OW_OBJECT_SUBPRIORITY
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@ -80,6 +80,7 @@
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// Lighting
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#define OW_SHADOW_INTENSITY 4 // Ranges from 0 to 16, where 0 is fully transparent and 16 is black.
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#define OW_OBJECT_SUBPRIORITY 148 // The higher the value, the farther back compared to other sprites. Shadows should be behind object events.
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// Overworld flags
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// To use the following features in scripting, replace the 0s with the flag ID you're assigning it to.
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@ -347,7 +347,7 @@ u32 FldEff_Shadow(void)
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if (graphicsInfo->shadowSize == SHADOW_SIZE_NONE) // don't create a shadow at all
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return 0;
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LoadSpriteSheetByTemplate(gFieldEffectObjectTemplatePointers[sShadowEffectTemplateIds[graphicsInfo->shadowSize]], 0);
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spriteId = CreateSpriteAtEnd(gFieldEffectObjectTemplatePointers[sShadowEffectTemplateIds[graphicsInfo->shadowSize]], 0, 0, 0x94 + 1); // higher = farther back; shadows should be behind object events
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spriteId = CreateSpriteAtEnd(gFieldEffectObjectTemplatePointers[sShadowEffectTemplateIds[graphicsInfo->shadowSize]], 0, 0, OW_OBJECT_SUBPRIORITY + 1);
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if (spriteId != MAX_SPRITES)
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{
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// SetGpuReg(REG_OFFSET_BLDALPHA, BLDALPHA_BLEND(8, 12));
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@ -740,7 +740,7 @@ static u8 RotatingGate_CreateGate(u8 gateId, s16 deltaX, s16 deltaY)
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template.tileTag = gate->shape + ROTATING_GATE_TILE_TAG;
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spriteId = CreateSprite(&template, 0, 0, 0x93); // 0x93 is above shadows (0x94)
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spriteId = CreateSprite(&template, 0, 0, OW_OBJECT_SUBPRIORITY - 1); // Above shadows
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if (spriteId == MAX_SPRITES)
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return MAX_SPRITES;
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