Distinguish 'virtual object' names from object events
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@@ -400,12 +400,12 @@ void CreateUnionRoomPlayerSprites(u8 * spriteIds, s32 leaderId)
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for (memberId = 0; memberId < MAX_RFU_PLAYERS; memberId++)
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{
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s32 id = UR_PLAYER_SPRITE_ID(leaderId, memberId);
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spriteIds[id] = CreateObjectSprite(OBJ_EVENT_GFX_MAN_4,
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spriteIds[id] = CreateVirtualObject(OBJ_EVENT_GFX_MAN_4,
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id - UR_SPRITE_START_ID,
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sUnionRoomPlayerCoords[leaderId][0] + sUnionRoomGroupOffsets[memberId][0],
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sUnionRoomPlayerCoords[leaderId][1] + sUnionRoomGroupOffsets[memberId][1],
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3, 1);
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SetObjectEventSpriteInvisibility(id - UR_SPRITE_START_ID, TRUE);
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SetVirtualObjectInvisibility(id - UR_SPRITE_START_ID, TRUE);
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}
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}
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@@ -443,7 +443,7 @@ static u8 GetNewFacingDirectionForUnionRoomPlayer(u32 memberId, u32 leaderId, st
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static bool32 IsUnionRoomPlayerInvisible(u32 leaderId, u32 memberId)
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{
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return IsObjectEventSpriteInvisible(UR_PLAYER_SPRITE_ID(leaderId, memberId) - UR_SPRITE_START_ID);
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return IsVirtualObjectInvisible(UR_PLAYER_SPRITE_ID(leaderId, memberId) - UR_SPRITE_START_ID);
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}
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static void SpawnGroupMember(u32 leaderId, u32 memberId, u8 graphicsId, struct RfuGameData * gameData)
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@@ -452,10 +452,10 @@ static void SpawnGroupMember(u32 leaderId, u32 memberId, u8 graphicsId, struct R
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s32 id = UR_PLAYER_SPRITE_ID(leaderId, memberId);
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if (IsUnionRoomPlayerInvisible(leaderId, memberId) == TRUE)
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{
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SetObjectEventSpriteInvisibility(id - UR_SPRITE_START_ID, FALSE);
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SetObjectEventSpriteAnim(id - UR_SPRITE_START_ID, UNION_ROOM_SPAWN_IN);
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SetVirtualObjectInvisibility(id - UR_SPRITE_START_ID, FALSE);
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SetVirtualObjectSpriteAnim(id - UR_SPRITE_START_ID, UNION_ROOM_SPAWN_IN);
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}
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SetObjectEventSpriteGraphics(id - UR_SPRITE_START_ID, graphicsId);
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SetVirtualObjectGraphics(id - UR_SPRITE_START_ID, graphicsId);
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SetUnionRoomObjectFacingDirection(memberId, leaderId, GetNewFacingDirectionForUnionRoomPlayer(memberId, leaderId, gameData));
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GetUnionRoomPlayerCoords(leaderId, memberId, &x, &y);
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MapGridSetMetatileImpassabilityAt(x, y, TRUE);
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@@ -464,7 +464,7 @@ static void SpawnGroupMember(u32 leaderId, u32 memberId, u8 graphicsId, struct R
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static void DespawnGroupMember(u32 leaderId, u32 memberId)
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{
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s32 x, y;
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SetObjectEventSpriteAnim(UR_PLAYER_SPRITE_ID(leaderId, memberId) - UR_SPRITE_START_ID, UNION_ROOM_SPAWN_OUT);
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SetVirtualObjectSpriteAnim(UR_PLAYER_SPRITE_ID(leaderId, memberId) - UR_SPRITE_START_ID, UNION_ROOM_SPAWN_OUT);
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GetUnionRoomPlayerCoords(leaderId, memberId, &x, &y);
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MapGridSetMetatileImpassabilityAt(x, y, FALSE);
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}
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@@ -476,7 +476,7 @@ static void AssembleGroup(u32 leaderId, struct RfuGameData * gameData)
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PlayerGetDestCoords(&x, &y);
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player_get_pos_including_state_based_drift(&x2, &y2);
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if (IsObjectEventSpriteInvisible(UR_PLAYER_SPRITE_ID(leaderId, 0) - UR_SPRITE_START_ID) == TRUE)
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if (IsVirtualObjectInvisible(UR_PLAYER_SPRITE_ID(leaderId, 0) - UR_SPRITE_START_ID) == TRUE)
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{
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if (IsUnionRoomPlayerAt(leaderId, 0, x, y) == TRUE || IsUnionRoomPlayerAt(leaderId, 0, x2, y2) == TRUE)
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return;
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@@ -576,9 +576,9 @@ bool32 TryInteractWithUnionRoomMember(struct RfuPlayerList *list, s16 *memberIdP
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continue;
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// Has a group member spawned at this position?
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if (IsObjectEventSpriteInvisible(id - UR_SPRITE_START_ID))
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if (IsVirtualObjectInvisible(id - UR_SPRITE_START_ID))
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continue;
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if (IsObjectEventSpriteAnimating(id - UR_SPRITE_START_ID))
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if (IsVirtualObjectAnimating(id - UR_SPRITE_START_ID))
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continue;
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if (leaders[i].groupScheduledAnim != UNION_ROOM_SPAWN_IN)
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continue;
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@@ -595,9 +595,9 @@ bool32 TryInteractWithUnionRoomMember(struct RfuPlayerList *list, s16 *memberIdP
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static void SetUnionRoomObjectFacingDirection(s32 memberId, s32 leaderId, u8 newDirection)
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{
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TurnObjectEventSprite(MAX_RFU_PLAYERS * leaderId - UR_SPRITE_START_ID + memberId, newDirection);
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TurnVirtualObject(MAX_RFU_PLAYERS * leaderId - UR_SPRITE_START_ID + memberId, newDirection);
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// should be line below, but order is swapped here
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// TurnObjectEventSprite(UR_PLAYER_SPRITE_ID(leaderId, memberId) - UR_SPRITE_START_ID, newDirection);
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// TurnVirtualObject(UR_PLAYER_SPRITE_ID(leaderId, memberId) - UR_SPRITE_START_ID, newDirection);
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}
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void UpdateUnionRoomMemberFacing(u32 memberId, u32 leaderId, struct RfuPlayerList *list)
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