pokered/engine/turn_sprite.asm

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UpdateSpriteFacingOffsetAndDelayMovement:
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ld h, $c2
ld a, [H_CURRENTSPRITEOFFSET]
add $8
ld l, a
ld a, $7f ; maximum movement delay
ld [hl], a ; c2x8 (movement delay)
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dec h
ld a, [H_CURRENTSPRITEOFFSET]
add $9
ld l, a
ld a, [hld] ; c1x9 (facing direction)
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ld b, a
xor a
ld [hld], a
ld [hl], a ; c1x8 (walk animation frame)
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ld a, [H_CURRENTSPRITEOFFSET]
add $2
ld l, a
ld a, [hl] ; c1x2 (facing and animation table offset)
or b ; or in the facing direction
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ld [hld], a
ld a, $2 ; delayed movement status
ld [hl], a ; c1x1 (movement status)
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ret