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https://github.com/perfect-dark-pc-port/perfect_dark.git
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Rename CHR constants
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@@ -295,7 +295,7 @@ u8 func1001_objectives_failed_msg[] = {
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u8 func1000_counterop[] = {
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yield
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set_chr_team(CHR_COUNTEROP, TEAM_ENEMY)
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set_chr_team(CHR_ANTI, TEAM_ENEMY)
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set_function(CHR_SELF, GFUNC_REBUILD_GROUPS)
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endfunction
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};
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@@ -390,13 +390,13 @@ u8 func0401_defend[] = {
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endloop(0x8f)
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label(0x2d)
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if_chr_unloaded(TARGET_CHR, /*goto*/ 0x2d)
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if_chr_death_animation_finished(TARGET_CHR, /*goto*/ 0x2d)
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if_chr_dying(TARGET_CHR, /*goto*/ 0x2d)
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if_chr_unloaded(CHR_TARGET, /*goto*/ 0x2d)
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if_chr_death_animation_finished(CHR_TARGET, /*goto*/ 0x2d)
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if_chr_dying(CHR_TARGET, /*goto*/ 0x2d)
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dprint 'D','E','T','E','C','T','E','D','\n',0,
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set_return_function(CHR_SELF, FUNC_DEFEND)
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set_onshot_function(FUNC_DEFEND)
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set_function(CHR_SELF, GFUNC_COMBAT_WITH_TARGET_CHR)
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set_function(CHR_SELF, GFUNC_COMBAT_WITH_TARGET)
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label(0x2d)
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goto_first(0x03)
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@@ -544,9 +544,9 @@ u8 func0404_maian[] = {
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beginloop(0x04)
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dprint 'G','O',' ','T','O',' ','P','A','D','\n',0,
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if_enemy_distance_lt_and_los(2540, /*goto*/ 0x08)
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if_chr_dying(TARGET_CHR, /*goto*/ 0x06)
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if_chr_death_animation_finished(TARGET_CHR, /*goto*/ 0x06)
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if_chr_unloaded(TARGET_CHR, /*goto*/ 0x06)
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if_chr_dying(CHR_TARGET, /*goto*/ 0x06)
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if_chr_death_animation_finished(CHR_TARGET, /*goto*/ 0x06)
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if_chr_unloaded(CHR_TARGET, /*goto*/ 0x06)
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endloop(0x04)
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// King died while running to him
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@@ -556,12 +556,12 @@ u8 func0404_maian[] = {
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// Maian has line of sight to king
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label(0x08)
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dprint 'D','E','T','E','C','T','E','D','\n',0,
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if_chr_dying(TARGET_CHR, /*goto*/ 0x06)
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if_chr_death_animation_finished(TARGET_CHR, /*goto*/ 0x06)
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if_chr_unloaded(TARGET_CHR, /*goto*/ 0x06)
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if_chr_dying(CHR_TARGET, /*goto*/ 0x06)
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if_chr_death_animation_finished(CHR_TARGET, /*goto*/ 0x06)
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if_chr_unloaded(CHR_TARGET, /*goto*/ 0x06)
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set_return_function(CHR_SELF, FUNC_MAIAN)
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set_onshot_function(FUNC_MAIAN)
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set_function(CHR_SELF, GFUNC_COMBAT_WITH_TARGET_CHR)
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set_function(CHR_SELF, GFUNC_COMBAT_WITH_TARGET)
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// King died while fighting
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label(0x06)
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@@ -895,7 +895,7 @@ u8 func0406_skedar[] = {
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dprint 'D','E','T','E','C','T','E','D','\n',0,
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set_return_function(CHR_SELF, FUNC_SKEDAR)
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set_onshot_function(FUNC_SKEDAR)
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set_function(CHR_SELF, GFUNC_COMBAT_WITH_TARGET_CHR)
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set_function(CHR_SELF, GFUNC_COMBAT_WITH_TARGET)
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endfunction
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};
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@@ -907,7 +907,7 @@ u8 func1005_check_leader_dead[] = {
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endloop(0x03)
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label(0x2d)
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message(CHR_JOANNA, 0x4607) // "Maian leader has been killed."
