Movement constants, script stack
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@@ -87,7 +87,7 @@ MovementPointers: ; 5075
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dw Movement_step_shake ; 55
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dw Movement_56 ; 56
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dw Movement_rock_smash ; 57
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dw Movement_return_dig ; 58
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dw Movement_return_dig ; 58
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dw Movement_59 ; 59
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; 5129
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@@ -129,7 +129,7 @@ Movement_step_dig: ; 5145
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ld [hl], a
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ld hl, OBJECT_ACTION
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add hl, bc
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ld [hl], PERSON_ACTION_04
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ld [hl], PERSON_ACTION_SPIN
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call GetMovementByte
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ld hl, OBJECT_STEP_DURATION
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add hl, bc
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@@ -159,17 +159,17 @@ Movement_return_dig: ; 516a
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ld [hl], STANDING
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ld hl, OBJECT_STEP_TYPE
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add hl, bc
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ld [hl], STEP_TYPE_12
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ld [hl], STEP_TYPE_RETURN_DIG
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ret
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; 5189
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Movement_fish_got_bite: ; 5189
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ld hl, OBJECT_ACTION
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add hl, bc
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ld [hl], PERSON_ACTION_06
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ld [hl], PERSON_ACTION_FISHING
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ld hl, OBJECT_STEP_TYPE
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add hl, bc
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ld [hl], STEP_TYPE_10
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ld [hl], STEP_TYPE_GOT_BITE
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ret
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; 5196
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@@ -180,20 +180,20 @@ Movement_rock_smash: ; 5196
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ld [hl], a
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ld hl, OBJECT_ACTION
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add hl, bc
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ld [hl], PERSON_ACTION_01
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ld [hl], PERSON_ACTION_STAND
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ld hl, OBJECT_STEP_TYPE
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add hl, bc
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ld [hl], STEP_TYPE_11
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ld [hl], STEP_TYPE_ROCK_SMASH
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ret
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; 51ab
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Movement_fish_cast_rod: ; 51ab
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ld hl, OBJECT_ACTION
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add hl, bc
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ld [hl], PERSON_ACTION_06
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ld [hl], PERSON_ACTION_FISHING
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ld hl, OBJECT_STEP_TYPE
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add hl, bc
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ld [hl], STEP_TYPE_01
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ld [hl], STEP_TYPE_STANDING
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ret
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; 51b8
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@@ -219,7 +219,7 @@ Movement_step_end: ; 51c1
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ld hl, OBJECT_STEP_TYPE
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add hl, bc
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ld [hl], STEP_TYPE_01
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ld [hl], STEP_TYPE_STANDING
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ret
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; 51db
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@@ -264,7 +264,7 @@ Movement_remove_person: ; 51fd
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Movement_4b: ; 5210
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ld hl, OBJECT_ACTION
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add hl, bc
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ld [hl], PERSON_ACTION_01
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ld [hl], PERSON_ACTION_STAND
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ld hl, OBJECT_STEP_TYPE
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add hl, bc
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@@ -325,7 +325,7 @@ Movement_step_sleep_common: ; 5247
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ld hl, OBJECT_ACTION
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add hl, bc
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ld [hl], PERSON_ACTION_01
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ld [hl], PERSON_ACTION_STAND
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ld hl, OBJECT_DIRECTION_WALKING
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add hl, bc
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@@ -341,11 +341,11 @@ Movement_step_bump: ; 525f
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ld hl, OBJECT_STEP_TYPE
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add hl, bc
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ld [hl], STEP_TYPE_0B
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ld [hl], STEP_TYPE_BUMP
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ld hl, OBJECT_ACTION
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add hl, bc
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ld [hl], PERSON_ACTION_03
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ld [hl], PERSON_ACTION_BUMP
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ld hl, OBJECT_DIRECTION_WALKING
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add hl, bc
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@@ -457,7 +457,7 @@ TurnHead: ; 52ee
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ld hl, OBJECT_ACTION
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add hl, bc
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ld [hl], PERSON_ACTION_01
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ld [hl], PERSON_ACTION_STAND
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ld hl, OBJECT_DIRECTION_WALKING
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add hl, bc
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@@ -732,11 +732,11 @@ HalfStep: ; 5400
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ld hl, OBJECT_ACTION
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add hl, bc
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ld [hl], PERSON_ACTION_02
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ld [hl], PERSON_ACTION_STEP
