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@@ -14,6 +14,7 @@ enum Direction
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DIRECTION_NORTHWEST,
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DIRECTION_WEST,
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DIRECTION_SOUTHWEST,
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NUM_DIRECTIONS
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};
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@@ -33,4 +34,4 @@ enum DirectionTransformation
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DIR_TRANS_11,
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};
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#endif
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#endif // GUARD_CONSTANTS_DIRECTION_H
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@@ -338,6 +338,11 @@
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#define CMD_UNK_8A(a,b,t) { CMD_BYTE_8A, a, b, t, 0, NULL }
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// Sets the parent object's direction then waits the specified number of frames.
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// d: Direction to set. Can be -1 also, which doesn't set the object's direction, but is still stored in the action script data.
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// f: Amount of frames to wait afterwards.
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#define SET_DIR_WAIT(d, f) { CMD_BYTE_8B, f, d, 0, 0, NULL }
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#define CMD_UNK_8C(a,t,c) { CMD_BYTE_8C, a, t, c, 0, NULL }
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#define CMD_UNK_8D(a,t) { CMD_BYTE_8D, a, t, 0, 0, NULL }
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@@ -51,10 +51,10 @@ typedef struct ScriptData
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/* 0x20 */ u8 curScriptOp; // See enum "ScriptOpID"
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/* 0x22 */ s16 unk22;
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/* 0x24 */ u16 unk24;
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/* 0x26 */ s8 unk26;
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/* 0x26 */ s8 storedDir; // Can be -1.
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/* 0x28 */ s16 branchDiscriminant;
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/* 0x2A */ s16 unk2A;
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/* 0x2C */ s16 unk2C;
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/* 0x2A */ s16 unk2A; // Seems to be a frame counter for async script commands
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/* 0x2C */ s16 unk2C; // Another counter for async script commands
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/* 0x30 */ s32 unk30;
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/* 0x34 */ PixelPos pos1;
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/* 0x3C */ PixelPos pos2;
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