Use known sprite movement data flag constants
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@@ -47,7 +47,7 @@ SetFacingStandAction: ; 44b5
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SetFacingStepAction: ; 44c1
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ld hl, OBJECT_FLAGS1
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add hl, bc
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bit SLIDING, [hl]
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bit SLIDING_F, [hl]
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jp nz, SetFacingCurrent
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ld hl, OBJECT_STEP_FRAME
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@@ -59,7 +59,7 @@ SetFacingStepAction: ; 44c1
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rrca
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rrca
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and %00000011
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maskbits NUM_DIRECTIONS
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ld d, a
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call GetSpriteDirection
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@@ -74,7 +74,7 @@ SetFacingStepAction: ; 44c1
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SetFacingSkyfall: ; 44e4
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ld hl, OBJECT_FLAGS1
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add hl, bc
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bit SLIDING, [hl]
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bit SLIDING_F, [hl]
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jp nz, SetFacingCurrent
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ld hl, OBJECT_STEP_FRAME
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@@ -86,7 +86,7 @@ SetFacingSkyfall: ; 44e4
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rrca
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rrca
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and %00000011
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maskbits NUM_DIRECTIONS
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ld d, a
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call GetSpriteDirection
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@@ -101,7 +101,7 @@ SetFacingSkyfall: ; 44e4
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SetFacingBumpAction: ; 4508
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ld hl, OBJECT_FLAGS1
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add hl, bc
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bit SLIDING, [hl]
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bit SLIDING_F, [hl]
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jp nz, SetFacingCurrent
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ld hl, OBJECT_STEP_FRAME
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@@ -112,7 +112,7 @@ SetFacingBumpAction: ; 4508
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rrca
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rrca
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rrca
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and %00000011
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maskbits NUM_DIRECTIONS
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ld d, a
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call GetSpriteDirection
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@@ -245,7 +245,7 @@ SetFacingWeirdTree: ; 45ab
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ld a, [hl]
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inc a
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ld [hl], a
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and %00001100
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maskbits NUM_DIRECTIONS, 2
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rrca
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rrca
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add FACING_WEIRD_TREE_0
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@@ -146,7 +146,7 @@ Function437b: ; 437b
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.HandleObjectAction:
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ld hl, OBJECT_FLAGS1
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add hl, bc
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bit INVISIBLE, [hl]
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bit INVISIBLE_F, [hl]
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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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@@ -161,7 +161,7 @@ Function437b: ; 437b
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Function4440: ; 4440
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ld hl, OBJECT_FLAGS1
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add hl, bc
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bit INVISIBLE, [hl]
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bit INVISIBLE_F, [hl]
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jr nz, SetFacingStanding
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asm_4448:
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ld de, ObjectActionPairPointers + 2 ; use second column
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@@ -233,7 +233,7 @@ Function462a: ; 462a
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UpdateTallGrassFlags: ; 463f
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ld hl, OBJECT_FLAGS2
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add hl, bc
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bit OVERHEAD, [hl]
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bit OVERHEAD_F, [hl]
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jr z, .ok
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ld hl, OBJECT_NEXT_TILE
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add hl, bc
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@@ -260,13 +260,13 @@ SetTallGrassFlags: ; 4661
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.set
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ld hl, OBJECT_FLAGS2
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add hl, bc
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set OVERHEAD, [hl]
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set OVERHEAD_F, [hl]
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ret
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.reset
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ld hl, OBJECT_FLAGS2
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add hl, bc
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res OVERHEAD, [hl]
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res OVERHEAD_F, [hl]
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ret
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; 4679
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@@ -298,7 +298,7 @@ InitStep: ; 4690
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ld [hl], a
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ld hl, OBJECT_FLAGS1
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add hl, bc
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bit FIXED_FACING, [hl]
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bit FIXED_FACING_F, [hl]
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jr nz, GetNextTile
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add a
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add a
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@@ -2155,7 +2155,7 @@ DespawnEmote: ; 5579
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push af
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ld hl, OBJECT_FLAGS1
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add hl, de
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bit EMOTE_OBJECT, [hl]
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bit EMOTE_OBJECT_F, [hl]
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jr z, .next
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ld hl, OBJECT_SPRITE
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add hl, de
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@@ -2918,10 +2918,10 @@ InitSprites: ; 5991
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ld e, PRIORITY_LOW
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ld hl, OBJECT_FLAGS2
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add hl, bc
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bit LOW_PRIORITY, [hl]
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bit LOW_PRIORITY_F, [hl]
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jr nz, .add
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ld e, PRIORITY_NORM
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bit HIGH_PRIORITY, [hl]
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bit HIGH_PRIORITY_F, [hl]
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jr z, .add
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ld e, PRIORITY_HIGH
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jr .add
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@@ -377,42 +377,42 @@ Movement_tree_shake: ; 5279
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Movement_remove_sliding: ; 5293
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ld hl, OBJECT_FLAGS1
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add hl, bc
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res SLIDING, [hl]
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res SLIDING_F, [hl]
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jp ContinueReadingMovement
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; 529c
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Movement_set_sliding: ; 529c
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ld hl, OBJECT_FLAGS1
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add hl, bc
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set SLIDING, [hl]
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set SLIDING_F, [hl]
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jp ContinueReadingMovement
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; 52a5
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Movement_remove_fixed_facing: ; 52a5
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ld hl, OBJECT_FLAGS1
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add hl, bc
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res FIXED_FACING, [hl]
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res FIXED_FACING_F, [hl]
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jp ContinueReadingMovement
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; 52ae
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Movement_fix_facing: ; 52ae
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ld hl, OBJECT_FLAGS1
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add hl, bc
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set FIXED_FACING, [hl]
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set FIXED_FACING_F, [hl]
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jp ContinueReadingMovement
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; 52b7
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Movement_show_object: ; 52b7
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ld hl, OBJECT_FLAGS1
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add hl, bc
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res INVISIBLE, [hl]
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res INVISIBLE_F, [hl]
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jp ContinueReadingMovement
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; 52c0
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Movement_hide_object: ; 52c0
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ld hl, OBJECT_FLAGS1
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add hl, bc
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set INVISIBLE, [hl]
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set INVISIBLE_F, [hl]
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jp ContinueReadingMovement
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; 52c9
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@@ -838,7 +838,7 @@ JumpStep: ; 548a
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ld hl, OBJECT_FLAGS2
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add hl, bc
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res OVERHEAD, [hl]
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res OVERHEAD_F, [hl]
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ld hl, OBJECT_ACTION
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add hl, bc
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@@ -1071,7 +1071,7 @@ ApplyObjectFacing:
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jr c, .not_visible ; STILL_SPRITE
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ld hl, OBJECT_FLAGS1
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add hl, bc
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bit FIXED_FACING, [hl]
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bit FIXED_FACING_F, [hl]
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jr nz, .not_visible
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pop de
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ld a, e
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