Distinguish 'virtual object' names from object events
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@@ -96,8 +96,7 @@ void SetSpritePosToOffsetMapCoords(s16 *, s16 *, s16, s16);
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void ObjectEventClearHeldMovement(struct ObjectEvent *);
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void ObjectEventClearHeldMovementIfActive(struct ObjectEvent *);
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void TrySpawnObjectEvents(s16, s16);
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u8 CreateObjectSprite(u8 graphicsId, u8 a1, s16 x, s16 y, u8 z, u8 direction);
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u8 AddPseudoObjectEvent(u16, void (*)(struct Sprite *), s16 x, s16 y, u8 subpriority);
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u8 CreateObjectGraphicsSprite(u16, void (*)(struct Sprite *), s16 x, s16 y, u8 subpriority);
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u8 TrySpawnObjectEvent(u8, u8, u8);
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u8 SpawnSpecialObjectEventParameterized(u8 graphicsId, u8 movementBehavior, u8 localId, s16 x, s16 y, u8 z);
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u8 SpawnSpecialObjectEvent(struct ObjectEventTemplate *);
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@@ -180,7 +179,6 @@ void SetAndStartSpriteAnim(struct Sprite *, u8, u8);
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bool8 SpriteAnimEnded(struct Sprite *);
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void UnfreezeObjectEvents(void);
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void FreezeObjectEventsExceptOne(u8 objectEventId);
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void TurnObjectEventSprite(u8, u8);
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void FreezeObjectEventsExceptTwo(u8 objectEventId1, u8 objectEventId2);
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void FreezeObjectEvents(void);
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bool8 FreezeObjectEvent(struct ObjectEvent *objectEvent);
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@@ -414,10 +412,13 @@ u8 MovementType_RunInPlace_Step0(struct ObjectEvent *, struct Sprite *);
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u8 MovementType_Invisible_Step0(struct ObjectEvent *, struct Sprite *);
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u8 MovementType_Invisible_Step1(struct ObjectEvent *, struct Sprite *);
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u8 MovementType_Invisible_Step2(struct ObjectEvent *, struct Sprite *);
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void SetObjectEventSpriteInvisibility(u8 objectEventId, bool32 invisible);
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bool32 IsObjectEventSpriteInvisible(u8 objectEventId);
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void SetObjectEventSpriteGraphics(u8 objectEventId, u8 graphicsId);
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void SetObjectEventSpriteAnim(u8 objectEventId, u8 animNum);
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bool32 IsObjectEventSpriteAnimating(u8 objectEventId);
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u8 CreateVirtualObject(u8 graphicsId, u8 virtualObjId, s16 x, s16 y, u8 z, u8 direction);
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void TurnVirtualObject(u8 virtualObjId, u8 direction);
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void SetVirtualObjectGraphics(u8 virtualObjId, u8 graphicsId);
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void SetVirtualObjectInvisibility(u8 virtualObjId, bool32 invisible);
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bool32 IsVirtualObjectInvisible(u8 virtualObjId);
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void SetVirtualObjectSpriteAnim(u8 virtualObjId, u8 animNum);
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bool32 IsVirtualObjectAnimating(u8 virtualObjId);
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#endif //GUARD_EVENT_OBJECT_MOVEMENT_H
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