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https://github.com/pret/pokeemerald.git
synced 2026-10-20 16:19:52 -05:00
merge w pret
This commit is contained in:
@@ -342,9 +342,9 @@
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#define BG_FISSURE 21
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#define BG_BUG_OPPONENT 22
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#define BG_BUG_PLAYER 23
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#define BG_SOLARBEAM_OPPONENT 24
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#define BG_SOLARBEAM_PLAYER 25
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#define BG_SOLARBEAM_CONTESTS 26
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#define BG_SOLAR_BEAM_OPPONENT 24
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#define BG_SOLAR_BEAM_PLAYER 25
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#define BG_SOLAR_BEAM_CONTESTS 26
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// table ids for general animations (gBattleAnims_General)
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#define B_ANIM_CASTFORM_CHANGE 0
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@@ -17,11 +17,6 @@
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#define FACILITY_UNION_ROOM 8
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#define FACILITY_MULTI_OR_EREADER 9 // Direct Corner multi battles, multi battle with Steven, and e-Reader battles
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// Battle Frontier lvl modes.
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#define FRONTIER_LVL_50 0
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#define FRONTIER_LVL_OPEN 1
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#define FRONTIER_LVL_TENT 2
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// Battle Frontier battle modes.
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#define FRONTIER_MODE_SINGLES 0
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#define FRONTIER_MODE_DOUBLES 1
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@@ -53,28 +48,28 @@
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// These sets of facility ids would be redundant if the order was consistent
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// The order is important for this set so that all the non-link records can be continuous
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#define RANKING_HALL_BATTLE_TOWER_SINGLES 0
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#define RANKING_HALL_BATTLE_TOWER_DOUBLES 1
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#define RANKING_HALL_BATTLE_TOWER_MULTIS 2
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#define RANKING_HALL_BATTLE_DOME 3
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#define RANKING_HALL_BATTLE_PALACE 4
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#define RANKING_HALL_BATTLE_ARENA 5
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#define RANKING_HALL_BATTLE_FACTORY 6
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#define RANKING_HALL_BATTLE_PIKE 7
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#define RANKING_HALL_BATTLE_PYRAMID 8
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#define RANKING_HALL_BATTLE_TOWER_LINK 9
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#define RANKING_HALL_TOWER_SINGLES 0
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#define RANKING_HALL_TOWER_DOUBLES 1
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#define RANKING_HALL_TOWER_MULTIS 2
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#define RANKING_HALL_DOME 3
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#define RANKING_HALL_PALACE 4
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#define RANKING_HALL_ARENA 5
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#define RANKING_HALL_FACTORY 6
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#define RANKING_HALL_PIKE 7
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#define RANKING_HALL_PYRAMID 8
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#define RANKING_HALL_TOWER_LINK 9
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#define FRONTIER_MANIAC_BATTLE_TOWER_SINGLES 0
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#define FRONTIER_MANIAC_BATTLE_TOWER_DOUBLES 1
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#define FRONTIER_MANIAC_BATTLE_TOWER_MULTIS 2
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#define FRONTIER_MANIAC_BATTLE_TOWER_LINK 3
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#define FRONTIER_MANIAC_BATTLE_DOME 4
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#define FRONTIER_MANIAC_BATTLE_FACTORY 5
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#define FRONTIER_MANIAC_BATTLE_PALACE 6
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#define FRONTIER_MANIAC_BATTLE_ARENA 7
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#define FRONTIER_MANIAC_BATTLE_PIKE 8
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#define FRONTIER_MANIAC_BATTLE_PYRAMID 9
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#define FRONTIER_MANIAC_FACILITY_COUNT 10
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#define FRONTIER_MANIAC_TOWER_SINGLES 0
