Remove shadow and hide follower on stair warp (#7368)
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@ -37,6 +37,7 @@ bool8 FieldEffectCmd_loadgfx_callnative(u8 **script, u32 *val);
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bool8 FieldEffectCmd_loadtiles_callnative(u8 **script, u32 *val);
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bool8 FieldEffectCmd_loadfadedpal_callnative(u8 **script, u32 *val);
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void FieldCB_FallWarpExit(void);
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void HideFollowerForFieldEffect(void);
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void StartEscalatorWarp(u8 metatileBehavior, u8 priority);
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void StartLavaridgeGymB1FWarp(u8 priority);
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void StartLavaridgeGym1FWarp(u8 priority);
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@ -1650,7 +1650,7 @@ static bool8 FallWarpEffect_End(struct Task *task)
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#define tState data[0]
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#define tGoingUp data[1]
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static void HideFollowerForFieldEffect(void)
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void HideFollowerForFieldEffect(void)
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{
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struct ObjectEvent *followerObj = GetFollowerObject();
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if (!followerObj || followerObj->invisible)
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@ -1571,12 +1571,14 @@ static void Task_ExitStairs(u8 taskId)
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tState++;
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break;
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}
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gObjectEvents[gPlayerAvatar.objectEventId].noShadow = FALSE;
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}
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static void ForceStairsMovement(u32 metatileBehavior, s16 *speedX, s16 *speedY)
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{
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ObjectEventForceSetHeldMovement(&gObjectEvents[gPlayerAvatar.objectEventId], GetWalkInPlaceNormalMovementAction(GetPlayerFacingDirection()));
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GetStairsMovementDirection(metatileBehavior, speedX, speedY);
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gObjectEvents[gPlayerAvatar.objectEventId].noShadow = TRUE;
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}
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#undef tSpeedX
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#undef tSpeedY
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@ -1620,6 +1622,7 @@ static void Task_StairWarp(u8 taskId)
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LockPlayerFieldControls();
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FreezeObjectEvents();
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CameraObjectFreeze();
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HideFollowerForFieldEffect();
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tState++;
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break;
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case 1:
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