Waterfall field effect
This commit is contained in:
@@ -5,210 +5,6 @@
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.text
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thumb_func_start FldEff_UseWaterfall
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FldEff_UseWaterfall: @ 8084CA0
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push {r4,lr}
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ldr r4, _08084CCC @ =Task_UseWaterfall
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adds r0, r4, 0
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movs r1, 0xFF
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bl CreateTask
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lsls r0, 24
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lsrs r0, 24
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ldr r2, _08084CD0 @ =gTasks
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lsls r1, r0, 2
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adds r1, r0
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lsls r1, 3
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adds r1, r2
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ldr r2, _08084CD4 @ =gFieldEffectArguments
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ldr r2, [r2]
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strh r2, [r1, 0xA]
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bl _call_via_r4
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movs r0, 0
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pop {r4}
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pop {r1}
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bx r1
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.align 2, 0
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_08084CCC: .4byte Task_UseWaterfall
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_08084CD0: .4byte gTasks
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_08084CD4: .4byte gFieldEffectArguments
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thumb_func_end FldEff_UseWaterfall
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thumb_func_start Task_UseWaterfall
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Task_UseWaterfall: @ 8084CD8
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push {r4,r5,lr}
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lsls r0, 24
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lsrs r0, 24
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ldr r5, _08084D14 @ =sUseWaterfallFieldEffectFuncs
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ldr r2, _08084D18 @ =gTasks
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lsls r1, r0, 2
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adds r1, r0
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lsls r1, 3
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adds r4, r1, r2
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_08084CEA:
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movs r0, 0x8
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ldrsh r2, [r4, r0]
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lsls r2, 2
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adds r2, r5
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ldr r0, _08084D1C @ =gPlayerAvatar
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ldrb r0, [r0, 0x5]
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lsls r1, r0, 3
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adds r1, r0
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lsls r1, 2
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ldr r0, _08084D20 @ =gObjectEvents
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adds r1, r0
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ldr r2, [r2]
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adds r0, r4, 0
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bl _call_via_r2
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lsls r0, 24
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cmp r0, 0
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bne _08084CEA
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pop {r4,r5}
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pop {r0}
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bx r0
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.align 2, 0
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_08084D14: .4byte sUseWaterfallFieldEffectFuncs
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_08084D18: .4byte gTasks
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_08084D1C: .4byte gPlayerAvatar
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_08084D20: .4byte gObjectEvents
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thumb_func_end Task_UseWaterfall
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thumb_func_start waterfall_0_setup
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waterfall_0_setup: @ 8084D24
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push {r4,lr}
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adds r4, r0, 0
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bl ScriptContext2_Enable
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ldr r1, _08084D40 @ =gPlayerAvatar
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movs r0, 0x1
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strb r0, [r1, 0x6]
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ldrh r0, [r4, 0x8]
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adds r0, 0x1
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strh r0, [r4, 0x8]
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movs r0, 0
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pop {r4}
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pop {r1}
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bx r1
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.align 2, 0
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_08084D40: .4byte gPlayerAvatar
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thumb_func_end waterfall_0_setup
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thumb_func_start waterfall_1_do_anim_probably
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waterfall_1_do_anim_probably: @ 8084D44
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push {r4,r5,lr}
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adds r4, r0, 0
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adds r5, r1, 0
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bl ScriptContext2_Enable
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adds r0, r5, 0
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bl ObjectEventIsMovementOverridden
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lsls r0, 24
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cmp r0, 0
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bne _08084D74
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adds r0, r5, 0
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bl ObjectEventClearHeldMovementIfFinished
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ldr r1, _08084D7C @ =gFieldEffectArguments
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movs r2, 0xA
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ldrsh r0, [r4, r2]
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str r0, [r1]
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movs r0, 0x3B
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bl FieldEffectStart
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ldrh r0, [r4, 0x8]
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adds r0, 0x1
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strh r0, [r4, 0x8]
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_08084D74:
