pokeemerald/src/trainer_see.c

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#include "global.h"
#include "battle_setup.h"
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#include "event_data.h"
#include "event_object_movement.h"
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#include "field_effect.h"
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#include "field_player_avatar.h"
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#include "pokemon.h"
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#include "script.h"
#include "script_movement.h"
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#include "sprite.h"
#include "task.h"
#include "trainer_see.h"
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#include "trainer_hill.h"
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#include "util.h"
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#include "battle_pyramid.h"
#include "constants/battle_setup.h"
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#include "constants/event_objects.h"
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#include "constants/event_object_movement.h"
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#include "constants/field_effects.h"
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// this file's functions
static u8 CheckTrainer(u8 objectEventId);
static u8 GetTrainerApproachDistance(struct ObjectEvent *trainerObj);
static u8 CheckPathBetweenTrainerAndPlayer(struct ObjectEvent *trainerObj, u8 approachDistance, u8 direction);
static void TrainerApproachPlayer(struct ObjectEvent *trainerObj, u8 range);
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static void Task_RunTrainerSeeFuncList(u8 taskId);
static void Task_DestroyTrainerApproachTask(u8 taskId);
static void SetIconSpriteData(struct Sprite *sprite, u16 fldEffId, u8 spriteAnimNum);
static u8 GetTrainerApproachDistanceSouth(struct ObjectEvent *trainerObj, s16 range, s16 x, s16 y);
static u8 GetTrainerApproachDistanceNorth(struct ObjectEvent *trainerObj, s16 range, s16 x, s16 y);
static u8 GetTrainerApproachDistanceWest(struct ObjectEvent *trainerObj, s16 range, s16 x, s16 y);
static u8 GetTrainerApproachDistanceEast(struct ObjectEvent *trainerObj, s16 range, s16 x, s16 y);
static bool8 sub_80B4178(u8 taskId, struct Task *task, struct ObjectEvent *trainerObj);
static bool8 TrainerExclamationMark(u8 taskId, struct Task *task, struct ObjectEvent *trainerObj);
static bool8 WaitTrainerExclamationMark(u8 taskId, struct Task *task, struct ObjectEvent *trainerObj);
static bool8 TrainerMoveToPlayer(u8 taskId, struct Task *task, struct ObjectEvent *trainerObj);
static bool8 PlayerFaceApproachingTrainer(u8 taskId, struct Task *task, struct ObjectEvent *trainerObj);
static bool8 WaitPlayerFaceApproachingTrainer(u8 taskId, struct Task *task, struct ObjectEvent *trainerObj);
static bool8 RevealDisguisedTrainer(u8 taskId, struct Task *task, struct ObjectEvent *trainerObj);
static bool8 WaitRevealDisguisedTrainer(u8 taskId, struct Task *task, struct ObjectEvent *trainerObj);
static bool8 RevealHiddenTrainer(u8 taskId, struct Task *task, struct ObjectEvent *trainerObj);
static bool8 PopOutOfAshHiddenTrainer(u8 taskId, struct Task *task, struct ObjectEvent *trainerObj);
static bool8 JumpInPlaceHiddenTrainer(u8 taskId, struct Task *task, struct ObjectEvent *trainerObj);
static bool8 WaitRevealHiddenTrainer(u8 taskId, struct Task *task, struct ObjectEvent *trainerObj);
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static void SpriteCB_TrainerIcons(struct Sprite *sprite);
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// IWRAM common
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u16 gWhichTrainerToFaceAfterBattle;
u8 gPostBattleMovementScript[4];
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struct ApproachingTrainer gApproachingTrainers[2];
u8 gNoOfApproachingTrainers;
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bool8 gTrainerApproachedPlayer;
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// EWRAM
EWRAM_DATA u8 gApproachingTrainerId = 0;
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// const rom data
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static const u8 sEmotion_ExclamationMarkGfx[] = INCBIN_U8("graphics/misc/emotion_exclamation.4bpp");
static const u8 sEmotion_QuestionMarkGfx[] = INCBIN_U8("graphics/misc/emotion_question.4bpp");
static const u8 sEmotion_HeartGfx[] = INCBIN_U8("graphics/misc/emotion_heart.4bpp");
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static u8 (*const sDirectionalApproachDistanceFuncs[])(struct ObjectEvent *trainerObj, s16 range, s16 x, s16 y) =
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{
GetTrainerApproachDistanceSouth,
GetTrainerApproachDistanceNorth,
GetTrainerApproachDistanceWest,
GetTrainerApproachDistanceEast,
};
static bool8 (*const sTrainerSeeFuncList[])(u8 taskId, struct Task *task, struct ObjectEvent *trainerObj) =
