Add local object event ids for referenced objects
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@@ -1,3 +1,5 @@
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.set LOCALID_STEVEN, 1
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GraniteCave_StevensRoom_MapScripts:: @ 822DC7A
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.byte 0
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@@ -32,24 +34,24 @@ GraniteCave_StevensRoom_EventScript_Steven:: @ 822DC7B
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compare VAR_FACING, DIR_EAST
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call_if_eq GraniteCave_StevensRoom_EventScript_StevenExitWestEast
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playse SE_KAIDAN
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removeobject 1
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removeobject LOCALID_STEVEN
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release
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end
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GraniteCave_StevensRoom_EventScript_StevenExitNorth:: @ 822DD0D
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applymovement 1, GraniteCave_StevensRoom_Movement_StevenExit
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applymovement LOCALID_STEVEN, GraniteCave_StevensRoom_Movement_StevenExit
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waitmovement 0
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return
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GraniteCave_StevensRoom_EventScript_StevenExitWestEast:: @ 822DD18
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applymovement OBJ_EVENT_ID_PLAYER, GraniteCave_StevensRoom_Movement_PlayerTurnTowardExit
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applymovement 1, GraniteCave_StevensRoom_Movement_StevenExit
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applymovement LOCALID_STEVEN, GraniteCave_StevensRoom_Movement_StevenExit
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waitmovement 0
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return
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GraniteCave_StevensRoom_EventScript_StevenExitSouth:: @ 822DD2A
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applymovement OBJ_EVENT_ID_PLAYER, GraniteCave_StevensRoom_Movement_PlayerTurnTowardExit
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applymovement 1, GraniteCave_StevensRoom_Movement_StevenExitSouth
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applymovement LOCALID_STEVEN, GraniteCave_StevensRoom_Movement_StevenExitSouth
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waitmovement 0
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return
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