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movs r0, 0
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pop {r4,r5}
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pop {r1}
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bx r1
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.align 2, 0
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_08084D7C: .4byte gFieldEffectArguments
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thumb_func_end waterfall_1_do_anim_probably
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thumb_func_start waterfall_2_wait_anim_finish_probably
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waterfall_2_wait_anim_finish_probably: @ 8084D80
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push {r4,lr}
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adds r4, r0, 0
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movs r0, 0x6
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bl FieldEffectActiveListContains
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lsls r0, 24
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cmp r0, 0
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bne _08084D9A
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ldrh r0, [r4, 0x8]
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adds r0, 0x1
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strh r0, [r4, 0x8]
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movs r0, 0x1
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b _08084D9C
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_08084D9A:
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movs r0, 0
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_08084D9C:
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pop {r4}
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pop {r1}
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bx r1
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thumb_func_end waterfall_2_wait_anim_finish_probably
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thumb_func_start waterfall_3_move_player_probably
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waterfall_3_move_player_probably: @ 8084DA4
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push {r4,r5,lr}
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adds r5, r0, 0
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adds r4, r1, 0
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movs r0, 0x2
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bl sub_8063F2C
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adds r1, r0, 0
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lsls r1, 24
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lsrs r1, 24
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adds r0, r4, 0
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bl ObjectEventSetHeldMovement
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ldrh r0, [r5, 0x8]
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adds r0, 0x1
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strh r0, [r5, 0x8]
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movs r0, 0
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pop {r4,r5}
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pop {r1}
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bx r1
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thumb_func_end waterfall_3_move_player_probably
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thumb_func_start waterfall_4_wait_player_move_probably
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waterfall_4_wait_player_move_probably: @ 8084DCC
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push {r4,r5,lr}
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adds r5, r0, 0
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adds r4, r1, 0
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adds r0, r4, 0
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bl ObjectEventClearHeldMovementIfFinished
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lsls r0, 24
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cmp r0, 0
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bne _08084DE2
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movs r0, 0
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b _08084E1E
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_08084DE2:
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ldrb r0, [r4, 0x1E]
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bl MetatileBehavior_IsWaterfall
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lsls r0, 24
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lsrs r4, r0, 24
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cmp r4, 0
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bne _08084E18
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bl ScriptContext2_Disable
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ldr r0, _08084E10 @ =gPlayerAvatar
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strb r4, [r0, 0x6]
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ldr r0, _08084E14 @ =Task_UseWaterfall
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bl FindTaskIdByFunc
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lsls r0, 24
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lsrs r0, 24
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bl DestroyTask
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movs r0, 0x2B
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bl FieldEffectActiveListRemove
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movs r0, 0
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b _08084E1E
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.align 2, 0
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_08084E10: .4byte gPlayerAvatar
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_08084E14: .4byte Task_UseWaterfall
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_08084E18:
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movs r0, 0x3
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strh r0, [r5, 0x8]
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movs r0, 0x1
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_08084E1E:
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pop {r4,r5}
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pop {r1}
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bx r1
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thumb_func_end waterfall_4_wait_player_move_probably
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@ These are leftovers from RS
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thumb_func_start FldEff_UseDive
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FldEff_UseDive: @ 8084E24
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@@ -6,14 +6,6 @@
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.section .rodata
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.align 2
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.align 2
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sUseWaterfallFieldEffectFuncs:: @ 83CC084 dataptr
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.4byte waterfall_0_setup
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.4byte waterfall_1_do_anim_probably
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.4byte waterfall_2_wait_anim_finish_probably
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.4byte waterfall_3_move_player_probably
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.4byte waterfall_4_wait_player_move_probably
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.align 2
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sDiveFieldEffectFuncPtrs:: @ 83CC098 dataptr
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.4byte dive_1_lock