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{
sub_80B4178,
TrainerExclamationMark,
WaitTrainerExclamationMark,
TrainerMoveToPlayer,
PlayerFaceApproachingTrainer,
WaitPlayerFaceApproachingTrainer,
RevealDisguisedTrainer,
WaitRevealDisguisedTrainer,
RevealHiddenTrainer,
PopOutOfAshHiddenTrainer,
JumpInPlaceHiddenTrainer,
WaitRevealHiddenTrainer,
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};
static bool8 (*const sTrainerSeeFuncList2[])(u8 taskId, struct Task *task, struct ObjectEvent *trainerObj) =
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{
RevealHiddenTrainer,
PopOutOfAshHiddenTrainer,
JumpInPlaceHiddenTrainer,
WaitRevealHiddenTrainer,
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};
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static const struct OamData sOamData_Icons =
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{
.y = 0,
.affineMode = ST_OAM_AFFINE_OFF,
.objMode = ST_OAM_OBJ_NORMAL,
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.mosaic = 0,
.bpp = ST_OAM_4BPP,
.shape = SPRITE_SHAPE(16x16),
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.x = 0,
.matrixNum = 0,
.size = SPRITE_SIZE(16x16),
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.tileNum = 0,
.priority = 1,
.paletteNum = 0,
.affineParam = 0,
};
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static const struct SpriteFrameImage sSpriteImageTable_ExclamationQuestionMark[] =
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{
{
.data = sEmotion_ExclamationMarkGfx,
.size = 0x80
},
{
.data = sEmotion_QuestionMarkGfx,
.size = 0x80
}
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};
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static const struct SpriteFrameImage sSpriteImageTable_HeartIcon[] =
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{
{
.data = sEmotion_HeartGfx,
.size = 0x80
}
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};
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static const union AnimCmd sSpriteAnim_Icons1[] =
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{
ANIMCMD_FRAME(0, 60),
ANIMCMD_END
};
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static const union AnimCmd sSpriteAnim_Icons2[] =
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{
ANIMCMD_FRAME(1, 60),
ANIMCMD_END
};
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static const union AnimCmd *const sSpriteAnimTable_Icons[] =
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{
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sSpriteAnim_Icons1,
sSpriteAnim_Icons2
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};
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static const struct SpriteTemplate sSpriteTemplate_ExclamationQuestionMark =
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{
.tileTag = 0xffff,
.paletteTag = 0xffff,
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.oam = &sOamData_Icons,
.anims = sSpriteAnimTable_Icons,
.images = sSpriteImageTable_ExclamationQuestionMark,
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.affineAnims = gDummySpriteAffineAnimTable,
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.callback = SpriteCB_TrainerIcons
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};
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static const struct SpriteTemplate sSpriteTemplate_HeartIcon =
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{
.tileTag = 0xffff,
.paletteTag = 0x1004,
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.oam = &sOamData_Icons,
.anims = sSpriteAnimTable_Icons,
.images = sSpriteImageTable_HeartIcon,
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.affineAnims = gDummySpriteAffineAnimTable,
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.callback = SpriteCB_TrainerIcons
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};
// code
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bool8 CheckForTrainersWantingBattle(void)
{
u8 i;
gNoOfApproachingTrainers = 0;
gApproachingTrainerId = 0;
for (i = 0; i < OBJECT_EVENTS_COUNT; i++)
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{
u8 retVal;
if (!gObjectEvents[i].active)
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continue;
if (gObjectEvents[i].trainerType != 1 && gObjectEvents[i].trainerType != 3)
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continue;
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retVal = CheckTrainer(i);
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if (retVal == 2)
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break; // two trainers have been found
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if (retVal == 0) // no trainers
continue;
if (gNoOfApproachingTrainers > 1)
break;
if (GetMonsStateToDoubles_2() != 0) // one trainer found and cant have a double battle
break;
}
if (gNoOfApproachingTrainers == 1)
{
ResetTrainerOpponentIds();