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#define FRONTIER_MANIAC_TOWER_DOUBLES 1
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#define FRONTIER_MANIAC_TOWER_MULTIS 2
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#define FRONTIER_MANIAC_TOWER_LINK 3
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#define FRONTIER_MANIAC_DOME 4
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#define FRONTIER_MANIAC_FACTORY 5
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#define FRONTIER_MANIAC_PALACE 6
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#define FRONTIER_MANIAC_ARENA 7
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#define FRONTIER_MANIAC_PIKE 8
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#define FRONTIER_MANIAC_PYRAMID 9
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#define FRONTIER_MANIAC_FACILITY_COUNT 10
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#define FRONTIER_MANIAC_MESSAGE_COUNT 3
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@@ -152,7 +152,7 @@
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#define EFFECT_FUTURE_SIGHT 148
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#define EFFECT_GUST 149
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#define EFFECT_FLINCH_MINIMIZE_HIT 150 // STOMP ASTONISH EXTRASENSORY NEEDLE_ARM
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#define EFFECT_SOLARBEAM 151
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#define EFFECT_SOLAR_BEAM 151
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#define EFFECT_THUNDER 152
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#define EFFECT_TELEPORT 153
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#define EFFECT_BEAT_UP 154
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@@ -82,6 +82,7 @@
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#define MOVEMENT_TYPE_WALK_SLOWLY_IN_PLACE_UP 0x4E
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#define MOVEMENT_TYPE_WALK_SLOWLY_IN_PLACE_LEFT 0x4F
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#define MOVEMENT_TYPE_WALK_SLOWLY_IN_PLACE_RIGHT 0x50
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#define NUM_MOVEMENT_TYPES 0x51
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#define MOVEMENT_ACTION_FACE_DOWN 0x0
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#define MOVEMENT_ACTION_FACE_UP 0x1
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@@ -128,10 +129,10 @@
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#define MOVEMENT_ACTION_RIDE_WATER_CURRENT_UP 0x2A
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#define MOVEMENT_ACTION_RIDE_WATER_CURRENT_LEFT 0x2B
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#define MOVEMENT_ACTION_RIDE_WATER_CURRENT_RIGHT 0x2C
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#define MOVEMENT_ACTION_WALK_FASTEST_DOWN 0x2D
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#define MOVEMENT_ACTION_WALK_FASTEST_UP 0x2E
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#define MOVEMENT_ACTION_WALK_FASTEST_LEFT 0x2F
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#define MOVEMENT_ACTION_WALK_FASTEST_RIGHT 0x30
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#define MOVEMENT_ACTION_WALK_FASTER_DOWN 0x2D
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#define MOVEMENT_ACTION_WALK_FASTER_UP 0x2E
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#define MOVEMENT_ACTION_WALK_FASTER_LEFT 0x2F
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#define MOVEMENT_ACTION_WALK_FASTER_RIGHT 0x30
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#define MOVEMENT_ACTION_SLIDE_DOWN 0x31
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#define MOVEMENT_ACTION_SLIDE_UP 0x32
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#define MOVEMENT_ACTION_SLIDE_LEFT 0x33
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@@ -245,4 +246,91 @@
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#define MOVEMENT_ACTION_STEP_END 0xFE
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#define MOVEMENT_ACTION_NONE 0xFF
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#define ANIM_STD_FACE_SOUTH 0
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#define ANIM_STD_FACE_NORTH 1
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#define ANIM_STD_FACE_WEST 2
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#define ANIM_STD_FACE_EAST 3
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#define ANIM_STD_GO_SOUTH 4
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#define ANIM_STD_GO_NORTH 5
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#define ANIM_STD_GO_WEST 6
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#define ANIM_STD_GO_EAST 7
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#define ANIM_STD_GO_FAST_SOUTH 8
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#define ANIM_STD_GO_FAST_NORTH 9
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#define ANIM_STD_GO_FAST_WEST 10
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#define ANIM_STD_GO_FAST_EAST 11
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#define ANIM_STD_GO_FASTER_SOUTH 12
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#define ANIM_STD_GO_FASTER_NORTH 13
