Rebrand 'map object' and 'field object' to 'event object'
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@@ -1,7 +1,7 @@
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#ifndef GUARD_GLOBAL_FIELDMAP_H
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#define GUARD_GLOBAL_FIELDMAP_H
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#define NUM_FIELD_OBJECTS 16
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#define NUM_EVENT_OBJECTS 16
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enum
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{
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@@ -72,7 +72,7 @@ struct BackupMapData
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u16 *map;
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};
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struct MapObjectTemplate
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struct EventObjectTemplate
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{
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/*0x00*/ u8 localId;
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/*0x01*/ u8 graphicsId;
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@@ -133,12 +133,12 @@ struct BgEvent
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struct MapEvents
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{
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u8 mapObjectCount;
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u8 eventObjectCount;
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u8 warpCount;
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u8 coordEventCount;
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u8 bgEventCount;
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struct MapObjectTemplate *mapObjects;
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struct EventObjectTemplate *eventObjects;
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struct WarpEvent *warps;
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struct CoordEvent *coordEvents;
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struct BgEvent *bgEvents;
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@@ -176,7 +176,7 @@ struct MapHeader
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/* 0x1B */ u8 battleType;
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};
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struct MapObject
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struct EventObject
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{
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/*0x00*/ u32 active:1;
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u32 singleMovementActive:1;
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@@ -239,7 +239,7 @@ struct MapObject
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/*size = 0x24*/
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};
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struct MapObjectGraphicsInfo
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struct EventObjectGraphicsInfo
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{
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/*0x00*/ u16 tileTag;
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/*0x02*/ u16 paletteTag1;
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@@ -320,7 +320,7 @@ struct PlayerAvatar
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/*0x02*/ u8 runningState; // this is a static running state. 00 is not moving, 01 is turn direction, 02 is moving.
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/*0x03*/ u8 tileTransitionState; // this is a transition running state: 00 is not moving, 01 is transition between tiles, 02 means you are on the frame in which you have centered on a tile but are about to keep moving, even if changing directions. 2 is also used for a ledge hop, since you are transitioning.
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/*0x04*/ u8 spriteId;
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/*0x05*/ u8 mapObjectId;
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/*0x05*/ u8 eventObjectId;
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/*0x06*/ bool8 preventStep;
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/*0x07*/ u8 gender;
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/*0x08*/ u8 acroBikeState; // 00 is normal, 01 is turning, 02 is standing wheelie, 03 is hopping wheelie
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@@ -342,8 +342,8 @@ struct Camera
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s32 y;
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};
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extern struct MapObject gMapObjects[NUM_FIELD_OBJECTS];
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extern u8 gSelectedMapObject;
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extern struct EventObject gEventObjects[NUM_EVENT_OBJECTS];
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extern u8 gSelectedEventObject;
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extern struct MapHeader gMapHeader;
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extern struct PlayerAvatar gPlayerAvatar;
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extern struct Camera gCamera;
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