mirror of
https://github.com/pret/pokefirered.git
synced 2026-05-11 06:25:23 -05:00
287 lines
7.9 KiB
C
287 lines
7.9 KiB
C
#include "global.h"
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#include "gba/flash_internal.h"
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#include "malloc.h"
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#include "berry_powder.h"
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#include "item.h"
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#include "load_save.h"
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#include "overworld.h"
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#include "pokemon.h"
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#include "pokemon_storage_system.h"
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#include "quest_log.h"
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#include "random.h"
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#include "save_location.h"
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#include "trainer_tower.h"
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#include "constants/event_objects.h"
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struct LoadedSaveData
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{
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/*0x0000*/ struct ItemSlot items[BAG_ITEMS_COUNT];
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/*0x0078*/ struct ItemSlot keyItems[BAG_KEYITEMS_COUNT];
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/*0x00F0*/ struct ItemSlot pokeBalls[BAG_POKEBALLS_COUNT];
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/*0x0130*/ struct ItemSlot TMsHMs[BAG_TMHM_COUNT];
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/*0x0230*/ struct ItemSlot berries[BAG_BERRIES_COUNT];
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/*0x02E8*/ struct Mail mail[MAIL_COUNT];
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};
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// EWRAM DATA
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EWRAM_DATA struct SaveBlock3 gSaveblock3 = {};
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EWRAM_DATA struct SaveBlock2ASLR gSaveblock2 = {0};
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EWRAM_DATA struct SaveBlock1ASLR gSaveblock1 = {0};
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EWRAM_DATA struct PokemonStorageASLR gPokemonStorage = {0};
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EWRAM_DATA struct LoadedSaveData gLoadedSaveData = {0};
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// IWRAM common
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bool32 gFlashMemoryPresent;
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struct SaveBlock1 *gSaveBlock1Ptr;
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struct SaveBlock2 *gSaveBlock2Ptr;
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IWRAM_INIT struct SaveBlock3 *gSaveBlock3Ptr = &gSaveblock3;
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struct PokemonStorage *gPokemonStoragePtr;
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void CheckForFlashMemory(void)
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{
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if (!IdentifyFlash())
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{
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gFlashMemoryPresent = TRUE;
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InitFlashTimer();
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}
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else
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{
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gFlashMemoryPresent = FALSE;
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}
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}
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void ClearSav3(void)
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{
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CpuFill16(0, &gSaveblock3, sizeof(struct SaveBlock3));
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}
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void ClearSav2(void)
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{
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CpuFill16(0, &gSaveblock2, sizeof(struct SaveBlock2ASLR));
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}
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void ClearSav1(void)
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{
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CpuFill16(0, &gSaveblock1, sizeof(struct SaveBlock1ASLR));
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}
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void SetSaveBlocksPointers(void)
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{
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u32 offset;
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struct SaveBlock1** sav1_LocalVar = &gSaveBlock1Ptr;
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void *oldSave = (void *)gSaveBlock1Ptr;
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offset = (Random()) & ((SAVEBLOCK_MOVE_RANGE - 1) & ~3);
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gSaveBlock2Ptr = (void *)(&gSaveblock2) + offset;
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*sav1_LocalVar = (void *)(&gSaveblock1) + offset;
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gPokemonStoragePtr = (void *)(&gPokemonStorage) + offset;
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SetBagPocketsPointers();
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QL_AddASLROffset(oldSave);
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}
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void MoveSaveBlocks_ResetHeap(void)
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{
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void *vblankCB, *hblankCB;
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struct SaveBlock2 *saveBlock2Copy;
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struct SaveBlock1 *saveBlock1Copy;
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struct PokemonStorage *pokemonStorageCopy;
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// save interrupt functions and turn them off
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vblankCB = gMain.vblankCallback;
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hblankCB = gMain.hblankCallback;
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gMain.vblankCallback = NULL;
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gMain.hblankCallback = NULL;
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gTrainerTowerVBlankCounter = NULL;
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saveBlock2Copy = (struct SaveBlock2 *)(gHeap);
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saveBlock1Copy = (struct SaveBlock1 *)(gHeap + sizeof(struct SaveBlock2));
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pokemonStorageCopy = (struct PokemonStorage *)(gHeap + sizeof(struct SaveBlock2) + sizeof(struct SaveBlock1));
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// backup the saves.
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*saveBlock2Copy = *gSaveBlock2Ptr;
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*saveBlock1Copy = *gSaveBlock1Ptr;
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*pokemonStorageCopy = *gPokemonStoragePtr;
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// change saveblocks' pointers
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SetSaveBlocksPointers(); // unlike Emerald, this does not use
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// the trainer ID sum for an offset.