ConfigureAndSetUpOneTrainerBattle(gApproachingTrainers[gNoOfApproachingTrainers - 1].objectEventId,
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gApproachingTrainers[gNoOfApproachingTrainers - 1].trainerScriptPtr);
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gTrainerApproachedPlayer = TRUE;
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return TRUE;
}
else if (gNoOfApproachingTrainers == 2)
{
ResetTrainerOpponentIds();
for (i = 0; i < gNoOfApproachingTrainers; i++, gApproachingTrainerId++)
{
ConfigureTwoTrainersBattle(gApproachingTrainers[i].objectEventId,
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gApproachingTrainers[i].trainerScriptPtr);
}
SetUpTwoTrainersBattle();
gApproachingTrainerId = 0;
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gTrainerApproachedPlayer = TRUE;
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return TRUE;
}
else
{
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gTrainerApproachedPlayer = FALSE;
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return FALSE;
}
}
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static u8 CheckTrainer(u8 objectEventId)
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{
const u8 *scriptPtr;
u8 ret = 1;
u8 approachDistance;
if (InTrainerHill() == TRUE)
scriptPtr = GetTrainerHillTrainerScript();
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else
scriptPtr = GetObjectEventScriptPointerByObjectEventId(objectEventId);
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if (InBattlePyramid())
{
if (GetBattlePyramidTrainerFlag(objectEventId))
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return 0;
}
else if (InTrainerHill() == TRUE)
{
if (GetHillTrainerFlag(objectEventId))
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return 0;
}
else
{
if (GetTrainerFlagFromScriptPointer(scriptPtr))
return 0;
}
approachDistance = GetTrainerApproachDistance(&gObjectEvents[objectEventId]);
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if (approachDistance != 0)
{
if (scriptPtr[1] == TRAINER_BATTLE_DOUBLE
|| scriptPtr[1] == TRAINER_BATTLE_REMATCH_DOUBLE
|| scriptPtr[1] == TRAINER_BATTLE_CONTINUE_SCRIPT_DOUBLE)
{
if (GetMonsStateToDoubles_2() != 0)
return 0;
ret = 2;
}
gApproachingTrainers[gNoOfApproachingTrainers].objectEventId = objectEventId;
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gApproachingTrainers[gNoOfApproachingTrainers].trainerScriptPtr = scriptPtr;
gApproachingTrainers[gNoOfApproachingTrainers].radius = approachDistance;
TrainerApproachPlayer(&gObjectEvents[objectEventId], approachDistance - 1);
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gNoOfApproachingTrainers++;
return ret;
}
return 0;
}
static u8 GetTrainerApproachDistance(struct ObjectEvent *trainerObj)
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{
s16 x, y;
u8 i;
u8 approachDistance;
PlayerGetDestCoords(&x, &y);
if (trainerObj->trainerType == 1) // can only see in one direction
{
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approachDistance = sDirectionalApproachDistanceFuncs[trainerObj->facingDirection - 1](trainerObj, trainerObj->trainerRange_berryTreeId, x, y);
return CheckPathBetweenTrainerAndPlayer(trainerObj, approachDistance, trainerObj->facingDirection);
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}
else // can see in all directions
{
for (i = 0; i < 4; i++)
{
approachDistance = sDirectionalApproachDistanceFuncs[i](trainerObj, trainerObj->trainerRange_berryTreeId, x, y);
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if (CheckPathBetweenTrainerAndPlayer(trainerObj, approachDistance, i + 1)) // directions are 1-4 instead of 0-3. south north west east
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return approachDistance;
}
}
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return 0;
}
// Returns how far south the player is from trainer. 0 if out of trainer's sight.
static u8 GetTrainerApproachDistanceSouth(struct ObjectEvent *trainerObj, s16 range, s16 x, s16 y)
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{
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if (trainerObj->currentCoords.x == x
&& y > trainerObj->currentCoords.y
&& y <= trainerObj->currentCoords.y + range)
return (y - trainerObj->currentCoords.y);
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else
return 0;
}
// Returns how far north the player is from trainer. 0 if out of trainer's sight.
static u8 GetTrainerApproachDistanceNorth(struct ObjectEvent *trainerObj, s16 range, s16 x, s16 y)
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{
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if (trainerObj->currentCoords.x == x
&& y < trainerObj->currentCoords.y
&& y >= trainerObj->currentCoords.y - range)
return (trainerObj->currentCoords.y - y);
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else
return 0;
}
// Returns how far west the player is from trainer. 0 if out of trainer's sight.