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message(CHR_BOND, 0x4607) // "Maian leader has been killed."
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set_stage_flag(STAGEFLAG_LEADER_DEAD)
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set_function(CHR_SELF, GFUNC_IDLE)
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endfunction
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@@ -923,7 +923,7 @@ u8 func1009_check_king1_dead[] = {
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endloop(0x03)
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label(0x2d)
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message(CHR_JOANNA, 0x4608) // "Skedar King has been killed."
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message(CHR_BOND, 0x4608) // "Skedar King has been killed."
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set_stage_flag(STAGEFLAG_KING1_DEAD)
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unlock_door(0x3e, 0x40)
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unlock_door(0x3f, 0x40)
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@@ -942,7 +942,7 @@ u8 func100a_check_king2_dead[] = {
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endloop(0x03)
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label(0x2d)
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message(CHR_JOANNA, 0x4608) // "Skedar King has been killed."
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message(CHR_BOND, 0x4608) // "Skedar King has been killed."
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set_stage_flag(STAGEFLAG_KING2_DEAD)
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label(0x0e)
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set_function(CHR_SELF, GFUNC_IDLE)
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@@ -960,7 +960,7 @@ u8 func100b_check_king3_dead[] = {
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endloop(0x03)
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label(0x2d)
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message(CHR_JOANNA, 0x4608) // "Skedar King has been killed."
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message(CHR_BOND, 0x4608) // "Skedar King has been killed."
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set_stage_flag(STAGEFLAG_KING3_DEAD)
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label(0x0e)
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set_function(CHR_SELF, GFUNC_IDLE)
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@@ -983,16 +983,16 @@ u8 func1007_check_end_level[] = {
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// Check Jo not dead
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label(0x2d)
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if_chr_death_animation_finished(CHR_JOANNA, /*goto*/ 0x2d)
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if_chr_dying(CHR_JOANNA, /*goto*/ 0x2d)
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if_chr_unloaded(CHR_JOANNA, /*goto*/ 0x2d)
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if_chr_death_animation_finished(CHR_BOND, /*goto*/ 0x2d)
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if_chr_dying(CHR_BOND, /*goto*/ 0x2d)
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if_chr_unloaded(CHR_BOND, /*goto*/ 0x2d)
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goto_next(0x06)
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// Check Velvet not dead
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label(0x2d)
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if_chr_death_animation_finished(CHR_VELVET, /*goto*/ 0x2d)
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if_chr_dying(CHR_VELVET, /*goto*/ 0x2d)
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if_chr_unloaded(CHR_VELVET, /*goto*/ 0x2d)
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if_chr_death_animation_finished(CHR_COOP, /*goto*/ 0x2d)
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if_chr_dying(CHR_COOP, /*goto*/ 0x2d)
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if_chr_unloaded(CHR_COOP, /*goto*/ 0x2d)
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goto_next(0x06)
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// Mission failed
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@@ -1017,16 +1017,16 @@ u8 func040c_hide[] = {
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u8 func100d_king1_invincible[] = {
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beginloop(0x03)
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if_chr_in_room(CHR_JOANNA, 0x00, 0x0070, /*goto*/ 0x2d)
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if_chr_in_room(CHR_JOANNA, 0x00, 0x0071, /*goto*/ 0x2d)
