mirror of https://github.com/pret/pokecrystal.git
563 lines
7.5 KiB
NASM
563 lines
7.5 KiB
NASM
CanObjectMoveInDirection:
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ld hl, OBJECT_PALETTE
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add hl, bc
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bit SWIMMING_F, [hl]
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jr z, .not_swimming
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ld hl, OBJECT_FLAGS1
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add hl, bc
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bit NOCLIP_TILES_F, [hl] ; lost, uncomment next line to fix
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; jr nz, .noclip_tiles
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push hl
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push bc
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call WillObjectBumpIntoLand
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pop bc
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pop hl
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ret c
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jr .continue
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.not_swimming
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ld hl, OBJECT_FLAGS1
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add hl, bc
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bit NOCLIP_TILES_F, [hl]
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jr nz, .noclip_tiles
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push hl
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push bc
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call WillObjectBumpIntoWater
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pop bc
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pop hl
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ret c
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.noclip_tiles
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.continue
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bit NOCLIP_OBJS_F, [hl]
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jr nz, .noclip_objs
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push hl
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push bc
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call WillObjectBumpIntoSomeoneElse
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pop bc
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pop hl
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ret c
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.noclip_objs
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bit MOVE_ANYWHERE_F, [hl]
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jr nz, .move_anywhere
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push hl
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call HasObjectReachedMovementLimit
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pop hl
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ret c
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push hl
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call IsObjectMovingOffEdgeOfScreen
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pop hl
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ret c
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.move_anywhere
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and a
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ret
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WillObjectBumpIntoWater:
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call CanObjectLeaveTile
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ret c
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ld hl, OBJECT_NEXT_MAP_X
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add hl, bc
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ld d, [hl]
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ld hl, OBJECT_NEXT_MAP_Y
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add hl, bc
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ld e, [hl]
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ld hl, OBJECT_PALETTE
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add hl, bc
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bit OAM_PRIORITY, [hl]
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jp nz, WillObjectRemainOnWater
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ld hl, OBJECT_NEXT_TILE
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add hl, bc
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ld a, [hl]
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ld d, a
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call GetTileCollision
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and a ; LAND_TILE
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jr z, WillObjectBumpIntoTile
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scf
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ret
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WillObjectBumpIntoLand:
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call CanObjectLeaveTile
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ret c
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ld hl, OBJECT_NEXT_TILE
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add hl, bc
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ld a, [hl]
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call GetTileCollision
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cp WATER_TILE
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jr z, WillObjectBumpIntoTile
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scf
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ret
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WillObjectBumpIntoTile:
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ld hl, OBJECT_NEXT_TILE
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add hl, bc
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ld a, [hl]
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call GetSideWallDirectionMask
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ret nc
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push af
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ld hl, OBJECT_DIRECTION_WALKING
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add hl, bc
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ld a, [hl]
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maskbits NUM_DIRECTIONS
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ld e, a
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ld d, 0
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ld hl, .dir_masks
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add hl, de
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pop af
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and [hl]
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ret z
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scf
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ret
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.dir_masks
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db DOWN_MASK ; DOWN
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db UP_MASK ; UP
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db RIGHT_MASK ; LEFT
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db LEFT_MASK ; RIGHT
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CanObjectLeaveTile:
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ld hl, OBJECT_STANDING_TILE
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add hl, bc
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ld a, [hl]
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call GetSideWallDirectionMask
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ret nc
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push af
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ld hl, OBJECT_DIRECTION_WALKING
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add hl, bc
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maskbits NUM_DIRECTIONS
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ld e, a
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ld d, 0
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ld hl, .dir_masks
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add hl, de
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pop af
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and [hl]
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ret z
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scf
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ret
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.dir_masks
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db UP_MASK ; DOWN
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db DOWN_MASK ; UP
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db LEFT_MASK ; LEFT
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db RIGHT_MASK ; RIGHT
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GetSideWallDirectionMask:
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ld d, a
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and $f0
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cp HI_NYBBLE_SIDE_WALLS
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jr z, .continue
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cp HI_NYBBLE_SIDE_BUOYS
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jr z, .continue
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xor a
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ret
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.continue
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ld a, d
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and $7
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ld e, a
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ld d, 0
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ld hl, .side_wall_masks
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add hl, de
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ld a, [hl]
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scf
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ret
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.side_wall_masks
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db RIGHT_MASK ; COLL_RIGHT_WALL/BUOY
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db LEFT_MASK ; COLL_LEFT_WALL/BUOY
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db DOWN_MASK ; COLL_UP_WALL/BUOY
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db UP_MASK ; COLL_DOWN_WALL/BUOY
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db UP_MASK | RIGHT_MASK ; COLL_DOWN_RIGHT_WALL/BUOY
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db UP_MASK | LEFT_MASK ; COLL_DOWN_LEFT_WALL/BUOY
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db DOWN_MASK | RIGHT_MASK ; COLL_UP_RIGHT_WALL/BUOY
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db DOWN_MASK | LEFT_MASK ; COLL_UP_LEFT_WALL/BUOY
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WillObjectRemainOnWater:
