CeladonMartElevator_Script: ld hl, wCurrentMapScriptFlags bit 5, [hl] res 5, [hl] push hl call nz, CeladonMartElevatorScript_4861c pop hl bit 7, [hl] res 7, [hl] call nz, CeladonMartElevatorScript_48654 xor a ld [wAutoTextBoxDrawingControl], a inc a ld [wDoNotWaitForButtonPressAfterDisplayingText], a ret CeladonMartElevatorScript_4861c: ld hl, wWarpEntries ld a, [wWarpedFromWhichWarp] ld b, a ld a, [wWarpedFromWhichMap] ld c, a call CeladonMartElevatorScript_4862a CeladonMartElevatorScript_4862a: inc hl inc hl ld a, b ld [hli], a ld a, c ld [hli], a ret CeladonMartElevatorScript_48631: ld hl, CeladonMartElevatorFloors call LoadItemList ld hl, CeladonMartElevatorWarpMaps ld de, wElevatorWarpMaps ld bc, CeladonMartElevatorWarpMapsEnd - CeladonMartElevatorWarpMaps jp CopyData CeladonMartElevatorFloors: db 5 ; number of elements in list db FLOOR_1F db FLOOR_2F db FLOOR_3F db FLOOR_4F db FLOOR_5F db $FF CeladonMartElevatorWarpMaps: ; first byte is warp number ; second byte is map number ; These specify where the player goes after getting out of the elevator. db $05, CELADON_MART_1F db $02, CELADON_MART_2F db $02, CELADON_MART_3F db $02, CELADON_MART_4F db $02, CELADON_MART_5F CeladonMartElevatorWarpMapsEnd: CeladonMartElevatorScript_48654: jpba ShakeElevator CeladonMartElevator_TextPointers: dw CeladonMartElevatorText1 CeladonMartElevatorText1: TX_ASM call CeladonMartElevatorScript_48631 ld hl, CeladonMartElevatorWarpMaps predef DisplayElevatorFloorMenu jp TextScriptEnd