pokeheartgold/asm/unk_0205CB48.s
2023-08-22 21:44:51 +01:00

2841 lines
49 KiB
ArmAsm

#include "constants/sndseq.h"
#include "constants/species.h"
#include "constants/maps.h"
#include "constants/pokemon.h"
#include "constants/flags.h"
#include "constants/vars.h"
#include "constants/items.h"
#include "constants/std_script.h"
#include "fielddata/script/scr_seq/event_D24R0204.h"
#include "constants/party_menu.h"
.include "asm/macros.inc"
.include "unk_0205CB48.inc"
.include "global.inc"
.text
thumb_func_start sub_0205CB48
sub_0205CB48: ; 0x0205CB48
push {r3, r4, r5, r6, r7, lr}
add r7, r1, #0
mov r1, #0
add r4, r2, #0
mvn r1, r1
add r5, r0, #0
add r6, r3, #0
cmp r4, r1
bne _0205CB66
add r2, sp, #8
ldrh r2, [r2, #0x10]
add r1, r6, #0
bl sub_0205DDD4
add r4, r0, #0
_0205CB66:
add r0, r5, #0
add r1, r4, #0
bl sub_0205CBEC
cmp r0, #0
beq _0205CBE2
add r3, sp, #8
ldrh r3, [r3, #0x10]
add r0, r5, #0
add r1, r4, #0
add r2, r6, #0
bl sub_0205CC4C
add r0, r5, #0
bl Field_PlayerAvatar_ApplyTransitionFlags
add r0, r5, #0
add r1, r4, #0
bl sub_0205D004
cmp r0, #1
bne _0205CB9A
add r0, r5, #0
bl ov01_021F2F24
pop {r3, r4, r5, r6, r7, pc}
_0205CB9A:
add r0, r5, #0
bl PlayerAvatar_GetState
cmp r0, #0
bne _0205CBC4
add r0, r5, #0
add r1, r4, #0
bl sub_0205D40C
cmp r0, #0
beq _0205CBB8
add r0, r5, #0
bl ov01_021F2F24
b _0205CBC4
_0205CBB8:
ldr r0, [sp, #0x1c]
cmp r0, #1
bne _0205CBC4
add r0, r5, #0
bl ov01_021F2EDC
_0205CBC4:
add r0, sp, #8
ldrh r0, [r0, #0x10]
add r1, r7, #0
add r2, r4, #0
str r0, [sp]
add r0, r5, #0
add r3, r6, #0
bl sub_0205D340
add r0, r5, #0
bl sub_0205CC74
add r0, r5, #0
bl sub_0205CC94
_0205CBE2:
pop {r3, r4, r5, r6, r7, pc}
thumb_func_end sub_0205CB48
thumb_func_start sub_0205CBE4
sub_0205CBE4: ; 0x0205CBE4
ldr r3, _0205CBE8 ; =sub_0205CBEC
bx r3
.balign 4, 0
_0205CBE8: .word sub_0205CBEC
thumb_func_end sub_0205CBE4
thumb_func_start sub_0205CBEC
sub_0205CBEC: ; 0x0205CBEC
push {r4, r5, r6, lr}
add r5, r0, #0
add r4, r1, #0
bl PlayerAvatar_GetMapObject
add r6, r0, #0
bl MapObject_AreBitsSetForMovementScriptInit
cmp r0, #1
bne _0205CC04
mov r0, #1
pop {r4, r5, r6, pc}
_0205CC04:
mov r0, #0
mvn r0, r0
cmp r4, r0
bne _0205CC10
mov r0, #0
pop {r4, r5, r6, pc}
_0205CC10:
add r0, r6, #0
bl MapObject_GetMovementCommand
bl sub_0205DE64
cmp r0, #1
bne _0205CC46
add r0, r5, #0
add r1, r6, #0
add r2, r4, #0
bl sub_0205DA34
cmp r0, #0
bne _0205CC30
mov r0, #1
