Improved comments and constant dynamism
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2873b75645
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@@ -268,7 +268,7 @@ void FollowMe(struct ObjectEvent* npc, u8 state, bool8 ignoreScriptActive)
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gSaveBlock2Ptr->follower.comeOutDoorStairs = 0;
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}
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// This makes sure the follower is still invisible after diving or surfacing
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// This makes sure the follower is still invisible after diving or surfacing or on a bike
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if(!(TestPlayerAvatarFlags(PLAYER_AVATAR_FLAG_UNDERWATER) || TestPlayerAvatarFlags(PLAYER_AVATAR_FLAG_SURFING) || TestPlayerAvatarFlags(PLAYER_AVATAR_FLAG_BIKE)))
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follower->invisible = FALSE;
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MoveObjectEventToMapCoords(follower, player->currentCoords.x, player->currentCoords.y);
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@@ -3758,12 +3758,13 @@ void UpdateFollowerPokemonGraphic(void)
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struct ObjectEvent *follower = &gObjectEvents[gSaveBlock2Ptr->follower.objId];
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// If the lead Pokemon is Unown, use the correct sprite
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if (leadMonGraphicId == 439)
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if (leadMonGraphicId == OBJ_EVENT_GFX_UNOWN_A)
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{
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u8 unownLetter = GET_UNOWN_LETTER(GetMonData(&gPlayerParty[GetLeadMonNotFaintedIndex()], MON_DATA_PERSONALITY));
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// If the Unown is not A, set the graphics id to the proper Unown
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if (unownLetter)
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leadMonGraphicId = 652 + unownLetter;
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leadMonGraphicId = OBJ_EVENT_GFX_DEOXYS_SPEED + unownLetter;
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}
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if(gSaveBlock2Ptr->follower.inProgress && leadMonGraphicId != gSaveBlock2Ptr->follower.graphicsId)
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