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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