pop {r4, r5, r6, pc}
_0205CC30:
cmp r0, #0x20
bne _0205CC42
add r0, r5, #0
bl PlayerAvatar_GetState
cmp r0, #2
bne _0205CC42
mov r0, #1
pop {r4, r5, r6, pc}
_0205CC42:
mov r0, #0
pop {r4, r5, r6, pc}
_0205CC46:
mov r0, #0
pop {r4, r5, r6, pc}
.balign 4, 0
thumb_func_end sub_0205CBEC
thumb_func_start sub_0205CC4C
sub_0205CC4C: ; 0x0205CC4C
push {r4, r5, r6, lr}
add r6, r3, #0
add r5, r0, #0
add r0, r6, #0
bl sub_0205DD9C
add r4, r0, #0
add r0, r6, #0
bl sub_0205DDB8
add r2, r0, #0
add r0, r5, #0
add r1, r4, #0
bl sub_0205C778
add r0, r5, #0
bl sub_0205CAF4
pop {r4, r5, r6, pc}
.balign 4, 0
thumb_func_end sub_0205CC4C
thumb_func_start sub_0205CC74
sub_0205CC74: ; 0x0205CC74
push {r4, lr}
add r4, r0, #0
bl sub_0205CB00
cmp r0, #1
bne _0205CC92
add r0, r4, #0
bl sub_0205C6CC
cmp r0, #1
bne _0205CC92
add r0, r4, #0
mov r1, #0
bl sub_0205CA4C
_0205CC92:
pop {r4, pc}
thumb_func_end sub_0205CC74
thumb_func_start sub_0205CC94
sub_0205CC94: ; 0x0205CC94
push {r3, r4, r5, r6, r7, lr}
add r6, r0, #0
bl sub_0205C6CC
cmp r0, #1
bne _0205CD5E
add r0, r6, #0
bl PlayerAvatar_GetMapObject
add r4, r0, #0
bl sub_0205F504
lsl r0, r0, #0x18
lsr r5, r0, #0x18
add r0, r4, #0
bl MapObject_GetMovementCommand
bl sub_02062390
add r1, r0, #0
mov r0, #0
mvn r0, r0
cmp r1, r0
bne _0205CCC8
add r7, r5, #0
b _0205CCD2
_0205CCC8:
add r0, r4, #0
bl sub_02060FA8
lsl r0, r0, #0x18
lsr r7, r0, #0x18
_0205CCD2:
add r0, r5, #0
bl sub_0205B984
cmp r0, #1
bne _0205CCE4
mov r0, #SEQ_SE_DP_FOOT3_0>>6
lsl r0, r0, #6
bl PlaySE
_0205CCE4:
add r0, r5, #0
bl sub_0205B7A4
cmp r0, #1
bne _0205CCF4
ldr r0, _0205CD60 ; =SEQ_SE_DP_FOOT3_1
bl PlaySE
_0205CCF4:
add r0, r5, #0
bl sub_0205B798
add r0, r5, #0
bl sub_0205B8AC
cmp r0, #1
bne _0205CD0A
ldr r0, _0205CD64 ; =SEQ_SE_DP_MARSH_WALK
bl PlaySE
_0205CD0A:
add r0, r4, #0
bl MapObject_GetMovementCommand
str r0, [sp]
add r0, r6, #0
bl PlayerAvatar_GetState
ldr r0, [sp]
bl sub_0205DE64
cmp r0, #0
bne _0205CD56
add r0, r5, #0
bl sub_0205B6F4
cmp r0, #1
beq _0205CD36
add r0, r7, #0
bl sub_0205B6F4
cmp r0, #1
bne _0205CD3C
_0205CD36:
ldr r0, _0205CD68 ; =SEQ_SE_DP_KUSA
bl PlaySE
_0205CD3C:
add r0, r5, #0
bl MetatileBehavior_IsEncounterGrass
cmp r0, #1
beq _0205CD50
add r0, r7, #0
bl MetatileBehavior_IsEncounterGrass
cmp r0, #1
bne _0205CD56
_0205CD50:
ldr r0, _0205CD6C ; =SEQ_SE_GS_KUSA2
bl PlaySE
_0205CD56:
add r0, r4, #0
add r1, r6, #0
bl sub_0205CD70
_0205CD5E:
pop {r3, r4, r5, r6, r7, pc}
.balign 4, 0
_0205CD60: .word SEQ_SE_DP_FOOT3_1
_0205CD64: .word SEQ_SE_DP_MARSH_WALK
_0205CD68: .word SEQ_SE_DP_KUSA
_0205CD6C: .word SEQ_SE_GS_KUSA2
thumb_func_end sub_0205CC94
thumb_func_start sub_0205CD70
sub_0205CD70: ; 0x0205CD70
push {r3, r4, r5, r6, r7, lr}
add r6, r0, #0
add r5, r1, #0
bl MapObject_GetMovementCommand
bl sub_02062390
str r0, [sp]
add r0, r6, #0
bl sub_0205F504
lsl r0, r0, #0x18
lsr r4, r0, #0x18
add r0, r6, #0
bl sub_0205F504
lsl r0, r0, #0x18
lsr r7, r0, #0x18
add r0, r7, #0
bl sub_0205B6F4
cmp r0, #0
bne _0205CE58
add r0, r7, #0
bl sub_0205B984
cmp r0, #1
beq _0205CE58
add r0, r7, #0
bl sub_0205B7A4
cmp r0, #1
beq _0205CE58
add r0, r7, #0
bl MetatileBehavior_IsEncounterGrass
cmp r0, #0
bne _0205CE58
mov r1, #0
ldr r0, [sp]
mvn r1, r1
cmp r0, r1
beq _0205CDD2
ldr r1, [sp]
add r0, r6, #0
bl sub_02060FE0
lsl r0, r0, #0x18
lsr r4, r0, #0x18
_0205CDD2:
ldr r0, _0205CE5C ; =_020FCB98
lsl r1, r4, #2
ldrh r1, [r0, r1]
ldr r0, _0205CE60 ; =SEQ_SE_GS_EDAPAKI
cmp r1, r0
bne _0205CDE6
add r0, r5, #0
bl sub_0205C7B4
b _0205CDFE
_0205CDE6:
add r0, r5, #0
bl sub_0205C6D4
cmp r0, #0
bne _0205CDF8
add r0, r5, #0
bl sub_0205C7B4
b _0205CDFE
_0205CDF8:
add r0, r5, #0
bl sub_0205C7A8
_0205CDFE:
add r0, r5, #0
bl sub_0205C7A4
cmp r0, #0
bne _0205CE58
add r0, r5, #0
bl PlayerAvatar_GetState
cmp r0, #1
beq _0205CE58
cmp r0, #2
beq _0205CE58
cmp r4, #0x10
bhs _0205CE52
cmp r4, #0
bne _0205CE2A
add r0, r5, #0
bl sub_0205DE98
cmp r0, #1
bne _0205CE2A
mov r4, #1
_0205CE2A:
ldr r0, _0205CE64 ; =_020FCB98 + 2
lsl r1, r4, #2
ldrh r0, [r0, r1]
cmp r0, #1
bne _0205CE40
ldr r0, _0205CE5C ; =_020FCB98
ldrh r4, [r0, r1]
add r0, r4, #0
bl sub_02006088
b _0205CE4A
_0205CE40:
ldr r0, _0205CE5C ; =_020FCB98
ldrh r4, [r0, r1]
add r0, r4, #0
bl PlaySE
_0205CE4A:
add r0, r4, #0
bl sub_02005BA8
pop {r3, r4, r5, r6, r7, pc}
_0205CE52:
blo _0205CE58
bl GF_AssertFail
_0205CE58:
pop {r3, r4, r5, r6, r7, pc}
nop
_0205CE5C: .word _020FCB98
_0205CE60: .word SEQ_SE_GS_EDAPAKI
_0205CE64: .word _020FCB98 + 2
thumb_func_end sub_0205CD70
thumb_func_start sub_0205CE68
sub_0205CE68: ; 0x0205CE68
push {r3, r4, r5, r6, r7, lr}
add r5, r0, #0
bl sub_0205C6CC
add r6, r0, #0
add r0, r5, #0
bl sub_0205C6D4
add r4, r0, #0
add r0, r5, #0
bl PlayerAvatar_GetMapObject
add r7, r0, #0
add r0, r5, #0
mov r1, #0
bl sub_0205C6D0
mov r1, #0
add r0, r5, #0
mvn r1, r1
