pokered/engine/overworld/doors.asm

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; returns whether the player is standing on a door tile in carry
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IsPlayerStandingOnDoorTile:
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push de
ld hl, DoorTileIDPointers
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ld a, [wCurMapTileset]
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ld de, $3
call IsInArray
pop de
jr nc, .notStandingOnDoor
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inc hl
ld a, [hli]
ld h, [hl]
ld l, a
aCoord 8, 9 ; a = lower left background tile under player's sprite
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ld b, a
.loop
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ld a, [hli]
and a
jr z, .notStandingOnDoor
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cp b
jr nz, .loop
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scf
ret
.notStandingOnDoor
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and a
ret
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DoorTileIDPointers:
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dbw OVERWORLD, OverworldDoorTileIDs
dbw FOREST, ForestDoorTileIDs
dbw MART, MartDoorTileIDs
dbw HOUSE, HouseDoorTileIDs
dbw FOREST_GATE, TilesetMuseumDoorTileIDs
dbw MUSEUM, TilesetMuseumDoorTileIDs
dbw GATE, TilesetMuseumDoorTileIDs
dbw SHIP, ShipDoorTileIDs
dbw LOBBY, LobbyDoorTileIDs
dbw MANSION, MansionDoorTileIDs
dbw LAB, LabDoorTileIDs
dbw FACILITY, FacilityDoorTileIDs
dbw PLATEAU, PlateauDoorTileIDs
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db $ff
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OverworldDoorTileIDs:
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db $1B,$58,$00
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ForestDoorTileIDs:
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db $3a,$00
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MartDoorTileIDs:
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db $5e,$00
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HouseDoorTileIDs:
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db $54,$00
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TilesetMuseumDoorTileIDs:
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db $3b,$00
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ShipDoorTileIDs:
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db $1e,$00
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LobbyDoorTileIDs:
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db $1c,$38,$1a,$00
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MansionDoorTileIDs:
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db $1a,$1c,$53,$00
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LabDoorTileIDs:
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db $34,$00
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FacilityDoorTileIDs:
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db $43,$58,$1b,$00
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PlateauDoorTileIDs:
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db $3b,$1b,$00