From 2d639a01fa85e10e99717a6589a9c3725f7b1206 Mon Sep 17 00:00:00 2001 From: W1serV1ser <1prefertheaircauseimanairnomad@gmail.com> Date: Fri, 31 Mar 2023 15:52:20 -0700 Subject: [PATCH] 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. --- src/script_movement.c | 9 +++++++++ 1 file changed, 9 insertions(+) diff --git a/src/script_movement.c b/src/script_movement.c index 10517dfc8..5a638b0f0 100644 --- a/src/script_movement.c +++ b/src/script_movement.c @@ -1,4 +1,5 @@ #include "global.h" +#include "event_data.h" #include "script_movement.h" #include "event_object_movement.h" #include "task.h" @@ -26,6 +27,14 @@ bool8 ScriptMovement_StartObjectMovementScript(u8 localId, u8 mapNum, u8 mapGrou return TRUE; if (!FuncIsActiveTask(ScriptMovement_MoveObjects)) ScriptMovement_StartMoveObjects(50); + if (gSaveBlock2Ptr->follower.inProgress && objEventId == gSaveBlock2Ptr->follower.objId) + { + gSaveBlock2Ptr->follower.comeOutDoorStairs = 0; + gSaveBlock2Ptr->follower.warpEnd = 0; + #if FAST_FOLLOWERS == TRUE + FlagClear(FLAG_FOLLOWER_IN_BUILDING); + #endif + } return ScriptMovement_TryAddNewMovement(GetMoveObjectsTaskId(), objEventId, movementScript); }