static u8 GetTrainerApproachDistanceWest(struct ObjectEvent *trainerObj, s16 range, s16 x, s16 y)
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{
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if (trainerObj->currentCoords.y == y
&& x < trainerObj->currentCoords.x
&& x >= trainerObj->currentCoords.x - range)
return (trainerObj->currentCoords.x - x);
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else
return 0;
}
// Returns how far east the player is from trainer. 0 if out of trainer's sight.
static u8 GetTrainerApproachDistanceEast(struct ObjectEvent *trainerObj, s16 range, s16 x, s16 y)
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{
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if (trainerObj->currentCoords.y == y
&& x > trainerObj->currentCoords.x
&& x <= trainerObj->currentCoords.x + range)
return (x - trainerObj->currentCoords.x);
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else
return 0;
}
#define COLLISION_MASK (~1)
static u8 CheckPathBetweenTrainerAndPlayer(struct ObjectEvent *trainerObj, u8 approachDistance, u8 direction)
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{
s16 x, y;
u8 unk19_temp;
u8 unk19b_temp;
u8 i;
u8 collision;
if (approachDistance == 0)
return 0;
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x = trainerObj->currentCoords.x;
y = trainerObj->currentCoords.y;
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MoveCoords(direction, &x, &y);
for (i = 0; i < approachDistance - 1; i++, MoveCoords(direction, &x, &y))
{
collision = GetCollisionFlagsAtCoords(trainerObj, x, y, direction);
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if (collision != 0 && (collision & COLLISION_MASK))
return 0;
}
// preserve mapobj_unk_19 before clearing.
unk19_temp = trainerObj->range.as_nybbles.x;
unk19b_temp = trainerObj->range.as_nybbles.y;
trainerObj->range.as_nybbles.x = 0;
trainerObj->range.as_nybbles.y = 0;
collision = GetCollisionAtCoords(trainerObj, x, y, direction);
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trainerObj->range.as_nybbles.x = unk19_temp;
trainerObj->range.as_nybbles.y = unk19b_temp;
if (collision == 4)
return approachDistance;
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return 0;
}
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#define tFuncId data[0]
#define tTrainerRange data[3]
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#define tOutOfAshSpriteId data[4]
#define tTrainerObjectEventId data[7]
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static void TrainerApproachPlayer(struct ObjectEvent *trainerObj, u8 range)
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{
struct Task *task;
gApproachingTrainers[gNoOfApproachingTrainers].taskId = CreateTask(Task_RunTrainerSeeFuncList, 0x50);
task = &gTasks[gApproachingTrainers[gNoOfApproachingTrainers].taskId];
task->tTrainerRange = range;
task->tTrainerObjectEventId = gApproachingTrainers[gNoOfApproachingTrainers].objectEventId;
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}
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static void sub_80B40C8(TaskFunc followupFunc)
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{
u8 taskId;
TaskFunc taskFunc;
if (gApproachingTrainerId == 0)
taskId = gApproachingTrainers[0].taskId;
else
taskId = gApproachingTrainers[1].taskId;
taskFunc = Task_RunTrainerSeeFuncList;
SetTaskFuncWithFollowupFunc(taskId, taskFunc, followupFunc);
gTasks[taskId].tFuncId = 1;
taskFunc(taskId);
}
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static void Task_RunTrainerSeeFuncList(u8 taskId)
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{
struct Task *task = &gTasks[taskId];
struct ObjectEvent *trainerObj = &gObjectEvents[task->tTrainerObjectEventId];
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if (!trainerObj->active)
{
SwitchTaskToFollowupFunc(taskId);
}
else
{
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while (sTrainerSeeFuncList[task->tFuncId](taskId, task, trainerObj));
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}
}
static bool8 sub_80B4178(u8 taskId, struct Task *task, struct ObjectEvent *trainerObj)
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{
return FALSE;
}
static bool8 TrainerExclamationMark(u8 taskId, struct Task *task, struct ObjectEvent *trainerObj)
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{
u8 direction;
ObjectEventGetLocalIdAndMap(trainerObj, &gFieldEffectArguments[0], &gFieldEffectArguments[1], &gFieldEffectArguments[2]);
FieldEffectStart(FLDEFF_EXCLAMATION_MARK_ICON);
direction = GetFaceDirectionMovementAction(trainerObj->facingDirection);
ObjectEventSetHeldMovement(trainerObj, direction);
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task->tFuncId++;
return TRUE;
}
static bool8 WaitTrainerExclamationMark(u8 taskId, struct Task *task, struct ObjectEvent *trainerObj)
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{
if (FieldEffectActiveListContains(FLDEFF_EXCLAMATION_MARK_ICON))
