Sprite priority & follower face command fixes
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@@ -8573,6 +8573,13 @@ void ObjectEventUpdateElevation(struct ObjectEvent *objEvent)
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if (curElevation == 15 || prevElevation == 15)
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if (curElevation == 15 || prevElevation == 15)
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return;
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return;
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if (gSaveBlock2Ptr->follower.inProgress &&
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objEvent == &gObjectEvents[gSaveBlock2Ptr->follower.objId] &&
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objEvent->currentCoords.y == gObjectEvents[gPlayerAvatar.objectEventId].currentCoords.y - 1)
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{
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curElevation = gObjectEvents[gPlayerAvatar.objectEventId].currentElevation;
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}
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objEvent->currentElevation = curElevation;
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objEvent->currentElevation = curElevation;
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@@ -9962,6 +9969,7 @@ u8 MovementAction_FollowingPokemon_FaceSouth_Step0(struct ObjectEvent *objectEve
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SetObjectEventDirection(objectEvent, DIR_SOUTH);
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SetObjectEventDirection(objectEvent, DIR_SOUTH);
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RecreateObjectEvent(objectEvent, sprite);
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RecreateObjectEvent(objectEvent, sprite);
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sprite->animNum = 0;
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sprite->animNum = 0;
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sprite->x2 = 0;
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MoveObjectEventToMapCoords(objectEvent, objectEvent->currentCoords.x, objectEvent->currentCoords.y);
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MoveObjectEventToMapCoords(objectEvent, objectEvent->currentCoords.x, objectEvent->currentCoords.y);
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sprite->data[2]++;
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sprite->data[2]++;
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return FALSE;
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return FALSE;
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@@ -9972,6 +9980,7 @@ u8 MovementAction_FollowingPokemon_FaceNorth_Step0(struct ObjectEvent *objectEve
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SetObjectEventDirection(objectEvent, DIR_NORTH);
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SetObjectEventDirection(objectEvent, DIR_NORTH);
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RecreateObjectEvent(objectEvent, sprite);
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RecreateObjectEvent(objectEvent, sprite);
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sprite->animNum = 1;
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sprite->animNum = 1;
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sprite->x2 = 0;
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MoveObjectEventToMapCoords(objectEvent, objectEvent->currentCoords.x, objectEvent->currentCoords.y);
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MoveObjectEventToMapCoords(objectEvent, objectEvent->currentCoords.x, objectEvent->currentCoords.y);
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sprite->data[2]++;
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sprite->data[2]++;
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return FALSE;
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return FALSE;
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@@ -742,6 +742,7 @@ u32 FldEff_Splash(void)
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sprite = &gSprites[spriteId];
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sprite = &gSprites[spriteId];
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sprite->coordOffsetEnabled = TRUE;
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sprite->coordOffsetEnabled = TRUE;
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linkedSprite = &gSprites[objectEvent->spriteId];
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linkedSprite = &gSprites[objectEvent->spriteId];
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sprite->subpriority = linkedSprite->subpriority - 1;
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sprite->oam.priority = linkedSprite->oam.priority;
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sprite->oam.priority = linkedSprite->oam.priority;
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sprite->data[0] = gFieldEffectArguments[0];
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sprite->data[0] = gFieldEffectArguments[0];
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sprite->data[1] = gFieldEffectArguments[1];
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sprite->data[1] = gFieldEffectArguments[1];
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