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if_chr_in_room(CHR_JOANNA, 0x00, 0x0072, /*goto*/ 0x2d)
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if_chr_in_room(CHR_JOANNA, 0x00, 0x0073, /*goto*/ 0x2d)
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if_chr_in_room(CHR_JOANNA, 0x00, 0x0074, /*goto*/ 0x2d)
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if_chr_in_room(CHR_JOANNA, 0x00, 0x0075, /*goto*/ 0x2d)
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if_chr_in_room(CHR_JOANNA, 0x00, 0x0076, /*goto*/ 0x2d)
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if_chr_in_room(CHR_JOANNA, 0x00, 0x0077, /*goto*/ 0x2d)
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if_chr_in_room(CHR_JOANNA, 0x00, 0x0078, /*goto*/ 0x2d)
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if_chr_in_room(CHR_JOANNA, 0x00, 0x0079, /*goto*/ 0x2d)
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if_chr_in_room(CHR_BOND, 0x00, 0x0070, /*goto*/ 0x2d)
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if_chr_in_room(CHR_BOND, 0x00, 0x0071, /*goto*/ 0x2d)
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if_chr_in_room(CHR_BOND, 0x00, 0x0072, /*goto*/ 0x2d)
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if_chr_in_room(CHR_BOND, 0x00, 0x0073, /*goto*/ 0x2d)
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if_chr_in_room(CHR_BOND, 0x00, 0x0074, /*goto*/ 0x2d)
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if_chr_in_room(CHR_BOND, 0x00, 0x0075, /*goto*/ 0x2d)
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if_chr_in_room(CHR_BOND, 0x00, 0x0076, /*goto*/ 0x2d)
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if_chr_in_room(CHR_BOND, 0x00, 0x0077, /*goto*/ 0x2d)
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if_chr_in_room(CHR_BOND, 0x00, 0x0078, /*goto*/ 0x2d)
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if_chr_in_room(CHR_BOND, 0x00, 0x0079, /*goto*/ 0x2d)
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set_chr_flag_bank3(CHR_KING1, CHRFLAG3_INVINCIBLE_TO_GUNFIRE)
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reloop(0x03)
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@@ -1056,7 +1056,7 @@ u8 unregistered_function[] = {
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// Remove Blonde if counterop doesn't exist
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label(0x03)
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if_chr_death_animation_finished(CHR_COUNTEROP, /*goto*/ 0x2d)
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if_chr_death_animation_finished(CHR_ANTI, /*goto*/ 0x2d)
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set_function(CHR_SELF, GFUNC_IDLE)
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label(0x2d)
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remove_chr(CHR_BLONDE)
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@@ -1065,17 +1065,17 @@ u8 unregistered_function[] = {
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};
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u8 func1002_intro[] = {
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set_chr_flag_bank3(CHR_VELVET, CHRFLAG3_HIDDEN)
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set_chr_flag_bank3(CHR_COUNTEROP, CHRFLAG3_HIDDEN)
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set_chr_flag_bank3(CHR_COOP, CHRFLAG3_HIDDEN)
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set_chr_flag_bank3(CHR_ANTI, CHRFLAG3_HIDDEN)
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set_music_track(MUSIC_G5_INTRO)
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set_chr_flag_bank2(CHR_COUNTEROP, CHRFLAG2_00020000)
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set_chr_flag_bank2(CHR_ANTI, CHRFLAG2_00020000)
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set_chr_flag_bank2(CHR_BLONDE, CHRFLAG2_00020000)
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camera_movement(0x047c)
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cmd0175(60)
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set_chr_flag_bank3(CHR_JOANNA, CHRFLAG3_UNPLAYABLE)
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set_chr_flag_bank2(CHR_JOANNA, CHRFLAG2_00020000)
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animation(0x047d, -1, -1, 0x0600, CHR_JOANNA, 4)
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set_chr_flag_bank3(CHR_BOND, CHRFLAG3_UNPLAYABLE)
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set_chr_flag_bank2(CHR_BOND, CHRFLAG2_00020000)
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animation(0x047d, -1, -1, 0x0600, CHR_BOND, 4)
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unset_chr_flag_bank3(CHR_MAIAN1, CHRFLAG3_HIDDEN)