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{
return FALSE;
}
else
{
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task->tFuncId++;
if (trainerObj->movementType == MOVEMENT_TYPE_TREE_DISGUISE || trainerObj->movementType == MOVEMENT_TYPE_MOUNTAIN_DISGUISE)
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task->tFuncId = 6;
if (trainerObj->movementType == MOVEMENT_TYPE_HIDDEN)
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task->tFuncId = 8;
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return TRUE;
}
}
static bool8 TrainerMoveToPlayer(u8 taskId, struct Task *task, struct ObjectEvent *trainerObj)
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{
if (!ObjectEventIsMovementOverridden(trainerObj) || ObjectEventClearHeldMovementIfFinished(trainerObj))
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{
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if (task->tTrainerRange)
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{
ObjectEventSetHeldMovement(trainerObj, GetWalkNormalMovementAction(trainerObj->facingDirection));
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task->tTrainerRange--;
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}
else
{
ObjectEventSetHeldMovement(trainerObj, MOVEMENT_ACTION_FACE_PLAYER);
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task->tFuncId++;
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}
}
return FALSE;
}
static bool8 PlayerFaceApproachingTrainer(u8 taskId, struct Task *task, struct ObjectEvent *trainerObj)
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{
struct ObjectEvent *playerObj;
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if (ObjectEventIsMovementOverridden(trainerObj) && !ObjectEventClearHeldMovementIfFinished(trainerObj))
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return FALSE;
SetTrainerMovementType(trainerObj, GetTrainerFacingDirectionMovementType(trainerObj->facingDirection));
TryOverrideTemplateCoordsForObjectEvent(trainerObj, GetTrainerFacingDirectionMovementType(trainerObj->facingDirection));
OverrideTemplateCoordsForObjectEvent(trainerObj);
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playerObj = &gObjectEvents[gPlayerAvatar.objectEventId];
if (ObjectEventIsMovementOverridden(playerObj) && !ObjectEventClearHeldMovementIfFinished(playerObj))
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return FALSE;
sub_808BCE8();
ObjectEventSetHeldMovement(&gObjectEvents[gPlayerAvatar.objectEventId], GetFaceDirectionMovementAction(GetOppositeDirection(trainerObj->facingDirection)));
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task->tFuncId++;
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return FALSE;
}
static bool8 WaitPlayerFaceApproachingTrainer(u8 taskId, struct Task *task, struct ObjectEvent *trainerObj)
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{
struct ObjectEvent *playerObj = &gObjectEvents[gPlayerAvatar.objectEventId];
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if (!ObjectEventIsMovementOverridden(playerObj)
|| ObjectEventClearHeldMovementIfFinished(playerObj))
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SwitchTaskToFollowupFunc(taskId);
return FALSE;
}
static bool8 RevealDisguisedTrainer(u8 taskId, struct Task *task, struct ObjectEvent *trainerObj)
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{
if (!ObjectEventIsMovementOverridden(trainerObj)
|| ObjectEventClearHeldMovementIfFinished(trainerObj))
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{
ObjectEventSetHeldMovement(trainerObj, MOVEMENT_ACTION_REVEAL_TRAINER);
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task->tFuncId++;
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}
return FALSE;
}
static bool8 WaitRevealDisguisedTrainer(u8 taskId, struct Task *task, struct ObjectEvent *trainerObj)
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{
if (ObjectEventClearHeldMovementIfFinished(trainerObj))
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task->tFuncId = 3;
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return FALSE;
}
static bool8 RevealHiddenTrainer(u8 taskId, struct Task *task, struct ObjectEvent *trainerObj)
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{
if (!ObjectEventIsMovementOverridden(trainerObj)
|| ObjectEventClearHeldMovementIfFinished(trainerObj))
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{
ObjectEventSetHeldMovement(trainerObj, MOVEMENT_ACTION_FACE_PLAYER);
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task->tFuncId++;
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}
return FALSE;
}
static bool8 PopOutOfAshHiddenTrainer(u8 taskId, struct Task *task, struct ObjectEvent *trainerObj)
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{
if (ObjectEventCheckHeldMovementStatus(trainerObj))
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{
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gFieldEffectArguments[0] = trainerObj->currentCoords.x;
