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add emotion defines
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@ -2,21 +2,21 @@
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#define GUARD_CONSTANTS_EMOTIONS_H
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#define EMOTION_NORMAL 0
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#define EMOTION_HAPPY 2
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#define EMOTION_PAINED 4
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#define EMOTION_ANGRY 6
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#define EMOTION_WORRIED 8
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#define EMOTION_SAD 10
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#define EMOTION_CRYING 12
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#define EMOTION_SHOUTING 14
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#define EMOTION_TEARY_EYE 16
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#define EMOTION_DETERMINED 18
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#define EMOTION_JOYOUS 20
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#define EMOTION_INSPIRED 22
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#define EMOTION_SUPRISED 24
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#define EMOTION_DIZZY 26
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#define EMOTION_SIGH 32
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#define EMOTION_STUNNED 34
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#define MAX_EMOTIONS 40
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#define EMOTION_HAPPY 1
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#define EMOTION_PAINED 2
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#define EMOTION_ANGRY 3
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#define EMOTION_WORRIED 4
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#define EMOTION_SAD 5
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#define EMOTION_CRYING 6
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#define EMOTION_SHOUTING 7
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#define EMOTION_TEARY_EYE 8
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#define EMOTION_DETERMINED 9
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#define EMOTION_JOYOUS 10
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#define EMOTION_INSPIRED 11
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#define EMOTION_SUPRISED 12
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#define EMOTION_DIZZY 13
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#define EMOTION_SIGH 16
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#define EMOTION_STUNNED 17
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#define MAX_EMOTIONS 20
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#endif // GUARD_CONSTANTS_EMOTIONS_H
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@ -398,8 +398,8 @@ static void PersonalityTest_DisplayStarterSprite(void)
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sub_80073B8(1);
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faceFile = (void*) GetDialogueSpriteDataPtr(starterID);
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gfx = faceFile->data->sprites[1].gfx;
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emotionId = 1;
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gfx = faceFile->data->sprites[EMOTION_HAPPY].gfx;
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emotionId = EMOTION_HAPPY;
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for (palleteIndex = 0; palleteIndex < 0x10; palleteIndex++) {
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SetBGPaletteBufferColorArray(palleteIndex + 0xE0, &faceFile->data->sprites[emotionId].pal[palleteIndex]);
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}
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@ -253,8 +253,8 @@ static void PersonalityTest_DisplayPartnerSprite(void)
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CallPrepareTextbox_8008C54(1);
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sub_80073B8(1);
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faceFile = (void*) GetDialogueSpriteDataPtr(partnerID);
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gfx = faceFile->data->sprites[0].gfx;
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emotionId = 0;
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gfx = faceFile->data->sprites[EMOTION_NORMAL].gfx;
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emotionId = EMOTION_NORMAL;
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for (palleteIndex = 0; palleteIndex < 0x10; palleteIndex++) {
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SetBGPaletteBufferColorArray(palleteIndex + 0xE0, &faceFile->data->sprites[emotionId].pal[palleteIndex]);
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}
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