Use known sprite movement data flag constants
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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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