Fixed follower/level script bug
After finishing a script that triggers upon loading a map, followers will no longer act as if they're exiting a door when the player takes their first step, assuming the follower was moved at all during said script.
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@@ -1,4 +1,5 @@
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#include "global.h"
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#include "event_data.h"
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#include "script_movement.h"
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#include "event_object_movement.h"
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#include "task.h"
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@@ -26,6 +27,14 @@ bool8 ScriptMovement_StartObjectMovementScript(u8 localId, u8 mapNum, u8 mapGrou
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return TRUE;
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if (!FuncIsActiveTask(ScriptMovement_MoveObjects))
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ScriptMovement_StartMoveObjects(50);
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if (gSaveBlock2Ptr->follower.inProgress && objEventId == gSaveBlock2Ptr->follower.objId)
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{
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gSaveBlock2Ptr->follower.comeOutDoorStairs = 0;
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gSaveBlock2Ptr->follower.warpEnd = 0;
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#if FAST_FOLLOWERS == TRUE
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FlagClear(FLAG_FOLLOWER_IN_BUILDING);
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#endif
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}
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return ScriptMovement_TryAddNewMovement(GetMoveObjectsTaskId(), objEventId, movementScript);
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}
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