gFieldEffectArguments[1] = trainerObj->currentCoords.y;
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gFieldEffectArguments[2] = gSprites[trainerObj->spriteId].subpriority - 1;
gFieldEffectArguments[3] = 2;
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task->tOutOfAshSpriteId = FieldEffectStart(FLDEFF_POP_OUT_OF_ASH);
task->tFuncId++;
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}
return FALSE;
}
static bool8 JumpInPlaceHiddenTrainer(u8 taskId, struct Task *task, struct ObjectEvent *trainerObj)
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{
struct Sprite *sprite;
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if (gSprites[task->tOutOfAshSpriteId].animCmdIndex == 2)
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{
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trainerObj->fixedPriority = 0;
trainerObj->triggerGroundEffectsOnMove = 1;
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sprite = &gSprites[trainerObj->spriteId];
sprite->oam.priority = 2;
ObjectEventClearHeldMovementIfFinished(trainerObj);
ObjectEventSetHeldMovement(trainerObj, GetJumpInPlaceMovementAction(trainerObj->facingDirection));
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task->tFuncId++;
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}
return FALSE;
}
static bool8 WaitRevealHiddenTrainer(u8 taskId, struct Task *task, struct ObjectEvent *trainerObj)
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{
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if (!FieldEffectActiveListContains(FLDEFF_POP_OUT_OF_ASH))
task->tFuncId = 3;
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return FALSE;
}
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#undef tFuncId
#undef tTrainerRange
#undef tOutOfAshSpriteId
#undef tTrainerObjectEventId
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static void sub_80B44C8(u8 taskId)
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{
struct Task *task = &gTasks[taskId];
struct ObjectEvent *objEvent;
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// another objEvent loaded into by loadword?
LoadWordFromTwoHalfwords(&task->data[1], (u32 *)&objEvent);
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if (!task->data[7])
{
ObjectEventClearHeldMovement(objEvent);
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task->data[7]++;
}
sTrainerSeeFuncList2[task->data[0]](taskId, task, objEvent);
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if (task->data[0] == 3 && !FieldEffectActiveListContains(FLDEFF_POP_OUT_OF_ASH))
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{
SetTrainerMovementType(objEvent, GetTrainerFacingDirectionMovementType(objEvent->facingDirection));
TryOverrideTemplateCoordsForObjectEvent(objEvent, GetTrainerFacingDirectionMovementType(objEvent->facingDirection));
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DestroyTask(taskId);
}
else
{
objEvent->heldMovementFinished = 0;
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}
}
void sub_80B4578(struct ObjectEvent *var)
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{
StoreWordInTwoHalfwords(&gTasks[CreateTask(sub_80B44C8, 0)].data[1], (u32)var);
}
void EndTrainerApproach(void)
{
sub_80B40C8(Task_DestroyTrainerApproachTask);
}
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static void Task_DestroyTrainerApproachTask(u8 taskId)
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{
DestroyTask(taskId);
EnableBothScriptContexts();
}
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void TryPrepareSecondApproachingTrainer(void)
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{
if (gNoOfApproachingTrainers == 2)
{
if (gApproachingTrainerId == 0)
{
gApproachingTrainerId++;
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gSpecialVar_Result = TRUE;
UnfreezeObjectEvents();
FreezeObjectEventsExceptOne(gApproachingTrainers[1].objectEventId);
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}
else
{
gApproachingTrainerId = 0;
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gSpecialVar_Result = FALSE;
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}
}
else
{
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gSpecialVar_Result = FALSE;
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}
}
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#define sLocalId data[0]
#define sMapNum data[1]
#define sMapGroup data[2]
#define sData3 data[3]
#define sData4 data[4]
#define sFldEffId data[7]
u8 FldEff_ExclamationMarkIcon(void)
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{
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u8 spriteId = CreateSpriteAtEnd(&sSpriteTemplate_ExclamationQuestionMark, 0, 0, 0x53);
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if (spriteId != MAX_SPRITES)
SetIconSpriteData(&gSprites[spriteId], FLDEFF_EXCLAMATION_MARK_ICON, 0);
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return 0;
}
u8 FldEff_QuestionMarkIcon(void)
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{
