RandomlyLookNorthOrSouth
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@@ -2380,3 +2380,56 @@ bool8 sub_8090004 (struct MapObject *mapObject, struct Sprite *sprite)
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}
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return FALSE;
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}
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field_object_step(RandomlyLookNorthOrSouth, gUnknown_0850D7B4)
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bool8 sub_8090094 (struct MapObject *mapObject, struct Sprite *sprite)
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{
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npc_reset(mapObject, sprite);
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sprite->data1 = 1;
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return TRUE;
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}
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bool8 sub_80900A8 (struct MapObject *mapObject, struct Sprite *sprite)
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{
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FieldObjectSetRegularAnim(mapObject, sprite, GetFaceDirectionAnimId(mapObject->mapobj_unk_18));
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sprite->data1 = 2;
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return TRUE;
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}
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bool8 sub_80900D4 (struct MapObject *mapObject, struct Sprite *sprite)
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{
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if (FieldObjectExecRegularAnim(mapObject, sprite))
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{
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SetFieldObjectStepTimer(sprite, gUnknown_0850D6DC[Random() & 0x03]);
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mapObject->mapobj_bit_1 = FALSE;
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sprite->data1 = 3;
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}
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return FALSE;
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}
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bool8 sub_8090118 (struct MapObject *mapObject, struct Sprite *sprite)
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{
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if (RunFieldObjectStepTimer(sprite) || FieldObjectIsTrainerAndCloseToPlayer(mapObject))
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{
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sprite->data1 = 4;
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return TRUE;
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}
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return FALSE;
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}
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bool8 sub_8090148 (struct MapObject *mapObject, struct Sprite *sprite)
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{
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u8 directions[2];
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u8 direction;
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memcpy(directions, gUnknown_0850D770, sizeof gUnknown_0850D770);
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direction = GetRunningPastFacingDirection(mapObject, 1);
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if (direction == 0)
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{
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direction = directions[Random() & 0x01];
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}
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FieldObjectSetDirection(mapObject, direction);
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sprite->data1 = 1;
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return TRUE;
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}
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