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#define ANIM_STD_GO_FASTER_WEST 14
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#define ANIM_STD_GO_FASTER_EAST 15
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#define ANIM_STD_GO_FASTEST_SOUTH 16
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#define ANIM_STD_GO_FASTEST_NORTH 17
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#define ANIM_STD_GO_FASTEST_WEST 18
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#define ANIM_STD_GO_FASTEST_EAST 19
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#define ANIM_STD_COUNT 20
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#define ANIM_RUN_SOUTH (ANIM_STD_COUNT + 0)
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#define ANIM_RUN_NORTH (ANIM_STD_COUNT + 1)
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#define ANIM_RUN_WEST (ANIM_STD_COUNT + 2)
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#define ANIM_RUN_EAST (ANIM_STD_COUNT + 3)
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#define ANIM_BUNNY_HOPPY_BACK_WHEEL_SOUTH (ANIM_STD_COUNT + 0)
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#define ANIM_BUNNY_HOPPY_BACK_WHEEL_NORTH (ANIM_STD_COUNT + 1)
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#define ANIM_BUNNY_HOPPY_BACK_WHEEL_WEST (ANIM_STD_COUNT + 2)
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#define ANIM_BUNNY_HOPPY_BACK_WHEEL_EAST (ANIM_STD_COUNT + 3)
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#define ANIM_BUNNY_HOPPY_FRONT_WHEEL_SOUTH (ANIM_STD_COUNT + 4)
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#define ANIM_BUNNY_HOPPY_FRONT_WHEEL_NORTH (ANIM_STD_COUNT + 5)
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#define ANIM_BUNNY_HOPPY_FRONT_WHEEL_WEST (ANIM_STD_COUNT + 6)
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#define ANIM_BUNNY_HOPPY_FRONT_WHEEL_EAST (ANIM_STD_COUNT + 7)
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#define ANIM_STANDING_WHEELIE_BACK_WHEEL_SOUTH (ANIM_STD_COUNT + 8)
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#define ANIM_STANDING_WHEELIE_BACK_WHEEL_NORTH (ANIM_STD_COUNT + 9)
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#define ANIM_STANDING_WHEELIE_BACK_WHEEL_WEST (ANIM_STD_COUNT + 10)
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#define ANIM_STANDING_WHEELIE_BACK_WHEEL_EAST (ANIM_STD_COUNT + 11)
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#define ANIM_STANDING_WHEELIE_FRONT_WHEEL_SOUTH (ANIM_STD_COUNT + 12)
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#define ANIM_STANDING_WHEELIE_FRONT_WHEEL_NORTH (ANIM_STD_COUNT + 13)
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#define ANIM_STANDING_WHEELIE_FRONT_WHEEL_WEST (ANIM_STD_COUNT + 14)
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#define ANIM_STANDING_WHEELIE_FRONT_WHEEL_EAST (ANIM_STD_COUNT + 15)
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#define ANIM_MOVING_WHEELIE_SOUTH (ANIM_STD_COUNT + 16)
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#define ANIM_MOVING_WHEELIE_NORTH (ANIM_STD_COUNT + 17)
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#define ANIM_MOVING_WHEELIE_WEST (ANIM_STD_COUNT + 18)
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#define ANIM_MOVING_WHEELIE_EAST (ANIM_STD_COUNT + 19)
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#define ANIM_GET_ON_OFF_POKEMON_SOUTH (ANIM_STD_COUNT + 0)
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#define ANIM_GET_ON_OFF_POKEMON_NORTH (ANIM_STD_COUNT + 1)
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#define ANIM_GET_ON_OFF_POKEMON_WEST (ANIM_STD_COUNT + 2)
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#define ANIM_GET_ON_OFF_POKEMON_EAST (ANIM_STD_COUNT + 3)
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#define ANIM_NURSE_BOW (ANIM_STD_COUNT + 0)
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#define ANIM_FIELD_MOVE 0
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#define ANIM_STAY_STILL 0
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#define ANIM_REMOVE_OBSTACLE 1
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#define ANIM_TAKE_OUT_ROD_SOUTH 0
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#define ANIM_TAKE_OUT_ROD_NORTH 1
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#define ANIM_TAKE_OUT_ROD_WEST 2
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#define ANIM_TAKE_OUT_ROD_EAST 3
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#define ANIM_PUT_AWAY_ROD_SOUTH 4
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#define ANIM_PUT_AWAY_ROD_NORTH 5
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#define ANIM_PUT_AWAY_ROD_WEST 6
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#define ANIM_PUT_AWAY_ROD_EAST 7
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#define ANIM_HOOKED_POKEMON_SOUTH 8
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#define ANIM_HOOKED_POKEMON_NORTH 9
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#define ANIM_HOOKED_POKEMON_WEST 10
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#define ANIM_HOOKED_POKEMON_EAST 11
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// IDs for how NPCs that copy player movement should respond.
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// Most go unused.
