Sync bg_event macros with pokeruby
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13
include/constants/bg_event_constants.h
Executable file
13
include/constants/bg_event_constants.h
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#ifndef GUARD_CONSTANTS_BG_EVENT_H
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#define GUARD_CONSTANTS_BG_EVENT_H
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#define BG_EVENT_PLAYER_FACING_ANY 0
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#define BG_EVENT_PLAYER_FACING_NORTH 1
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#define BG_EVENT_PLAYER_FACING_SOUTH 2
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#define BG_EVENT_PLAYER_FACING_EAST 3
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#define BG_EVENT_PLAYER_FACING_WEST 4
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#define BG_EVENT_HIDDEN_ITEM 7
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#define BG_EVENT_SECRET_BASE 8
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#endif // GUARD_CONSTANTS_BG_EVENT_H
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110
include/constants/secret_bases.h
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110
include/constants/secret_bases.h
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#ifndef GUARD_CONSTANTS_SECRET_BASES_H
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#define GUARD_CONSTANTS_SECRET_BASES_H
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// Each secret base location is assigned an identifier value.
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// The secret base's map is determined by (id / 10). The ones
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// digit is used to differentiate secret bases using the same map.
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// Therefore, each secret base map can be used by up to 10 different
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// secret bases in the game. These ids are 1-based, but there is no
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// apparent reason for that.
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#define SECRET_BASE_RED_CAVE1_1 1
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#define SECRET_BASE_RED_CAVE1_2 2
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#define SECRET_BASE_RED_CAVE1_3 3
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#define SECRET_BASE_RED_CAVE2_1 11
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#define SECRET_BASE_RED_CAVE2_2 12
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#define SECRET_BASE_RED_CAVE2_3 13
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#define SECRET_BASE_RED_CAVE3_1 21
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#define SECRET_BASE_RED_CAVE3_2 22
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#define SECRET_BASE_RED_CAVE3_3 23
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#define SECRET_BASE_RED_CAVE4_1 31
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#define SECRET_BASE_RED_CAVE4_2 32
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#define SECRET_BASE_RED_CAVE4_3 33
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#define SECRET_BASE_BROWN_CAVE1_1 41
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#define SECRET_BASE_BROWN_CAVE1_2 42
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#define SECRET_BASE_BROWN_CAVE1_3 43
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#define SECRET_BASE_BROWN_CAVE2_1 51
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#define SECRET_BASE_BROWN_CAVE2_2 52
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#define SECRET_BASE_BROWN_CAVE2_3 53
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#define SECRET_BASE_BROWN_CAVE3_1 61
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#define SECRET_BASE_BROWN_CAVE3_2 62
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#define SECRET_BASE_BROWN_CAVE3_3 63
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#define SECRET_BASE_BROWN_CAVE4_1 71
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#define SECRET_BASE_BROWN_CAVE4_2 72
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#define SECRET_BASE_BROWN_CAVE4_3 73
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#define SECRET_BASE_BLUE_CAVE1_1 81
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#define SECRET_BASE_BLUE_CAVE1_2 82
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#define SECRET_BASE_BLUE_CAVE1_3 83
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#define SECRET_BASE_BLUE_CAVE2_1 91
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#define SECRET_BASE_BLUE_CAVE2_2 92
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#define SECRET_BASE_BLUE_CAVE2_3 93
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#define SECRET_BASE_BLUE_CAVE3_1 101
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#define SECRET_BASE_BLUE_CAVE3_2 102
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#define SECRET_BASE_BLUE_CAVE3_3 103
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#define SECRET_BASE_BLUE_CAVE4_1 111
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#define SECRET_BASE_BLUE_CAVE4_2 112
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#define SECRET_BASE_BLUE_CAVE4_3 113
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#define SECRET_BASE_YELLOW_CAVE1_1 121
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#define SECRET_BASE_YELLOW_CAVE1_2 122
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#define SECRET_BASE_YELLOW_CAVE1_3 123
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#define SECRET_BASE_YELLOW_CAVE2_1 131
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#define SECRET_BASE_YELLOW_CAVE2_2 132
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#define SECRET_BASE_YELLOW_CAVE2_3 133
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#define SECRET_BASE_YELLOW_CAVE3_1 141
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#define SECRET_BASE_YELLOW_CAVE3_2 142
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#define SECRET_BASE_YELLOW_CAVE3_3 143
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#define SECRET_BASE_YELLOW_CAVE4_1 151
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#define SECRET_BASE_YELLOW_CAVE4_2 152
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#define SECRET_BASE_YELLOW_CAVE4_3 153
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#define SECRET_BASE_TREE1_1 161
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#define SECRET_BASE_TREE1_2 162
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#define SECRET_BASE_TREE1_3 163
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#define SECRET_BASE_TREE1_4 164
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#define SECRET_BASE_TREE2_1 171
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#define SECRET_BASE_TREE2_2 172
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#define SECRET_BASE_TREE2_3 173
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#define SECRET_BASE_TREE2_4 174
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#define SECRET_BASE_TREE3_1 181
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#define SECRET_BASE_TREE3_2 182
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#define SECRET_BASE_TREE3_3 183
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#define SECRET_BASE_TREE4_1 191
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#define SECRET_BASE_TREE4_2 192
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#define SECRET_BASE_TREE4_3 193
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#define SECRET_BASE_SHRUB1_1 201
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#define SECRET_BASE_SHRUB1_2 202
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#define SECRET_BASE_SHRUB1_3 203
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#define SECRET_BASE_SHRUB1_4 204
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#define SECRET_BASE_SHRUB2_1 211
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#define SECRET_BASE_SHRUB2_2 212
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#define SECRET_BASE_SHRUB2_3 213
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#define SECRET_BASE_SHRUB3_1 221
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#define SECRET_BASE_SHRUB3_2 222
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#define SECRET_BASE_SHRUB3_3 223
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#define SECRET_BASE_SHRUB4_1 231
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#define SECRET_BASE_SHRUB4_2 232
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#define SECRET_BASE_SHRUB4_3 233
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#endif // GUARD_CONSTANTS_SECRET_BASES_H
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