mirror of https://github.com/pret/pokeemerald.git
Match and clean rotating_gate.c
One more down, many more to go.
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@ -2,10 +2,11 @@
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#include "bike.h"
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#include "event_data.h"
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#include "event_object_movement.h"
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#include "constants/maps.h"
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#include "constants/songs.h"
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#include "fieldmap.h"
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#include "sound.h"
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#include "sprite.h"
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#include "constants/maps.h"
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#include "constants/songs.h"
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#define ROTATING_GATE_TILE_TAG 0x1300
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#define ROTATING_GATE_PUZZLE_MAX 12
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@ -638,9 +639,7 @@ static s32 GetCurrentMapRotatingGatePuzzleType(void)
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static void RotatingGate_ResetAllGateOrientations(void)
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{
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s32 i;
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u8 *ptr;
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ptr = (u8 *)GetVarPointer(VAR_TEMP_0);
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u8 *ptr = (u8 *)GetVarPointer(VAR_TEMP_0);
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for (i = 0; i < gRotatingGate_PuzzleCount; i++)
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{
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@ -715,12 +714,10 @@ static void RotatingGate_CreateGatesWithinViewport(s16 deltaX, s16 deltaY)
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s16 y = gSaveBlock1Ptr->pos.y - 2;
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s16 y2 = gSaveBlock1Ptr->pos.y + 0xe;
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s16 x3, y3;
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for (i = 0; i < gRotatingGate_PuzzleCount; i++)
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{
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x3 = gRotatingGate_PuzzleConfig[i].x + 7;
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y3 = gRotatingGate_PuzzleConfig[i].y + 7;
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s16 x3 = gRotatingGate_PuzzleConfig[i].x + 7;
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s16 y3 = gRotatingGate_PuzzleConfig[i].y + 7;
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if (y <= y3 && y2 >= y3 && x <= x3 && x2 >= x3 &&
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gRotatingGate_GateSpriteIds[i] == MAX_SPRITES)
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@ -734,11 +731,10 @@ static u8 RotatingGate_CreateGate(u8 gateId, s16 deltaX, s16 deltaY)
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{
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struct Sprite *sprite;
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struct SpriteTemplate template;
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const struct RotatingGatePuzzle *gate;
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u8 spriteId;
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s16 x, y;
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gate = &gRotatingGate_PuzzleConfig[gateId];
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const struct RotatingGatePuzzle *gate = &gRotatingGate_PuzzleConfig[gateId];
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if (gate->shape == GATE_SHAPE_L1 || gate->shape == GATE_SHAPE_T1)
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template = sSpriteTemplate_RotatingGateRegular;
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@ -767,12 +763,9 @@ static u8 RotatingGate_CreateGate(u8 gateId, s16 deltaX, s16 deltaY)
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static void SpriteCallback_RotatingGate(struct Sprite *sprite)
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{
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u8 rotationDirection;
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u8 orientation;
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u8 affineAnimation;
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rotationDirection = sprite->data[1];
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orientation = sprite->data[2];
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u8 rotationDirection = sprite->data[1];
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u8 orientation = sprite->data[2];
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RotatingGate_HideGatesOutsideViewport(sprite);
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@ -802,10 +795,8 @@ static void SpriteCallback_RotatingGate(struct Sprite *sprite)
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static void RotatingGate_HideGatesOutsideViewport(struct Sprite *sprite)
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{
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u16 x;
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s16 x2;
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u16 y;
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s16 y2;
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u16 x, y;
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s16 x2, y2;
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sprite->invisible = FALSE;
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x = sprite->pos1.x + sprite->pos2.x + sprite->centerToCornerVecX + gSpriteCoordOffsetX;
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@ -830,35 +821,27 @@ static void LoadRotatingGatePics(void)
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LoadSpriteSheets(sRotatingGatesGraphicsTable);
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}
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/*
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static*/ void RotatingGate_DestroyGatesOutsideViewport(void)
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static void RotatingGate_DestroyGatesOutsideViewport(void)
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{
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s16 x;
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s16 x2;
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s16 y;
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s16 y2;
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s16 xGate;
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s16 yGate;
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s32 i;
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struct Sprite *sprite;
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// Same as RotatingGate_CreateGatesWithinViewport
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x = gSaveBlock1Ptr->pos.x - 2;
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x2 = gSaveBlock1Ptr->pos.x + 0x11;
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y = gSaveBlock1Ptr->pos.y - 2;
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y2 = gSaveBlock1Ptr->pos.y + 0xe;
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s16 x = gSaveBlock1Ptr->pos.x - 2;
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s16 x2 = gSaveBlock1Ptr->pos.x + 0x11;
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s16 y = gSaveBlock1Ptr->pos.y - 2;
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s16 y2 = gSaveBlock1Ptr->pos.y + 0xe;
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for (i = 0; i < gRotatingGate_PuzzleCount; i++)
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{
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xGate = gRotatingGate_PuzzleConfig[i].x + 7;