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ld hl, OBJECT_STEP_TYPE
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add hl, bc
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ld [hl], STEP_TYPE_0A
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ld [hl], STEP_TYPE_HALF_STEP
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ret
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; 5412
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@@ -745,7 +745,7 @@ NormalStep: ; 5412
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call Function463f
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ld hl, OBJECT_ACTION
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add hl, bc
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ld [hl], PERSON_ACTION_02
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ld [hl], PERSON_ACTION_STEP
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ld hl, OBJECT_NEXT_TILE
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add hl, bc
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@@ -760,20 +760,20 @@ NormalStep: ; 5412
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call ShakeGrass
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.skip_grass
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ld hl, wd4cf
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ld hl, wCenteredObject
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ld a, [hMapObjectIndexBuffer]
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cp [hl]
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jr z, .step_type_06
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jr z, .player
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ld hl, OBJECT_STEP_TYPE
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add hl, bc
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ld [hl], STEP_TYPE_02
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ld [hl], STEP_TYPE_NPC_WALK
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ret
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.step_type_06
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.player
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ld hl, OBJECT_STEP_TYPE
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add hl, bc
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ld [hl], STEP_TYPE_06
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ld [hl], STEP_TYPE_PLAYER_WALK
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ret
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; 5446
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@@ -783,22 +783,22 @@ TurningStep: ; 5446
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ld hl, OBJECT_ACTION
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add hl, bc
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ld [hl], PERSON_ACTION_04
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ld [hl], PERSON_ACTION_SPIN
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ld hl, wd4cf
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ld hl, wCenteredObject
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ld a, [hMapObjectIndexBuffer]
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cp [hl]
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jr z, .step_type_06
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jr z, .player
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ld hl, OBJECT_STEP_TYPE
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add hl, bc
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ld [hl], STEP_TYPE_02
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ld [hl], STEP_TYPE_NPC_WALK
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ret
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.step_type_06
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.player
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ld hl, OBJECT_STEP_TYPE
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add hl, bc
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ld [hl], STEP_TYPE_06
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ld [hl], STEP_TYPE_PLAYER_WALK
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ret
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; 5468
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@@ -809,22 +809,22 @@ SlideStep: ; 5468
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ld hl, OBJECT_ACTION
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add hl, bc
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ld [hl], PERSON_ACTION_01
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ld [hl], PERSON_ACTION_STAND
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ld hl, wd4cf
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ld hl, wCenteredObject
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ld a, [hMapObjectIndexBuffer]
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cp [hl]
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jr z, .step_type_06
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jr z, .player
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ld hl, OBJECT_STEP_TYPE
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add hl, bc
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ld [hl], STEP_TYPE_02
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ld [hl], STEP_TYPE_NPC_WALK
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ret
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.step_type_06
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.player
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ld hl, OBJECT_STEP_TYPE
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add hl, bc
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ld [hl], STEP_TYPE_06
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ld [hl], STEP_TYPE_PLAYER_WALK
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ret
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; 548a
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@@ -841,23 +841,23 @@ JumpStep: ; 548a
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ld hl, OBJECT_ACTION
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add hl, bc
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ld [hl], PERSON_ACTION_02
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ld [hl], PERSON_ACTION_STEP
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call SpawnShadow
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ld hl, wd4cf
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ld hl, wCenteredObject
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ld a, [hMapObjectIndexBuffer]
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cp [hl]
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jr z, .step_type_09
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jr z, .player
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ld hl, OBJECT_STEP_TYPE
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add hl, bc
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ld [hl], STEP_TYPE_08
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ld [hl], STEP_TYPE_NPC_JUMP
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ret
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.step_type_09
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.player
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ld hl, OBJECT_STEP_TYPE
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add hl, bc
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ld [hl], STEP_TYPE_09
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ld [hl], STEP_TYPE_PLAYER_JUMP
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ret
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; 54b8
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