pokecrystal/engine/events_2.asm

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2013-11-23 07:33:53 +00:00
; More overworld event handling.
WarpToSpawnPoint:: ; 97c28
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ld hl, StatusFlags2
res 1, [hl] ; safari zone?
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res 2, [hl] ; bug contest
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ret
; 97c30
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RunMemScript:: ; 97c30
; If there is no script here, we don't need to be here.
ld a, [wMapReentryScriptQueueFlag]
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and a
ret z
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; Execute the script at (wMapReentryScriptBank):(wMapReentryScriptAddress).
ld hl, wMapReentryScriptAddress
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ld a, [hli]
ld h, [hl]
ld l, a
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ld a, [wMapReentryScriptBank]
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call CallScript
scf
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; Clear the buffer for the next script.
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push af
xor a
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ld hl, wMapReentryScriptQueueFlag
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ld bc, 8
call ByteFill
pop af
ret
; 97c4f
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LoadScriptBDE:: ; 97c4f
; If there's already a script here, don't overwrite.
ld hl, wMapReentryScriptQueueFlag
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ld a, [hl]
and a
ret nz
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; Set the flag
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ld [hl], 1
inc hl
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; Load the script pointer b:de into (wMapReentryScriptBank):(wMapReentryScriptAddress)
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ld [hl], b
inc hl
ld [hl], e
inc hl
ld [hl], d
scf
ret
; 97c5f
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CheckFacingTileEvent:: ; 97c5f
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call GetFacingTileCoord
ld [EngineBuffer1], a
ld c, a
callba CheckFacingTileForStd
jr c, .done
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call CheckCutTreeTile
jr nz, .whirlpool
callba TryCutOW
jr .done
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.whirlpool
ld a, [EngineBuffer1]
call CheckWhirlpoolTile
jr nz, .waterfall
callba TryWhirlpoolOW
jr .done
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.waterfall
ld a, [EngineBuffer1]
call CheckWaterfallTile
jr nz, .headbutt
callba TryWaterfallOW
jr .done
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.headbutt
ld a, [EngineBuffer1]
call CheckHeadbuttTreeTile
jr nz, .surf
callba TryHeadbuttOW
jr c, .done
jr .noevent
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.surf
callba TrySurfOW
jr nc, .noevent
jr .done
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.noevent
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xor a
ret
.done
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call PlayClickSFX
ld a, $ff
scf
ret
; 97cc0
RandomEncounter:: ; 97cc0
; Random encounter
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call CheckWildEncounterCooldown
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jr c, .nope
call CanUseSweetScent
jr nc, .nope
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ld hl, StatusFlags2
bit 2, [hl] ; bug contest
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jr nz, .bug_contest
callba TryWildEncounter
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jr nz, .nope
jr .ok
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.bug_contest
call _TryWildEncounter_BugContest
jr nc, .nope
jr .ok_bug_contest
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.nope
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ld a, 1
and a
ret
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.ok
ld a, BANK(WildBattleScript)
ld hl, WildBattleScript
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jr .done
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.ok_bug_contest
ld a, BANK(BugCatchingContestBattleScript)
ld hl, BugCatchingContestBattleScript
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jr .done
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.done
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call CallScript
scf
ret
; 97cf9
WildBattleScript: ; 97cf9
randomwildmon
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startbattle
reloadmapafterbattle
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end
; 97cfd
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CanUseSweetScent:: ; 97cfd
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ld hl, StatusFlags
bit 5, [hl]
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jr nz, .no
ld a, [wPermission]
cp CAVE
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jr z, .ice_check
cp DUNGEON
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jr z, .ice_check
callba CheckGrassCollision
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jr nc, .no
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.ice_check
ld a, [PlayerStandingTile]
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call CheckIceTile
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jr z, .no
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scf
ret
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.no
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and a
ret
; 97d23
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_TryWildEncounter_BugContest: ; 97d23
call TryWildEncounter_BugContest
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ret nc
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call ChooseWildEncounter_BugContest
callba CheckRepelEffect
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ret
; 97d31
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ChooseWildEncounter_BugContest:: ; 97d31
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; Pick a random mon out of ContestMons.
