mirror of https://github.com/pret/pokeemerald.git
npc_set_direction_and_anim__an_proceed
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384ca4658b
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9b4c61658a
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@ -5,65 +5,6 @@
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.text
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thumb_func_start npc_set_direction_and_anim__an_proceed
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npc_set_direction_and_anim__an_proceed: @ 8094D80
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push {r4-r6,lr}
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adds r6, r0, 0
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adds r5, r1, 0
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adds r4, r2, 0
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adds r1, r3, 0
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lsls r4, 24
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lsrs r4, 24
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lsls r1, 24
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lsrs r1, 24
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adds r0, r5, 0
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movs r2, 0
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bl obj_anim_image_set_and_seek
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adds r0, r6, 0
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adds r1, r4, 0
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bl FieldObjectSetDirection
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movs r0, 0x1
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strh r0, [r5, 0x32]
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pop {r4-r6}
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pop {r0}
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bx r0
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thumb_func_end npc_set_direction_and_anim__an_proceed
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thumb_func_start sub_8094DAC
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sub_8094DAC: @ 8094DAC
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push {lr}
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ldrb r2, [r0, 0x18]
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lsrs r2, 4
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adds r3, r1, 0
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adds r3, 0x2A
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ldrb r3, [r3]
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bl npc_set_direction_and_anim__an_proceed
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movs r0, 0
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pop {r1}
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bx r1
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thumb_func_end sub_8094DAC
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thumb_func_start sub_8094DC4
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sub_8094DC4: @ 8094DC4
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push {r4,lr}
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adds r4, r1, 0
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adds r0, r4, 0
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bl sub_80979BC
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lsls r0, 24
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cmp r0, 0
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bne _08094DD8
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movs r0, 0
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b _08094DDE
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_08094DD8:
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movs r0, 0x2
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strh r0, [r4, 0x32]
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movs r0, 0x1
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_08094DDE:
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pop {r4}
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pop {r1}
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bx r1
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thumb_func_end sub_8094DC4
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thumb_func_start sub_8094DE4
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sub_8094DE4: @ 8094DE4
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push {r4,r5,lr}
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@ -22,5 +22,7 @@ void sub_809783C(struct Sprite *, u8, u8, u8);
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void DoShadowFieldEffect(struct MapObject *);
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u8 sub_809785C(struct Sprite *);
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u8 sub_80978E4(struct Sprite *);
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void obj_anim_image_set_and_seek(struct Sprite *, u8, u8);
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bool8 sub_80979BC(struct Sprite *);
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#endif //GUARD_MAP_OBJ_8097404_H
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@ -4487,3 +4487,26 @@ an_walk_any_2_macro(sub_8094C80, do_run_anim, npc_obj_ministep_stop_on_arrival,
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an_walk_any_2_macro(sub_8094CC0, do_run_anim, npc_obj_ministep_stop_on_arrival, DIR_NORTH)
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an_walk_any_2_macro(sub_8094D00, do_run_anim, npc_obj_ministep_stop_on_arrival, DIR_WEST)
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an_walk_any_2_macro(sub_8094D40, do_run_anim, npc_obj_ministep_stop_on_arrival, DIR_EAST)
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void npc_set_direction_and_anim__an_proceed(struct MapObject *mapObject, struct Sprite *sprite, u8 direction, u8 animNum)
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{
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obj_anim_image_set_and_seek(sprite, animNum, 0);
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FieldObjectSetDirection(mapObject, direction);
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sprite->data2 = 1;
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}
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bool8 sub_8094DAC(struct MapObject *mapObject, struct Sprite *sprite)
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{
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npc_set_direction_and_anim__an_proceed(mapObject, sprite, mapObject->placeholder18, sprite->animNum);
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return FALSE;
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}
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bool8 sub_8094DC4(struct MapObject *mapObject, struct Sprite *sprite)
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{
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if (sub_80979BC(sprite))
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{
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sprite->data2 = 2;
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return TRUE;
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}
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return FALSE;
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}
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