflection = -((u16)sprite->pos2.y + 32) * 16;
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sprite->pos2.y = 0;
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CameraObjectReset2();
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object->fixedPriority = TRUE;
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sprite->oam.priority = 1;
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sprite->subpriority = 0;
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sprite->subspriteMode = SUBSPRITES_OFF;
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data[0]++;
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tState++;
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case 1:
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sub_805DDC8(object, &data[1]);
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data[3] += data[2];
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data[2] -= 3;
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if (data[2] < 4)
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TeleportAnim_RotatePlayer(object, &tRotationTimer);
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tYdeflection += tDeltaY;
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tDeltaY -= 3;
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if (tDeltaY < 4)
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{
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data[2] = 4;
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tDeltaY = 4;
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}
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sprite->pos1.y = data[3] >> 4;
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if (sprite->pos1.y >= data[4])
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sprite->pos1.y = tYdeflection >> 4;
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if (sprite->pos1.y >= tYpos)
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{
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sprite->pos1.y = data[4];
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sprite->pos1.y = tYpos;
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data[8] = 0;
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data[0]++;
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tState++;
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}
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break;
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case 2:
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sub_805DDC8(object, &data[1]);
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TeleportAnim_RotatePlayer(object, &tRotationTimer);
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data[8]++;
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if (data[8] > 8)
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{
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data[0]++;
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tState++;
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}
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break;
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case 3:
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if (data[5] == sub_805DDC8(object, &data[1]))
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if (tFinalFacingDirection == TeleportAnim_RotatePlayer(object, &tRotationTimer))
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{
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object->fixedPriority = 0;
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sprite->oam.priority = data[6];
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sprite->subpriority = data[7];
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sprite->oam.priority = tPriority;
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sprite->subpriority = tSubpriority;
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CameraObjectReset1();
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DestroyTask(taskId);
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}
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@@ -2121,7 +2136,7 @@ static void sub_805DC38(u8 taskId)
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}
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}
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static u8 sub_805DDC8(struct ObjectEvent *object, s16 *a1)
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static u8 TeleportAnim_RotatePlayer(struct ObjectEvent *object, s16 *a1)
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{
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if (*a1 < 8 && ++(*a1) < 8)
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{
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@@ -2133,7 +2148,16 @@ static u8 sub_805DDC8(struct ObjectEvent *object, s16 *a1)
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return object->facingDirection;
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}
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ObjectEventForceSetHeldMovement(object, GetFaceDirectionMovementAction(gUnknown_835B92C[object->facingDirection]));
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ObjectEventForceSetHeldMovement(object, GetFaceDirectionMovementAction(sTeleportFacingDirectionSequence[object->facingDirection]));
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*a1 = 0;
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return gUnknown_835B92C[object->facingDirection];
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return sTeleportFacingDirectionSequence[object->facingDirection];
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}
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#undef tSubpriority
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#undef tPriority
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#undef tFinalFacingDirection
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#undef tYpos
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#undef tYdeflection
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#undef tDeltaY
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#undef tRotationTimer
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#undef tState
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