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yGate = gRotatingGate_PuzzleConfig[i].y + 7;
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s16 xGate = gRotatingGate_PuzzleConfig[i].x + 7;
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s16 yGate = gRotatingGate_PuzzleConfig[i].y + 7;
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if (gRotatingGate_GateSpriteIds[i] == MAX_SPRITES)
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continue;
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if (xGate < x || xGate > x2 || yGate < y || yGate > y2)
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{
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sprite = &gSprites[gRotatingGate_GateSpriteIds[i]];
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struct Sprite *sprite = &gSprites[gRotatingGate_GateSpriteIds[i]];
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FreeSpriteOamMatrix(sprite);
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DestroySprite(sprite);
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gRotatingGate_GateSpriteIds[i] = MAX_SPRITES;
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@ -866,23 +849,13 @@ static*/ void RotatingGate_DestroyGatesOutsideViewport(void)
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}
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}
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#ifdef NONMATCHING
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bool8 MapGridIsImpassableAt(s32, s32); //fool the compiler
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static s32 RotatingGate_CanRotate(u8 gateId, s16 rotationDirection)
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static s32 RotatingGate_CanRotate(u8 gateId, s32 rotationDirection)
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{
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const struct Coords8 *armPos;
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u8 orientation;
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s16 x;
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s16 y;
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s16 x, y;
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u8 shape;
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u32 shape8;
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s32 i;
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s32 j;
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s32 armOrientation;
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const u8 *gateArmCollisionData;
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u8 armIndex;
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s32 i, j;
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if (rotationDirection == ROTATE_ANTICLOCKWISE)
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armPos = sRotatingGate_ArmPositionsAntiClockwiseRotation;
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@ -897,166 +870,40 @@ static s32 RotatingGate_CanRotate(u8 gateId, s16 rotationDirection)
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x = gRotatingGate_PuzzleConfig[gateId].x + 7;
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y = gRotatingGate_PuzzleConfig[gateId].y + 7;
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// Loop through the gate's "arms" clockwise (north, south, east, west)
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for (i = GATE_ARM_NORTH, shape8 = shape* 4*2 ; i <= GATE_ARM_WEST; i++)
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for (i = GATE_ARM_NORTH ; i <= GATE_ARM_WEST; i++)
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{
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// Ensure that no part of the arm collides with the map
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for (j = 0, armOrientation = orientation + i, gateArmCollisionData = (u8 *)((u32)sRotatingGate_ArmLayout + shape8 + 2*i); j < GATE_ARM_MAX_LENGTH; j++)
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for (j = 0; j < GATE_ARM_MAX_LENGTH; j++)
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{
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armIndex = 2 * (armOrientation % 4) + j;
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u8 armIndex = 2 * ((orientation + i) % 4) + j;
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if (*gateArmCollisionData)
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if (sRotatingGate_ArmLayout[shape][2 * i + j])
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{
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if (MapGridIsImpassableAt(x + armPos[armIndex].deltaX, y + armPos[armIndex].deltaY) == TRUE)
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if (MapGridIsImpassableAt(x + armPos[armIndex].x, y + armPos[armIndex].y) == TRUE)
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return FALSE;
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}
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gateArmCollisionData++;
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}
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}
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return TRUE;
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}
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#else
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NAKED
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static s32 RotatingGate_CanRotate(u8 a, s16 rotationDirection)
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{
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asm(".syntax unified\n\
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push {r4-r7,lr}\n\
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mov r7, r10\n\
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mov r6, r9\n\
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mov r5, r8\n\
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push {r5-r7}\n\
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sub sp, 0xC\n\
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lsls r0, 24\n\
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lsrs r4, r0, 24\n\
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cmp r1, 0x1\n\
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bne _080FBCFC\n\
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ldr r0, =sRotatingGate_ArmPositionsAntiClockwiseRotation\n\
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mov r10, r0\n\
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b _080FBD08\n\
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.pool\n\
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_080FBCFC:\n\
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cmp r1, 0x2\n\
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beq _080FBD04\n\
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_080FBD00:\n\
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movs r0, 0\n\
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b _080FBD98\n\
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_080FBD04:\n\
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ldr r1, =sRotatingGate_ArmPositionsClockwiseRotation\n\
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mov r10, r1\n\
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_080FBD08:\n\
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adds r0, r4, 0\n\
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bl RotatingGate_GetGateOrientation\n\
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lsls r0, 24\n\
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lsrs r0, 24\n\
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str r0, [sp]\n\
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ldr r0, =gRotatingGate_PuzzleConfig\n\
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ldr r1, [r0]\n\
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lsls r0, r4, 3\n\
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adds r0, r1\n\
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ldrb r2, [r0, 0x4]\n\