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// restore saveblock data since the pointers changed
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*gSaveBlock2Ptr = *saveBlock2Copy;
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*gSaveBlock1Ptr = *saveBlock1Copy;
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*gPokemonStoragePtr = *pokemonStorageCopy;
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// heap was destroyed in the copying process, so reset it
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InitHeap(gHeap, HEAP_SIZE);
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// restore interrupt functions
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gMain.hblankCallback = hblankCB;
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gMain.vblankCallback = vblankCB;
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}
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u32 UseContinueGameWarp(void)
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{
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return gSaveBlock2Ptr->specialSaveWarpFlags & CONTINUE_GAME_WARP;
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}
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void ClearContinueGameWarpStatus(void)
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{
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gSaveBlock2Ptr->specialSaveWarpFlags &= ~CONTINUE_GAME_WARP;
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}
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void SetContinueGameWarpStatus(void)
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{
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gSaveBlock2Ptr->specialSaveWarpFlags |= CONTINUE_GAME_WARP;
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}
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void SetContinueGameWarpStatusToDynamicWarp(void)
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{
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SetContinueGameWarpToDynamicWarp(0);
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gSaveBlock2Ptr->specialSaveWarpFlags |= CONTINUE_GAME_WARP;
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}
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void ClearContinueGameWarpStatus2(void)
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{
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gSaveBlock2Ptr->specialSaveWarpFlags &= ~CONTINUE_GAME_WARP;
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}
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void SavePlayerParty(void)
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{
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int i;
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gSaveBlock1Ptr->playerPartyCount = gPlayerPartyCount;
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for (i = 0; i < PARTY_SIZE; i++)
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gSaveBlock1Ptr->playerParty[i] = gPlayerParty[i];
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}
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void LoadPlayerParty(void)
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{
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int i;
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gPlayerPartyCount = gSaveBlock1Ptr->playerPartyCount;
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for (i = 0; i < PARTY_SIZE; i++)
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gPlayerParty[i] = gSaveBlock1Ptr->playerParty[i];
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}
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void SaveObjectEvents(void)
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{
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int i;
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u16 graphicsId;
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for (i = 0; i < OBJECT_EVENTS_COUNT; i++)
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{
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gSaveBlock1Ptr->objectEvents[i] = gObjectEvents[i];
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// Swap graphicsId bytes when saving and loading
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// This keeps compatibility with vanilla,
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// since the lower graphicsIds will be in the same place as vanilla
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graphicsId = gObjectEvents[i].graphicsId;
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gSaveBlock1Ptr->objectEvents[i].graphicsId = (graphicsId >> 8) | (graphicsId << 8);
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gSaveBlock1Ptr->objectEvents[i].spriteId = 127; // magic number
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// To avoid crash on vanilla, save follower as inactive
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if (gObjectEvents[i].localId == OBJ_EVENT_ID_FOLLOWER)
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gSaveBlock1Ptr->objectEvents[i].active = FALSE;
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}
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}
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void LoadObjectEvents(void)
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{
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int i;
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u16 graphicsId;
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for (i = 0; i < OBJECT_EVENTS_COUNT; i++)
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{
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gObjectEvents[i] = gSaveBlock1Ptr->objectEvents[i];
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// Swap graphicsId bytes when saving and loading
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// This keeps compatibility with vanilla,
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// since the lower graphicsIds will be in the same place as vanilla
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graphicsId = gObjectEvents[i].graphicsId;
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gObjectEvents[i].graphicsId = (graphicsId >> 8) | (graphicsId << 8);
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if (gObjectEvents[i].spriteId != 127)
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gObjectEvents[i].graphicsId &= 0xFF;
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gObjectEvents[i].spriteId = 0;
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// Try to restore saved inactive follower
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if (gObjectEvents[i].localId == OBJ_EVENT_ID_FOLLOWER &&
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!gObjectEvents[i].active &&
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gObjectEvents[i].graphicsId >= OBJ_EVENT_GFX_MON_BASE)
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gObjectEvents[i].active = TRUE;
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}
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}
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void SaveSerializedGame(void)
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{
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SavePlayerParty();
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SaveObjectEvents();
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}
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void LoadSerializedGame(void)
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{
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LoadPlayerParty();
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LoadObjectEvents();
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}
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void LoadPlayerBag(void)
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{
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int i;
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// load player items.
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for (i = 0; i < BAG_ITEMS_COUNT; i++)
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gLoadedSaveData.items[i] = gSaveBlock1Ptr->bagPocket_Items[i];
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// load player key items.
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for (i = 0; i < BAG_KEYITEMS_COUNT; i++)
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gLoadedSaveData.keyItems[i] = gSaveBlock1Ptr->bagPocket_KeyItems[i];
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// load player pokeballs.
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for (i = 0; i < BAG_POKEBALLS_COUNT; i++)
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gLoadedSaveData.pokeBalls[i] = gSaveBlock1Ptr->bagPocket_PokeBalls[i];
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// load player TMs and HMs.
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for (i = 0; i < BAG_TMHM_COUNT; i++)
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gLoadedSaveData.TMsHMs[i] = gSaveBlock1Ptr->bagPocket_TMHM[i];
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// load player berries.
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for (i = 0; i < BAG_BERRIES_COUNT; i++)
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gLoadedSaveData.berries[i] = gSaveBlock1Ptr->bagPocket_Berries[i];
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// load mail.
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for (i = 0; i < MAIL_COUNT; i++)
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gLoadedSaveData.mail[i] = gSaveBlock1Ptr->mail[i];
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}
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void SavePlayerBag(void)
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{
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int i;
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// save player items.
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for (i = 0; i < BAG_ITEMS_COUNT; i++)
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gSaveBlock1Ptr->bagPocket_Items[i] = gLoadedSaveData.items[i];
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// save player key items.
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for (i = 0; i < BAG_KEYITEMS_COUNT; i++)
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gSaveBlock1Ptr->bagPocket_KeyItems[i] = gLoadedSaveData.keyItems[i];
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// save player pokeballs.
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for (i = 0; i < BAG_POKEBALLS_COUNT; i++)
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gSaveBlock1Ptr->bagPocket_PokeBalls[i] = gLoadedSaveData.pokeBalls[i];
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// save player TMs and HMs.
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for (i = 0; i < BAG_TMHM_COUNT; i++)
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gSaveBlock1Ptr->bagPocket_TMHM[i] = gLoadedSaveData.TMsHMs[i];
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// save player berries.
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for (i = 0; i < BAG_BERRIES_COUNT; i++)
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gSaveBlock1Ptr->bagPocket_Berries[i] = gLoadedSaveData.berries[i];
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// save mail.
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for (i = 0; i < MAIL_COUNT; i++)
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gSaveBlock1Ptr->mail[i] = gLoadedSaveData.mail[i];
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}
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