Merge branch 'followers' into followers-expanded-id
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commit
8933b84e1c
@ -126,7 +126,6 @@ EventScript_FollowerSwap:
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return
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EventScript_FollowerMoveNorth:
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applymovement OBJ_EVENT_ID_FOLLOWER, Movement_WalkUp
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applymovement OBJ_EVENT_ID_PLAYER, Movement_WalkDown
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waitmovement 0
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applymovement OBJ_EVENT_ID_PLAYER, Common_Movement_FaceUp
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@ -134,7 +133,6 @@ EventScript_FollowerMoveNorth:
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return
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EventScript_FollowerMoveEast:
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applymovement OBJ_EVENT_ID_FOLLOWER, Movement_WalkRight
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applymovement OBJ_EVENT_ID_PLAYER, Movement_WalkLeft
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waitmovement 0
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applymovement OBJ_EVENT_ID_PLAYER, Common_Movement_FaceRight
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@ -142,7 +140,6 @@ EventScript_FollowerMoveEast:
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return
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EventScript_FollowerMoveSouth:
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applymovement OBJ_EVENT_ID_FOLLOWER, Movement_WalkDown
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applymovement OBJ_EVENT_ID_PLAYER, Movement_WalkUp
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waitmovement 0
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applymovement OBJ_EVENT_ID_PLAYER, Common_Movement_FaceDown
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@ -150,7 +147,6 @@ EventScript_FollowerMoveSouth:
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return
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EventScript_FollowerMoveWest:
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applymovement OBJ_EVENT_ID_FOLLOWER, Movement_WalkLeft
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applymovement OBJ_EVENT_ID_PLAYER, Movement_WalkRight
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waitmovement 0
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applymovement OBJ_EVENT_ID_PLAYER, Common_Movement_FaceLeft
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@ -2198,17 +2198,24 @@ static void PlayerHandleSwitchInAnim(void)
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gBattlerControllerFuncs[gActiveBattler] = SwitchIn_TryShinyAnimShowHealthbox;
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}
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// In normal singles, if follower pokemon is out, have it slide in instead of being thrown
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// In normal singles, if follower pokemon exists,
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// and the pokemon following is being sent out,
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// have it slide in instead of being thrown
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static bool8 ShouldDoSlideInAnim(void) {
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struct ObjectEvent *followerObj = GetFollowerObject();
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if (!followerObj || followerObj->invisible)
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return FALSE;
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if (gBattleTypeFlags & (
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BATTLE_TYPE_LINK | BATTLE_TYPE_DOUBLE | BATTLE_TYPE_FRONTIER | BATTLE_TYPE_FIRST_BATTLE |
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BATTLE_TYPE_SAFARI | BATTLE_TYPE_WALLY_TUTORIAL | BATTLE_TYPE_EREADER_TRAINER | BATTLE_TYPE_TWO_OPPONENTS |
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BATTLE_TYPE_INGAME_PARTNER | BATTLE_TYPE_RECORDED | BATTLE_TYPE_TRAINER_HILL)
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)
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return FALSE;
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if (GetFirstLiveMon() != &gPlayerParty[gBattlerPartyIndexes[gActiveBattler]])
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return FALSE;
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return TRUE;
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}
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@ -6121,6 +6121,9 @@ static const u8 sActionIdToCopyableMovement[] = {
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[MOVEMENT_ACTION_JUMP_2_DOWN ... MOVEMENT_ACTION_JUMP_2_RIGHT] = COPY_MOVE_JUMP2,
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[MOVEMENT_ACTION_WALK_FAST_DOWN ... MOVEMENT_ACTION_WALK_FAST_RIGHT] = COPY_MOVE_WALK,
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[MOVEMENT_ACTION_RIDE_WATER_CURRENT_DOWN ... MOVEMENT_ACTION_PLAYER_RUN_RIGHT] = COPY_MOVE_WALK,
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// Not a typo; follower needs to take an action with a duration == JUMP's,
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// and JUMP2 here will lead to WALK_SLOW later
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[MOVEMENT_ACTION_JUMP_DOWN ... MOVEMENT_ACTION_JUMP_RIGHT] = COPY_MOVE_JUMP2,
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[MOVEMENT_ACTION_NONE] = COPY_MOVE_NONE,
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};
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