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Whitespace, documentation and style
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@@ -110,7 +110,6 @@
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#define FLDEFFOBJ_BUBBLES 34
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#define FLDEFFOBJ_SMALL_SPARKLE 35
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#define FLDEFFOBJ_RAYQUAZA 36
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#define FLDEFFOBJ_TRACKS_SLITHER 37
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#define FLDEFFOBJ_TRACKS_SPOT 38
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#define FLDEFFOBJ_TRACKS_BUG 39
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@@ -128,11 +127,10 @@
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#define FLDEFF_PAL_TAG_HOF_MONITOR 0x1010
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#define FLDEFF_PAL_TAG_UNKNOWN 0x1011
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// Duplicates of event_object_movement tags
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#define FLDEFF_PAL_TAG_MAY 0x1110 // OBJ_EVENT_PAL_TAG_MAY
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#define FLDEFF_PAL_TAG_BRENDAN 0x1100 // OBJ_EVENT_PAL_TAG_BRENDAN
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#define FLDEFF_PAL_TAG_NPC_1 0x1103 // OBJ_EVENT_PAL_TAG_NPC_1
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#define FLDEFF_PAL_TAG_NPC_2 0x1104 // OBJ_EVENT_PAL_TAG_NPC_2
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#define FLDEFF_PAL_TAG_MAY 0x1110 // OBJ_EVENT_PAL_TAG_MAY
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#define FLDEFF_PAL_TAG_BRENDAN 0x1100 // OBJ_EVENT_PAL_TAG_BRENDAN
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#define FLDEFF_PAL_TAG_NPC_1 0x1103 // OBJ_EVENT_PAL_TAG_NPC_1
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#define FLDEFF_PAL_TAG_NPC_2 0x1104 // OBJ_EVENT_PAL_TAG_NPC_2
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#endif // GUARD_FIELD_EFFECT_CONSTANTS_H
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@@ -20,9 +20,9 @@ void SetSurfBlob_PlayerOffset(u8 spriteId, bool8 hasOffset, s16 offset);
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bool8 UpdateRevealDisguise(struct ObjectEvent *);
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void StartRevealDisguise(struct ObjectEvent *);
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void StartAshFieldEffect(s16, s16, u16, s16);
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void SetUpReflection(struct ObjectEvent*, struct Sprite*, u8);
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void SetUpShadow(struct ObjectEvent*, struct Sprite*);
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u32 StartFieldEffectForObjectEvent(u8, struct ObjectEvent*);
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void SetUpReflection(struct ObjectEvent *, struct Sprite *, u8);
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void SetUpShadow(struct ObjectEvent *, struct Sprite *);
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u32 StartFieldEffectForObjectEvent(u8, struct ObjectEvent *);
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u8 FindTallGrassFieldEffectSpriteId(u8 localId, u8 mapNum, u8 mapGroup, s16 x, s16 y);
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void UpdateRayquazaSpotlightEffect(struct Sprite *);
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void UpdateShadowFieldEffect(struct Sprite *);
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@@ -2,18 +2,18 @@
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#define GUARD_FOLLOWER_HELPER_H
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enum {
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FOLLOWER_EMOTION_HAPPY = 0,
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FOLLOWER_EMOTION_NEUTRAL, // Also called "No emotion"
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FOLLOWER_EMOTION_SAD,
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FOLLOWER_EMOTION_UPSET,
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FOLLOWER_EMOTION_ANGRY,
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FOLLOWER_EMOTION_PENSIVE,
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FOLLOWER_EMOTION_LOVE,
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FOLLOWER_EMOTION_SURPRISE,
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FOLLOWER_EMOTION_CURIOUS,
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FOLLOWER_EMOTION_MUSIC,
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FOLLOWER_EMOTION_POISONED,
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FOLLOWER_EMOTION_LENGTH,
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FOLLOWER_EMOTION_HAPPY = 0,
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FOLLOWER_EMOTION_NEUTRAL, // Also called "No emotion"
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FOLLOWER_EMOTION_SAD,
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FOLLOWER_EMOTION_UPSET,
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FOLLOWER_EMOTION_ANGRY,
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FOLLOWER_EMOTION_PENSIVE,
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FOLLOWER_EMOTION_LOVE,
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FOLLOWER_EMOTION_SURPRISE,
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FOLLOWER_EMOTION_CURIOUS,
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FOLLOWER_EMOTION_MUSIC,
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FOLLOWER_EMOTION_POISONED,
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FOLLOWER_EMOTION_LENGTH,
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};
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// This struct is optimized for size
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