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ld hl, OBJECT_DIRECTION_WALKING
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add hl, bc
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ld a, [hl]
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maskbits NUM_DIRECTIONS
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jr z, .down
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dec a
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jr z, .up
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dec a
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jr z, .left
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jr .right
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.down
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inc e
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push de
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inc d
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jr .continue
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.up
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push de
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inc d
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jr .continue
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.left
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push de
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inc e
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jr .continue
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.right
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inc d
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push de
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inc e
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.continue
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call GetCoordTile
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call GetTileCollision
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pop de
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and a ; LAND_TILE
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jr nz, .not_land
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call GetCoordTile
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call GetTileCollision
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and a ; LAND_TILE
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jr nz, .not_land
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xor a
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ret
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.not_land
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scf
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ret
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CheckFacingObject::
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call GetFacingTileCoord
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; Double the distance for counter tiles.
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call CheckCounterTile
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jr nz, .not_counter
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ld a, [wPlayerStandingMapX]
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sub d
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cpl
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inc a
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add d
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ld d, a
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ld a, [wPlayerStandingMapY]
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sub e
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cpl
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inc a
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add e
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ld e, a
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.not_counter
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ld bc, wObjectStructs ; redundant
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ld a, 0
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ldh [hMapObjectIndexBuffer], a
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call IsNPCAtCoord
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ret nc
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ld hl, OBJECT_DIRECTION_WALKING
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add hl, bc
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ld a, [hl]
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cp STANDING
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jr z, .standing
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xor a
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ret
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.standing
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scf
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ret
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WillObjectBumpIntoSomeoneElse:
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ld hl, OBJECT_NEXT_MAP_X
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add hl, bc
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ld d, [hl]
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ld hl, OBJECT_NEXT_MAP_Y
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add hl, bc
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ld e, [hl]
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jr IsNPCAtCoord
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IsObjectFacingSomeoneElse: ; unreferenced
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ldh a, [hMapObjectIndexBuffer]
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call GetObjectStruct
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call .GetFacingCoords
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call IsNPCAtCoord
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ret
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.GetFacingCoords:
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ld hl, OBJECT_NEXT_MAP_X
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add hl, bc
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ld d, [hl]
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ld hl, OBJECT_NEXT_MAP_Y
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add hl, bc
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ld e, [hl]
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call GetSpriteDirection
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and a ; OW_DOWN?
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jr z, .down
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cp OW_UP
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jr z, .up
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cp OW_LEFT
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jr z, .left
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; OW_RIGHT
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inc d
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ret
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.down
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inc e
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ret
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.up
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dec e
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ret
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.left
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dec d
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ret
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IsNPCAtCoord:
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ld bc, wObjectStructs
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xor a
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.loop
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ldh [hObjectStructIndexBuffer], a
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call DoesObjectHaveASprite
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jr z, .next
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ld hl, OBJECT_FLAGS1
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add hl, bc
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bit 7, [hl]
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jr nz, .next
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ld hl, OBJECT_PALETTE
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add hl, bc
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bit BIG_OBJECT_F, [hl]
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jr z, .not_big
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call WillObjectIntersectBigObject
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jr nc, .check_current_coords
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jr .continue
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.not_big
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ld hl, OBJECT_NEXT_MAP_X
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add hl, bc
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ld a, [hl]
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cp d
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jr nz, .check_current_coords
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ld hl, OBJECT_NEXT_MAP_Y
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add hl, bc
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ld a, [hl]
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cp e
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jr nz, .check_current_coords
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.continue
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ldh a, [hMapObjectIndexBuffer]
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ld l, a
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ldh a, [hObjectStructIndexBuffer]
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cp l
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jr nz, .yes
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.check_current_coords
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ld hl, OBJECT_MAP_X
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add hl, bc
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ld a, [hl]
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cp d
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jr nz, .next
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ld hl, OBJECT_MAP_Y
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add hl, bc
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ld a, [hl]
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cp e
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jr nz, .next
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ldh a, [hMapObjectIndexBuffer]
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ld l, a
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ldh a, [hObjectStructIndexBuffer]
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cp l
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jr nz, .yes
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.next
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ld hl, OBJECT_LENGTH
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add hl, bc