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u8 spriteId = CreateSpriteAtEnd(&sSpriteTemplate_ExclamationQuestionMark, 0, 0, 0x52);
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if (spriteId != MAX_SPRITES)
SetIconSpriteData(&gSprites[spriteId], FLDEFF_QUESTION_MARK_ICON, 1);
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return 0;
}
u8 FldEff_HeartIcon(void)
{
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u8 spriteId = CreateSpriteAtEnd(&sSpriteTemplate_HeartIcon, 0, 0, 0x52);
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if (spriteId != MAX_SPRITES)
{
struct Sprite *sprite = &gSprites[spriteId];
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SetIconSpriteData(sprite, FLDEFF_HEART_ICON, 0);
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sprite->oam.paletteNum = 2;
}
return 0;
}
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static void SetIconSpriteData(struct Sprite *sprite, u16 fldEffId, u8 spriteAnimNum)
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{
sprite->oam.priority = 1;
sprite->coordOffsetEnabled = 1;
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sprite->sLocalId = gFieldEffectArguments[0];
sprite->sMapNum = gFieldEffectArguments[1];
sprite->sMapGroup = gFieldEffectArguments[2];
sprite->sData3 = -5;
sprite->sFldEffId = fldEffId;
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StartSpriteAnim(sprite, spriteAnimNum);
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}
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static void SpriteCB_TrainerIcons(struct Sprite *sprite)
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{
u8 objEventId;
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if (TryGetObjectEventIdByLocalIdAndMap(sprite->sLocalId, sprite->sMapNum, sprite->sMapGroup, &objEventId)
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|| sprite->animEnded)
{
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FieldEffectStop(sprite, sprite->sFldEffId);
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}
else
{
struct Sprite *objEventSprite = &gSprites[gObjectEvents[objEventId].spriteId];
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sprite->sData4 += sprite->sData3;
sprite->pos1.x = objEventSprite->pos1.x;
sprite->pos1.y = objEventSprite->pos1.y - 16;
sprite->pos2.x = objEventSprite->pos2.x;
sprite->pos2.y = objEventSprite->pos2.y + sprite->sData4;
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if (sprite->sData4)
sprite->sData3++;
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else
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sprite->sData3 = 0;
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}
}
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#undef sLocalId
#undef sMapNum
#undef sMapGroup
#undef sData3
#undef sData4
#undef sFldEffId
u8 GetCurrentApproachingTrainerObjectEventId(void)
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{
if (gApproachingTrainerId == 0)
return gApproachingTrainers[0].objectEventId;
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else
return gApproachingTrainers[1].objectEventId;
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}
u8 GetChosenApproachingTrainerObjectEventId(u8 arrayId)
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{
if (arrayId >= ARRAY_COUNT(gApproachingTrainers))
return 0;
else if (arrayId == 0)
return gApproachingTrainers[0].objectEventId;
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else
return gApproachingTrainers[1].objectEventId;
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}
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void PlayerFaceTrainerAfterBattle(void)
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{
struct ObjectEvent *objEvent;
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if (gTrainerApproachedPlayer == TRUE)
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{
objEvent = &gObjectEvents[gApproachingTrainers[gWhichTrainerToFaceAfterBattle].objectEventId];
gPostBattleMovementScript[0] = GetFaceDirectionMovementAction(GetOppositeDirection(objEvent->facingDirection));
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gPostBattleMovementScript[1] = MOVEMENT_ACTION_STEP_END;
ScriptMovement_StartObjectMovementScript(OBJ_EVENT_ID_PLAYER, gSaveBlock1Ptr->location.mapNum, gSaveBlock1Ptr->location.mapGroup, gPostBattleMovementScript);
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}
else
{
objEvent = &gObjectEvents[gPlayerAvatar.objectEventId];
gPostBattleMovementScript[0] = GetFaceDirectionMovementAction(objEvent->facingDirection);
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gPostBattleMovementScript[1] = MOVEMENT_ACTION_STEP_END;
ScriptMovement_StartObjectMovementScript(OBJ_EVENT_ID_PLAYER, gSaveBlock1Ptr->location.mapNum, gSaveBlock1Ptr->location.mapGroup, gPostBattleMovementScript);
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}
SetMovingNpcId(OBJ_EVENT_ID_PLAYER);
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}