Bring all movement function names up-to-date with pokeruby
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@@ -189,7 +189,7 @@ static void UnfreezeObjects(u8 taskId)
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for (i = 0; i < 16; i++, pEventObjId++)
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{
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if (*pEventObjId != 0xFF)
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npc_sync_anim_pause_bits(&gEventObjects[*pEventObjId]);
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UnfreezeEventObject(&gEventObjects[*pEventObjId]);
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}
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}
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@@ -210,8 +210,8 @@ static void sub_80A2490(u8 taskId, u8 b, u8 eventObjId, const u8 *d)
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{
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u8 var;
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if (EventObjectIsSpecialAnimActive(&gEventObjects[eventObjId])
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&& !EventObjectClearAnimIfSpecialAnimFinished(&gEventObjects[eventObjId]))
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if (EventObjectIsHeldMovementActive(&gEventObjects[eventObjId])
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&& !EventObjectClearHeldMovementIfFinished(&gEventObjects[eventObjId]))
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return;
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var = *d;
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@@ -222,7 +222,7 @@ static void sub_80A2490(u8 taskId, u8 b, u8 eventObjId, const u8 *d)
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}
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else
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{
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if (!EventObjectSetSpecialAnim(&gEventObjects[eventObjId], var))
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if (!EventObjectSetHeldMovement(&gEventObjects[eventObjId], var))
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{
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d++;
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npc_obj_offscreen_culling_and_flag_update(b, d);
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