diff --git a/src/event_object_movement.c b/src/event_object_movement.c index 1184c27ec4..b55f9a6277 100644 --- a/src/event_object_movement.c +++ b/src/event_object_movement.c @@ -9826,11 +9826,11 @@ static void UpdateObjectEventElevationAndPriority(struct ObjectEvent *objEvent, return; ObjectEventUpdateElevation(objEvent, sprite); - if (objEvent->localId == OBJ_EVENT_ID_FOLLOWER) + if (objEvent->localId == OBJ_EVENT_ID_FOLLOWER || objEvent->localId == OBJ_EVENT_ID_NPC_FOLLOWER) { // keep subspriteMode synced with player's // so that it disappears under bridges when they do - if (OW_LARGE_OW_SUPPORT) + if (OW_LARGE_OW_SUPPORT && objEvent->localId == OBJ_EVENT_ID_FOLLOWER) sprite->subspriteMode |= gSprites[gPlayerAvatar.spriteId].subspriteMode & SUBSPRITES_IGNORE_PRIORITY; // if transitioning between elevations, use the player's elevation if (!objEvent->currentElevation) @@ -9889,7 +9889,7 @@ static void ObjectEventUpdateSubpriority(struct ObjectEvent *objEvent, struct Sp return; // If transitioning between elevations, use the player's elevation - if (!objEvent->currentElevation && objEvent->localId == OBJ_EVENT_ID_FOLLOWER) + if (!objEvent->currentElevation && (objEvent->localId == OBJ_EVENT_ID_FOLLOWER || objEvent->localId == OBJ_EVENT_ID_NPC_FOLLOWER)) objEvent = &gObjectEvents[gPlayerAvatar.objectEventId]; SetObjectSubpriorityByElevation(objEvent->previousElevation, sprite, 1);