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set_chr_flag_bank3(CHR_MAIAN1, CHRFLAG3_UNPLAYABLE)
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@@ -1090,9 +1090,9 @@ u8 func1002_intro[] = {
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restart_timer
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fade_to_color(0x000000ff, 0)
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fade_to_color(0x00000000, 110)
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set_cutscene_weapon(CHR_JOANNA, WEAPON_NONE, WEAPON_NONE)
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set_cutscene_weapon(CHR_BOND, WEAPON_NONE, WEAPON_NONE)
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yield
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set_cutscene_weapon(CHR_JOANNA, WEAPON_PHOENIX, WEAPON_NONE)
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set_cutscene_weapon(CHR_BOND, WEAPON_PHOENIX, WEAPON_NONE)
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// Wait 200 frames (3.3 secs) or until button pressed
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beginloop(0x96)
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@@ -1116,13 +1116,13 @@ u8 func1002_intro[] = {
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// Outro done
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label(0x82)
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mute_channel(CHANNEL_10)
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unset_chr_flag_bank3(CHR_VELVET, CHRFLAG3_HIDDEN)
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unset_chr_flag_bank3(CHR_COUNTEROP, CHRFLAG3_HIDDEN)
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set_chr_flag_bank2(CHR_COUNTEROP, CHRFLAG2_00020000)
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unset_chr_flag_bank3(CHR_COOP, CHRFLAG3_HIDDEN)
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unset_chr_flag_bank3(CHR_ANTI, CHRFLAG3_HIDDEN)
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set_chr_flag_bank2(CHR_ANTI, CHRFLAG2_00020000)
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unset_chr_flag_bank3(CHR_JOANNA, CHRFLAG3_UNPLAYABLE)
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set_chr_flag_bank2(CHR_JOANNA, CHRFLAG2_00020000)
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animation(0x047d, -2, -1, 0x0600, CHR_JOANNA, 2)
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unset_chr_flag_bank3(CHR_BOND, CHRFLAG3_UNPLAYABLE)
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set_chr_flag_bank2(CHR_BOND, CHRFLAG2_00020000)
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animation(0x047d, -2, -1, 0x0600, CHR_BOND, 2)
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unset_chr_flag_bank3(CHR_MAIAN3, CHRFLAG3_UNPLAYABLE)
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set_chr_flag_bank2(CHR_MAIAN3, CHRFLAG2_00020000)
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@@ -1144,14 +1144,14 @@ u8 func1002_intro[] = {
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};
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u8 func040b_outro[] = {
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set_invincible(CHR_JOANNA)
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set_chr_flag_bank3(CHR_VELVET, CHRFLAG3_HIDDEN)
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set_chr_flag_bank3(CHR_COUNTEROP, CHRFLAG3_HIDDEN)
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set_invincible(CHR_BOND)
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set_chr_flag_bank3(CHR_COOP, CHRFLAG3_HIDDEN)
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set_chr_flag_bank3(CHR_ANTI, CHRFLAG3_HIDDEN)
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set_music_track(MUSIC_G5_OUTRO)
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camera_movement(0x0480)
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set_chr_flag_bank3(CHR_JOANNA, CHRFLAG3_UNPLAYABLE)
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set_chr_flag_bank2(CHR_JOANNA, CHRFLAG2_00020000)
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set_chr_flag_bank3(CHR_JOANNA, CHRFLAG3_HIDDEN)
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set_chr_flag_bank3(CHR_BOND, CHRFLAG3_UNPLAYABLE)
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set_chr_flag_bank2(CHR_BOND, CHRFLAG2_00020000)
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set_chr_flag_bank3(CHR_BOND, CHRFLAG3_HIDDEN)
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unset_chr_flag_bank3(CHR_MAIAN3, CHRFLAG3_HIDDEN)
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set_chr_flag_bank3(CHR_MAIAN3, CHRFLAG3_UNPLAYABLE)
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