Identify more bit flags (#1153)
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@@ -36,7 +36,7 @@ HandleObjectStep:
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CheckObjectStillVisible:
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ld hl, OBJECT_FLAGS2
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add hl, bc
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res OBJ_FLAGS2_6, [hl]
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res OFF_SCREEN_F, [hl]
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ld a, [wXCoord]
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ld e, a
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ld hl, OBJECT_MAP_X
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@@ -62,7 +62,7 @@ CheckObjectStillVisible:
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.ok
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ld hl, OBJECT_FLAGS2
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add hl, bc
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set OBJ_FLAGS2_6, [hl]
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set OFF_SCREEN_F, [hl]
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ld a, [wXCoord]
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ld e, a
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ld hl, OBJECT_INIT_X
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@@ -99,7 +99,7 @@ CheckObjectStillVisible:
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.yes2
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ld hl, OBJECT_FLAGS2
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add hl, bc
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set OBJ_FLAGS2_6, [hl]
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set OFF_SCREEN_F, [hl]
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and a
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ret
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@@ -147,7 +147,7 @@ HandleObjectAction:
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jr nz, SetFacingStanding
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ld hl, OBJECT_FLAGS2
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add hl, bc
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bit OBJ_FLAGS2_6, [hl]
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bit OFF_SCREEN_F, [hl]
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jr nz, SetFacingStanding
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bit FROZEN_F, [hl]
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jr nz, _CallFrozenObjectAction
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@@ -663,8 +663,8 @@ MovementFunction_Strength:
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jr z, .on_pit
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ld hl, OBJECT_FLAGS2
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add hl, bc
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bit OBJ_FLAGS2_2, [hl]
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res OBJ_FLAGS2_2, [hl]
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bit BOULDER_MOVING_F, [hl]
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res BOULDER_MOVING_F, [hl]
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jr z, .ok
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ld hl, OBJECT_RANGE
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add hl, bc
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@@ -1667,7 +1667,7 @@ StepFunction_StrengthBoulder:
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pop bc
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ld hl, OBJECT_FLAGS2
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add hl, bc
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res OBJ_FLAGS2_2, [hl]
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res BOULDER_MOVING_F, [hl]
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call CopyCoordsTileToLastCoordsTile
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ld hl, OBJECT_WALKING
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add hl, bc
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@@ -2194,7 +2194,7 @@ RespawnPlayerAndOpponent:
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ld a, PLAYER
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call RespawnObject
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ld a, [wBattleScriptFlags]
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bit 7, a
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bit BATTLESCRIPT_SCRIPTED_F, a
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jr z, .skip_opponent
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ldh a, [hLastTalked]
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and a
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@@ -2905,7 +2905,7 @@ InitSprites:
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ld hl, OBJECT_FLAGS2
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add hl, bc
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ld e, [hl]
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bit OBJ_FLAGS2_7, e
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bit OBJ_FLAGS2_7_F, e
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jr z, .not_priority
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or PRIORITY
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.not_priority
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