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.loop
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call Random
cp 100 << 1
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jr nc, .loop
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srl a
ld hl, ContestMons
ld de, 4
.CheckMon:
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sub [hl]
jr c, .GotMon
add hl, de
jr .CheckMon
.GotMon:
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inc hl
; Species
ld a, [hli]
ld [TempWildMonSpecies], a
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; Min level
ld a, [hli]
ld d, a
; Max level
ld a, [hl]
sub d
jr nz, .RandomLevel
; If min and max are the same.
ld a, d
jr .GotLevel
.RandomLevel:
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; Get a random level between the min and max.
ld c, a
inc c
call Random
ld a, [hRandomAdd]
call SimpleDivide
add d
.GotLevel:
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ld [CurPartyLevel], a
xor a
ret
; 97d64
TryWildEncounter_BugContest: ; 97d64
ld a, [PlayerStandingTile]
call CheckSuperTallGrassTile
ld b, 40 percent
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jr z, .ok
ld b, 20 percent
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.ok
callba ApplyMusicEffectOnEncounterRate
callba ApplyCleanseTagEffectOnEncounterRate
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call Random
ld a, [hRandomAdd]
cp b
ret c
ld a, 1
and a
ret
; 97d87
ContestMons: ; 97d87
; %, species, min, max
db 20, CATERPIE, 7, 18
db 20, WEEDLE, 7, 18
db 10, METAPOD, 9, 18
db 10, KAKUNA, 9, 18
db 5, BUTTERFREE, 12, 15
db 5, BEEDRILL, 12, 15
db 10, VENONAT, 10, 16
db 10, PARAS, 10, 17
db 5, SCYTHER, 13, 14
db 5, PINSIR, 13, 14
db -1, VENOMOTH, 30, 40
; 97db3
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DoBikeStep:: ; 97db3
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nop
nop
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; If the bike shop owner doesn't have our number, or
; if we've already gotten the call, we don't have to
; be here.
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ld hl, StatusFlags2
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bit 4, [hl] ; bike shop call
jr z, .NoCall
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; If we're not on the bike, we don't have to be here.
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ld a, [PlayerState]
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cp PLAYER_BIKE
jr nz, .NoCall
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; If we're not in an area of phone service, we don't
; have to be here.
call GetMapHeaderPhoneServiceNybble
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and a
jr nz, .NoCall
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; Check the bike step count and check whether we've
; taken 65536 of them yet.
ld hl, wBikeStep
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ld a, [hli]
ld d, a
ld e, [hl]
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cp 255
jr nz, .increment
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ld a, e
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cp 255
jr z, .dont_increment
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.increment
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inc de
ld [hl], e
dec hl
ld [hl], d
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.dont_increment
; If we've taken at least 1024 steps, have the bike
; shop owner try to call us.
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ld a, d
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cp 1024 >> 8
jr c, .NoCall
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; If a call has already been queued, don't overwrite
; that call.
ld a, [wSpecialPhoneCallID]
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and a
jr nz, .NoCall
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; Queue the call.
ld a, SPECIALCALL_BIKESHOP
ld [wSpecialPhoneCallID], a
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xor a
ld [wSpecialPhoneCallID + 1], a
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ld hl, StatusFlags2
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res 4, [hl] ; bike shop call
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scf
ret
.NoCall:
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xor a
ret
; 97df9
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ClearCmdQueue:: ; 97df9
ld hl, wCmdQueue
ld de, 6
ld c, 4
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xor a
.loop
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ld [hl], a
add hl, de
dec c
jr nz, .loop
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ret
; 97e08
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HandleCmdQueue:: ; 97e08
ld hl, wCmdQueue
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xor a
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.loop
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ld [hMapObjectIndexBuffer], a
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ld a, [hl]
and a
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jr z, .skip
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push hl
ld b, h
ld c, l
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call HandleQueuedCommand
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pop hl
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.skip
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ld de, CMDQUEUE_ENTRY_SIZE
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add hl, de
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ld a, [hMapObjectIndexBuffer]
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inc a
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cp CMDQUEUE_CAPACITY
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jr nz, .loop
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ret
; 97e25
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GetNthCmdQueueEntry: ; 97e25 unreferenced
ld hl, wCmdQueue
ld bc, CMDQUEUE_ENTRY_SIZE
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call AddNTimes
ld b, h
ld c, l
ret
; 97e31
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WriteCmdQueue:: ; 97e31
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push bc
push de
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call .GetNextEmptyEntry
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ld d, h
ld e, l
pop hl
pop bc
ret c
ld a, b
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ld bc, CMDQUEUE_ENTRY_SIZE - 1
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call FarCopyBytes
xor a
ld [hl], a
ret
; 97e45
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.GetNextEmptyEntry: ; 97e45
ld hl, wCmdQueue
ld de, CMDQUEUE_ENTRY_SIZE
ld c, CMDQUEUE_CAPACITY
.loop
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ld a, [hl]
and a
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jr z, .done
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add hl, de
dec c
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jr nz, .loop
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scf
ret
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.done
ld a, CMDQUEUE_CAPACITY
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sub c
and a
ret
; 97e5c
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DelCmdQueue:: ; 97e5c
ld hl, wCmdQueue
ld de, CMDQUEUE_ENTRY_SIZE
ld c, CMDQUEUE_CAPACITY
.loop