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#define COPY_MOVE_NONE 0
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#define COPY_MOVE_FACE 1
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#define COPY_MOVE_WALK 2
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#define COPY_MOVE_WALK_FAST 3
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#define COPY_MOVE_WALK_FASTER 4
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#define COPY_MOVE_SLIDE 5
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#define COPY_MOVE_JUMP_IN_PLACE 6
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#define COPY_MOVE_JUMP 7
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#define COPY_MOVE_JUMP2 8
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#define COPY_MOVE_EMPTY_1 9
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#define COPY_MOVE_EMPTY_2 10
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#endif // GUARD_CONSTANTS_EVENT_OBJECT_MOVEMENT_H
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@@ -46,7 +46,7 @@
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#define FLDEFF_HOT_SPRINGS_WATER 42
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#define FLDEFF_USE_WATERFALL 43
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#define FLDEFF_USE_DIVE 44
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#define FLDEFF_POKEBALL 45
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#define FLDEFF_POKEBALL_TRAIL 45
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#define FLDEFF_HEART_ICON 46
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#define FLDEFF_NOP_47 47
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#define FLDEFF_NOP_48 48
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@@ -115,7 +115,7 @@
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#define FLDEFF_PAL_TAG_GENERAL_1 0x1005
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#define FLDEFF_PAL_TAG_POKEBALL_GLOW 0x1007
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#define FLDEFF_PAL_TAG_SECRET_POWER_PLANT 0x1008
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#define FLDEFF_PAL_TAG_POKEBALL 0x1009
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#define FLDEFF_PAL_TAG_POKEBALL_TRAIL 0x1009
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#define FLDEFF_PAL_TAG_ASH 0x100D
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#define FLDEFF_PAL_TAG_SAND_PILLAR 0x100E
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#define FLDEFF_PAL_TAG_SMALL_SPARKLE 0x100F
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@@ -53,9 +53,20 @@
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#define UNION_ROOM_KB_ROW_COUNT 10
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#define GIFT_RIBBONS_COUNT 11
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#define SAVED_TRENDS_COUNT 5
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#define PYRAMID_BAG_ITEMS_COUNT 10
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#define HALL_FACILITIES_COUNT 9 // 7 facilities for single mode + tower double mode + tower multi mode.
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// Number of facilities for Ranking Hall.
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// 7 facilities for single mode + tower double mode + tower multi mode.
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// Excludes link modes. See RANKING_HALL_* in include/constants/battle_frontier.h
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#define HALL_FACILITIES_COUNT 9
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// Received via record mixing, 1 for each player other than yourself
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#define HALL_RECORDS_COUNT 3
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// Battle Frontier level modes.
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#define FRONTIER_LVL_50 0
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#define FRONTIER_LVL_OPEN 1
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#define FRONTIER_LVL_MODE_COUNT 2
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#define FRONTIER_LVL_TENT FRONTIER_LVL_MODE_COUNT // Special usage for indicating Battle Tent
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#define TRAINER_ID_LENGTH 4
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#define MAX_MON_MOVES 4
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@@ -402,7 +402,7 @@
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#define ITEM_TM19_GIGA_DRAIN ITEM_TM19
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#define ITEM_TM20_SAFEGUARD ITEM_TM20
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#define ITEM_TM21_FRUSTRATION ITEM_TM21
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#define ITEM_TM22_SOLARBEAM ITEM_TM22
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#define ITEM_TM22_SOLAR_BEAM ITEM_TM22
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#define ITEM_TM23_IRON_TAIL ITEM_TM23
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#define ITEM_TM24_THUNDERBOLT ITEM_TM24
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#define ITEM_TM25_THUNDER ITEM_TM25
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@@ -127,8 +127,8 @@
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#define MB_BRIDGE_OVER_POND_MED_EDGE_2 0x7B
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#define MB_BRIDGE_OVER_POND_HIGH_EDGE_1 0x7C
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#define MB_BRIDGE_OVER_POND_HIGH_EDGE_2 0x7D
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#define MB_UNUSED_BRIDGE_1 0x7E
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#define MB_UNUSED_BRIDGE_2 0x7F
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#define MB_UNUSED_BRIDGE 0x7E
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#define MB_BIKE_BRIDGE_OVER_BARRIER 0x7F
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#define MB_COUNTER 0x80
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#define MB_UNUSED_81 0x81
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#define MB_UNUSED_82 0x82
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@@ -199,7 +199,7 @@
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#define MB_HOLDS_LARGE_DECORATION 0xC3
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#define MB_SECRET_BASE_TV_SHIELD 0xC4
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#define MB_PLAYER_ROOM_PC_ON 0xC5
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#define MB_C6 0xC6
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#define MB_SECRET_BASE_DECORATION_BASE 0xC6
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#define MB_SECRET_BASE_POSTER 0xC7
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#define MB_UNUSED_C8 0xC8
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#define MB_UNUSED_C9 0xC9
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