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ld b, h
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ld c, l
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ldh a, [hObjectStructIndexBuffer]
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inc a
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cp NUM_OBJECT_STRUCTS
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jr nz, .loop
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and a
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ret
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.yes
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scf
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ret
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HasObjectReachedMovementLimit:
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ld hl, OBJECT_RADIUS
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add hl, bc
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ld a, [hl]
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and a
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jr z, .nope
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and $f
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jr z, .check_y
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ld e, a
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ld d, a
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ld hl, OBJECT_INIT_X
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add hl, bc
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ld a, [hl]
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sub d
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ld d, a
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ld a, [hl]
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add e
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ld e, a
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ld hl, OBJECT_NEXT_MAP_X
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add hl, bc
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ld a, [hl]
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cp d
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jr z, .yes
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cp e
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jr z, .yes
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.check_y
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ld hl, OBJECT_RADIUS
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add hl, bc
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ld a, [hl]
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swap a
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and $f
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jr z, .nope
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ld e, a
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ld d, a
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ld hl, OBJECT_INIT_Y
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add hl, bc
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ld a, [hl]
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sub d
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ld d, a
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ld a, [hl]
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add e
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ld e, a
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ld hl, OBJECT_NEXT_MAP_Y
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add hl, bc
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ld a, [hl]
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cp d
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jr z, .yes
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cp e
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jr z, .yes
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.nope
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xor a
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ret
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.yes
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scf
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ret
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IsObjectMovingOffEdgeOfScreen:
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ld hl, OBJECT_NEXT_MAP_X
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add hl, bc
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ld a, [wXCoord]
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cp [hl]
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jr z, .check_y
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jr nc, .yes
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add $9
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cp [hl]
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jr c, .yes
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.check_y
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ld hl, OBJECT_NEXT_MAP_Y
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add hl, bc
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ld a, [wYCoord]
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cp [hl]
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jr z, .nope
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jr nc, .yes
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add $8
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cp [hl]
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jr c, .yes
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.nope
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and a
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ret
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.yes
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scf
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ret
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IsNPCAtPlayerCoord: ; unreferenced
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ld a, [wPlayerStandingMapX]
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ld d, a
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ld a, [wPlayerStandingMapY]
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ld e, a
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ld bc, wObjectStructs
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xor a
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.loop
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ldh [hObjectStructIndexBuffer], a
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call DoesObjectHaveASprite
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jr z, .next
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ld hl, OBJECT_MOVEMENTTYPE
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add hl, bc
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ld a, [hl]
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cp SPRITEMOVEDATA_BIGDOLLSYM
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jr nz, .not_big
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call WillObjectIntersectBigObject
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jr c, .yes
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jr .next
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.not_big
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ld hl, OBJECT_NEXT_MAP_Y
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add hl, bc
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ld a, [hl]
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cp e
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jr nz, .check_current_coords
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ld hl, OBJECT_NEXT_MAP_X
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add hl, bc
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ld a, [hl]
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cp d
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jr nz, .check_current_coords
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ldh a, [hObjectStructIndexBuffer]
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cp PLAYER_OBJECT
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jr z, .next
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jr .yes
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.check_current_coords
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ld hl, OBJECT_MAP_Y
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add hl, bc
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ld a, [hl]
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cp e
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jr nz, .next
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ld hl, OBJECT_MAP_X
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add hl, bc
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ld a, [hl]
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cp d
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jr nz, .next
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jr .yes
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.next
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ld hl, OBJECT_LENGTH
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add hl, bc
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ld b, h
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ld c, l
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ldh a, [hObjectStructIndexBuffer]
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inc a
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cp NUM_OBJECT_STRUCTS
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jr nz, .loop
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xor a
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ret
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.yes
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scf
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ret
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WillObjectIntersectBigObject:
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ld hl, OBJECT_NEXT_MAP_X
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add hl, bc
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ld a, d
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sub [hl]
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jr c, .nope
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cp 2 ; big doll width
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jr nc, .nope
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ld hl, OBJECT_NEXT_MAP_Y
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add hl, bc
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ld a, e
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sub [hl]
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jr c, .nope
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cp 2 ; big doll height
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jr nc, .nope
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scf
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ret
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.nope
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and a
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ret
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