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ldrh r1, [r0]\n\
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adds r1, 0x7\n\
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ldrh r0, [r0, 0x2]\n\
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adds r0, 0x7\n\
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movs r3, 0\n\
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lsls r2, 3\n\
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str r2, [sp, 0x4]\n\
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lsls r1, 16\n\
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asrs r1, 16\n\
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mov r9, r1\n\
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lsls r0, 16\n\
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asrs r0, 16\n\
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mov r8, r0\n\
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_080FBD38:\n\
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movs r6, 0\n\
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ldr r2, [sp]\n\
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adds r7, r2, r3\n\
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lsls r0, r3, 1\n\
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adds r5, r7, 0\n\
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ldr r1, [sp, 0x4]\n\
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adds r0, r1\n\
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ldr r2, =sRotatingGate_ArmLayout\n\
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adds r4, r0, r2\n\
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_080FBD4A:\n\
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adds r0, r5, 0\n\
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cmp r5, 0\n\
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bge _080FBD52\n\
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adds r0, r7, 0x3\n\
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_080FBD52:\n\
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asrs r0, 2\n\
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lsls r0, 2\n\
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subs r0, r5, r0\n\
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lsls r0, 1\n\
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adds r0, r6\n\
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lsls r0, 24\n\
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lsrs r1, r0, 24\n\
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ldrb r0, [r4]\n\
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cmp r0, 0\n\
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beq _080FBD88\n\
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lsls r1, 2\n\
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add r1, r10\n\
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movs r0, 0\n\
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ldrsb r0, [r1, r0]\n\
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add r0, r9\n\
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ldrb r1, [r1, 0x1]\n\
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lsls r1, 24\n\
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asrs r1, 24\n\
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add r1, r8\n\
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str r3, [sp, 0x8]\n\
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bl MapGridIsImpassableAt\n\
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lsls r0, 24\n\
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lsrs r0, 24\n\
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ldr r3, [sp, 0x8]\n\
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cmp r0, 0x1\n\
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beq _080FBD00\n\
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_080FBD88:\n\
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adds r4, 0x1\n\
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adds r6, 0x1\n\
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cmp r6, 0x1\n\
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ble _080FBD4A\n\
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adds r3, 0x1\n\
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cmp r3, 0x3\n\
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ble _080FBD38\n\
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movs r0, 0x1\n\
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_080FBD98:\n\
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add sp, 0xC\n\
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pop {r3-r5}\n\
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mov r8, r3\n\
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mov r9, r4\n\
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mov r10, r5\n\
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pop {r4-r7}\n\
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pop {r1}\n\
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bx r1\n\
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.pool\n\
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.syntax divided\n");
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}
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#endif
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static s32 RotatingGate_HasArm(u8 gateId, u8 armInfo)
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{
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s32 isLongArm;
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s8 armOrientation;
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s32 arm;
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s32 shape;
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s32 arm = armInfo / 2;
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s32 isLongArm = armInfo % 2;
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arm = armInfo >> 1;
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isLongArm = armInfo & 1;
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armOrientation = (arm - RotatingGate_GetGateOrientation(gateId) + 4) % 4;
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shape = gRotatingGate_PuzzleConfig[gateId].shape;
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s8 armOrientation = (arm - RotatingGate_GetGateOrientation(gateId) + 4) % 4;
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s32 shape = gRotatingGate_PuzzleConfig[gateId].shape;
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return sRotatingGate_ArmLayout[shape][armOrientation * 2 + isLongArm];
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}
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static void RotatingGate_TriggerRotationAnimation(u8 gateId, s32 rotationDirection)
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{
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struct Sprite *sprite;
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if (gRotatingGate_GateSpriteIds[gateId] != MAX_SPRITES)
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{
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sprite = &gSprites[gRotatingGate_GateSpriteIds[gateId]];
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struct Sprite *sprite = &gSprites[gRotatingGate_GateSpriteIds[gateId]];
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sprite->data[1] = rotationDirection;
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sprite->data[2] = RotatingGate_GetGateOrientation(gateId);
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}
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static u8 RotatingGate_GetRotationInfo(u8 direction, s16 x, s16 y)
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{
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register const u8 *ptr;
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const u8 *ptr;
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if (direction == DIR_NORTH)
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ptr = sRotatingGate_RotationInfoNorth;
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