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@@ -116,6 +116,7 @@ void RfuUnionObjectToggleInvisibility(u8 objectEventId, bool32 invisible);
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bool32 RfuUnionObjectIsInvisible(u8 objectEventId);
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void RfuUnionObjectStartWarp(u8 objectEventId, u8 animNo);
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bool32 RfuUnionObjectIsWarping(u8 objectEventId);
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u8 sub_8063F2C(u8 direction);
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void sub_805F378(s16 x, s16 y);
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@@ -12,6 +12,7 @@
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#include "field_weather.h"
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#include "fieldmap.h"
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#include "help_system.h"
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#include "metatile_behavior.h"
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#include "overworld.h"
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#include "party_menu.h"
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#include "quest_log.h"
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@@ -1528,3 +1529,85 @@ bool8 EscalatorWarpInEffect_7(struct Task *task)
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}
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return FALSE;
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}
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void Task_UseWaterfall(u8 taskId);
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bool8 waterfall_0_setup(struct Task * task, struct ObjectEvent * playerObj);
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bool8 waterfall_1_do_anim_probably(struct Task * task, struct ObjectEvent * playerObj);
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bool8 waterfall_2_wait_anim_finish_probably(struct Task * task, struct ObjectEvent * playerObj);
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bool8 waterfall_3_move_player_probably(struct Task * task, struct ObjectEvent * playerObj);
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bool8 waterfall_4_wait_player_move_probably(struct Task * task, struct ObjectEvent * playerObj);
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bool8 (*const sUseWaterfallFieldEffectFuncs[])(struct Task * task, struct ObjectEvent * playerObj) = {
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waterfall_0_setup,
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waterfall_1_do_anim_probably,
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waterfall_2_wait_anim_finish_probably,
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waterfall_3_move_player_probably,
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waterfall_4_wait_player_move_probably
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};
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u32 FldEff_UseWaterfall(void)
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{
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u8 taskId = CreateTask(Task_UseWaterfall, 0xFF);
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gTasks[taskId].data[1] = gFieldEffectArguments[0];
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Task_UseWaterfall(taskId);
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return 0;
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}
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void Task_UseWaterfall(u8 taskId)
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{
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while (sUseWaterfallFieldEffectFuncs[gTasks[taskId].data[0]](&gTasks[taskId], &gObjectEvents[gPlayerAvatar.objectEventId]))
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;
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}
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bool8 waterfall_0_setup(struct Task * task, struct ObjectEvent * playerObj)
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{
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ScriptContext2_Enable();
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gPlayerAvatar.preventStep = TRUE;
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task->data[0]++;
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return FALSE;
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}
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bool8 waterfall_1_do_anim_probably(struct Task * task, struct ObjectEvent * playerObj)
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{
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ScriptContext2_Enable();
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if (!ObjectEventIsMovementOverridden(playerObj))
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{
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ObjectEventClearHeldMovementIfFinished(playerObj);
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gFieldEffectArguments[0] = task->data[1];
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FieldEffectStart(FLDEFF_FIELD_MOVE_SHOW_MON_INIT);
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task->data[0]++;
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}
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return FALSE;
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}
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bool8 waterfall_2_wait_anim_finish_probably(struct Task * task, struct ObjectEvent * playerObj)
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{
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if (FieldEffectActiveListContains(FLDEFF_FIELD_MOVE_SHOW_MON))
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return FALSE;
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task->data[0]++;
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return TRUE;
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}
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bool8 waterfall_3_move_player_probably(struct Task * task, struct ObjectEvent * playerObj)
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{
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ObjectEventSetHeldMovement(playerObj, sub_8063F2C(DIR_NORTH));
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task->data[0]++;
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return FALSE;
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}
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bool8 waterfall_4_wait_player_move_probably(struct Task * task, struct ObjectEvent * playerObj)
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{
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if (!ObjectEventClearHeldMovementIfFinished(playerObj))
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return FALSE;
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if (MetatileBehavior_IsWaterfall(playerObj->mapobj_unk_1E))
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{
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task->data[0] = 3;
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return TRUE;
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}
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ScriptContext2_Disable();
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gPlayerAvatar.preventStep = FALSE;
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DestroyTask(FindTaskIdByFunc(Task_UseWaterfall));
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FieldEffectActiveListRemove(FLDEFF_USE_WATERFALL);
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return FALSE;
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}
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