pokered/scripts/CeladonMartElevator.asm

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CeladonMartElevator_Script:
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ld hl, wCurrentMapScriptFlags
bit BIT_CUR_MAP_LOADED_1, [hl]
res BIT_CUR_MAP_LOADED_1, [hl]
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push hl
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call nz, CeladonMartElevatorStoreWarpEntriesScript
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pop hl
bit BIT_CUR_MAP_USED_ELEVATOR, [hl]
res BIT_CUR_MAP_USED_ELEVATOR, [hl]
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call nz, CeladonMartElevatorShakeScript
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xor a
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ld [wAutoTextBoxDrawingControl], a
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inc a
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ld [wDoNotWaitForButtonPressAfterDisplayingText], a
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ret
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CeladonMartElevatorStoreWarpEntriesScript:
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ld hl, wWarpEntries
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ld a, [wWarpedFromWhichWarp]
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ld b, a
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ld a, [wWarpedFromWhichMap]
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ld c, a
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call .StoreWarpEntry
; fallthrough
.StoreWarpEntry:
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inc hl
inc hl
ld a, b
ld [hli], a
ld a, c
ld [hli], a
ret
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CeladonMartElevatorCopyWarpMapsScript:
ld hl, CeladonMartElevatorFloors
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call LoadItemList
ld hl, CeladonMartElevatorWarpMaps
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ld de, wElevatorWarpMaps
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ld bc, CeladonMartElevatorWarpMaps.End - CeladonMartElevatorWarpMaps
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jp CopyData
CeladonMartElevatorFloors:
db 5 ; #
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db FLOOR_1F
db FLOOR_2F
db FLOOR_3F
db FLOOR_4F
db FLOOR_5F
db -1 ; end
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; These specify where the player goes after getting out of the elevator.
CeladonMartElevatorWarpMaps:
; warp number, map id
db 5, CELADON_MART_1F
db 2, CELADON_MART_2F
db 2, CELADON_MART_3F
db 2, CELADON_MART_4F
db 2, CELADON_MART_5F
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.End:
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CeladonMartElevatorShakeScript:
farjp ShakeElevator
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CeladonMartElevator_TextPointers:
def_text_pointers
dw_const CeladonMartElevatorText, TEXT_CELADONMARTELEVATOR
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CeladonMartElevatorText:
text_asm
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call CeladonMartElevatorCopyWarpMapsScript
ld hl, CeladonMartElevatorWarpMaps
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predef DisplayElevatorFloorMenu
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jp TextScriptEnd