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ld a, [hl]
cp b
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jr z, .done
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add hl, de
dec c
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jr nz, .loop
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and a
ret
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.done
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xor a
ld [hl], a
scf
ret
; 97e72
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_DelCmdQueue: ; 97e72
ld hl, CMDQUEUE_TYPE
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add hl, bc
ld [hl], 0
ret
; 97e79
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HandleQueuedCommand: ; 97e79
ld hl, CMDQUEUE_TYPE
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add hl, bc
ld a, [hl]
cp 5
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jr c, .okay
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xor a
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.okay
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ld e, a
ld d, 0
ld hl, .Jumptable
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add hl, de
add hl, de
add hl, de
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ld a, [hli]
push af
ld a, [hli]
ld h, [hl]
ld l, a
pop af
rst FarCall
ret
; 97e94
.Jumptable: ; 97e94
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dba CmdQueue_Null
dba CmdQueue_Null2
dba CmdQueue_StoneTable
dba CmdQueue_Type3
dba CmdQueue_Type4
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; 97ea3
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CmdQueueAnonymousJumptable: ; 97ea3
ld hl, CMDQUEUE_05
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add hl, bc
ld a, [hl]
pop hl
rst JumpTable
ret
; 97eab
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CmdQueueAnonJT_Increment: ; 97eab
ld hl, CMDQUEUE_05
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add hl, bc
inc [hl]
ret
; 97eb1
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CmdQueueAnonJT_Decrement: ; 97eb1
ld hl, CMDQUEUE_05
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add hl, bc
dec [hl]
ret
; 97eb7
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CmdQueue_Null: ; 97eb7
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ret
; 97eb8
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CmdQueue_Null2: ; 97eb8
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call ret_2f3e
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ret
; 97ebc
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CmdQueue_Type4: ; 97ebc
call CmdQueueAnonymousJumptable
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; anonymous dw
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dw .zero
dw .one
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; 97ec3
.zero ; 97ec3
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ld a, [hSCY]
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ld hl, 4
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add hl, bc
ld [hl], a
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call CmdQueueAnonJT_Increment
.one ; 97ecd
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ld hl, 1
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add hl, bc
ld a, [hl]
dec a
ld [hl], a
jr z, .finish
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and $1
jr z, .add
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ld hl, 2
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add hl, bc
ld a, [hSCY]
sub [hl]
ld [hSCY], a
ret
.add
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ld hl, 2
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add hl, bc
ld a, [hSCY]
add [hl]
ld [hSCY], a
ret
.finish
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ld hl, 4
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add hl, bc
ld a, [hl]
ld [hSCY], a
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call _DelCmdQueue
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ret
; 97ef9
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CmdQueue_Type3: ; 97ef9
call CmdQueueAnonymousJumptable
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; anonymous dw
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dw .zero
dw .one
dw .two
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; 97f02
.zero ; 97f02
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call .IsPlayerFacingDown
jr z, .PlayerNotFacingDown
call CmdQueueAnonJT_Increment
.one ; 97f0a
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call .IsPlayerFacingDown
jr z, .PlayerNotFacingDown
call CmdQueueAnonJT_Increment
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ld hl, 2
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add hl, bc
ld a, [hl]
ld [wd173], a
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ret
; 97f1b
.two ; 97f1b
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call .IsPlayerFacingDown
jr z, .PlayerNotFacingDown
call CmdQueueAnonJT_Decrement
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ld hl, 3
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add hl, bc
ld a, [hl]
ld [wd173], a
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ret
; 97f2c
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.PlayerNotFacingDown: ; 97f2c
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ld a, $7f
ld [wd173], a
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ld hl, 5
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add hl, bc
ld [hl], 0
ret
; 97f38
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.IsPlayerFacingDown: ; 97f38
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push bc
ld bc, PlayerStruct
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call GetSpriteDirection
and a
pop bc
ret
; 97f42
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CmdQueue_StoneTable: ; 97f42
ld de, PlayerStruct
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ld a, NUM_OBJECT_STRUCTS
.loop
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push af
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ld hl, OBJECT_SPRITE
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add hl, de
ld a, [hl]
and a
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jr z, .next
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ld hl, OBJECT_MOVEMENTTYPE
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add hl, de
ld a, [hl]
cp STEP_TYPE_SKYFALL_TOP
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jr nz, .next
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ld hl, OBJECT_NEXT_TILE
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add hl, de
ld a, [hl]
call CheckPitTile
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jr nz, .next
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ld hl, OBJECT_DIRECTION_WALKING
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add hl, de
ld a, [hl]
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cp STANDING
jr nz, .next
call HandleStoneQueue
jr c, .fall_down_hole
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.next
ld hl, OBJECT_STRUCT_LENGTH
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add hl, de
ld d, h
ld e, l
pop af
dec a
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jr nz, .loop
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ret
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.fall_down_hole
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pop af
ret
; 97f7e