bl sub_0205D01C
cmp r0, #0
beq _0205CEA6
cmp r0, #2
beq _0205CEA6
add r0, r5, #0
mov r1, #2
bl sub_0205C6D0
pop {r3, r4, r5, r6, r7, pc}
_0205CEA6:
add r0, r7, #0
bl MapObject_AreBitsSetForMovementScriptInit
cmp r0, #0
bne _0205CEF2
cmp r6, #0
beq _0205CF40
cmp r6, #1
beq _0205CEBE
cmp r6, #2
beq _0205CEE8
pop {r3, r4, r5, r6, r7, pc}
_0205CEBE:
add r0, r7, #0
bl MapObject_GetMovementCommand
bl sub_0205DE64
cmp r0, #1
beq _0205CF40
cmp r4, #0
beq _0205CED4
cmp r4, #3
bne _0205CEDE
_0205CED4:
add r0, r5, #0
mov r1, #1
bl sub_0205C6D0
pop {r3, r4, r5, r6, r7, pc}
_0205CEDE:
add r0, r5, #0
mov r1, #2
bl sub_0205C6D0
pop {r3, r4, r5, r6, r7, pc}
_0205CEE8:
add r0, r5, #0
mov r1, #2
bl sub_0205C6D0
pop {r3, r4, r5, r6, r7, pc}
_0205CEF2:
add r0, r7, #0
bl MapObject_IsMovementPaused
cmp r0, #1
bne _0205CF40
cmp r6, #0
beq _0205CF40
cmp r6, #1
beq _0205CF0A
cmp r6, #2
beq _0205CF26
pop {r3, r4, r5, r6, r7, pc}
_0205CF0A:
cmp r4, #0
beq _0205CF40
cmp r4, #3
bne _0205CF1C
add r0, r5, #0
mov r1, #0
bl sub_0205C6D0
pop {r3, r4, r5, r6, r7, pc}
_0205CF1C:
add r0, r5, #0
mov r1, #3
bl sub_0205C6D0
pop {r3, r4, r5, r6, r7, pc}
_0205CF26:
cmp r4, #0
beq _0205CF40
cmp r4, #3
bne _0205CF38
add r0, r5, #0
mov r1, #0
bl sub_0205C6D0
pop {r3, r4, r5, r6, r7, pc}
_0205CF38:
add r0, r5, #0
mov r1, #3
bl sub_0205C6D0
_0205CF40:
pop {r3, r4, r5, r6, r7, pc}
.balign 4, 0
thumb_func_end sub_0205CE68
thumb_func_start sub_0205CF44
sub_0205CF44: ; 0x0205CF44
push {r4, lr}
add r4, r0, #0
mov r1, #0
bl sub_0205C6C8
add r0, r4, #0
mov r1, #0
bl sub_0205C6D0
add r0, r4, #0
bl sub_0205C74C
pop {r4, pc}
.balign 4, 0
thumb_func_end sub_0205CF44
thumb_func_start sub_0205CF60
sub_0205CF60: ; 0x0205CF60
push {r3, r4, r5, lr}
add r5, r0, #0
bl sub_0205C6CC
add r4, r0, #0
add r0, r5, #0
bl sub_0205C6D4
cmp r4, #0
bne _0205CF78
mov r0, #1
pop {r3, r4, r5, pc}
_0205CF78:
cmp r4, #2
bne _0205CF80
mov r0, #1
pop {r3, r4, r5, pc}
_0205CF80:
cmp r4, #1
bne _0205CFB6
cmp r0, #0
beq _0205CF8C
cmp r0, #3
bne _0205CF90
_0205CF8C:
mov r0, #1
pop {r3, r4, r5, pc}
_0205CF90:
add r0, r5, #0
bl PlayerAvatar_GetMapObject
add r4, r0, #0
bl MapObject_AreBitsSetForMovementScriptInit
cmp r0, #1
bne _0205CFA4
mov r0, #1
pop {r3, r4, r5, pc}
_0205CFA4:
add r0, r4, #0
bl MapObject_GetMovementCommand
bl sub_0205DE64
cmp r0, #1
bne _0205CFB6
mov r0, #1
pop {r3, r4, r5, pc}
_0205CFB6:
mov r0, #0
pop {r3, r4, r5, pc}
.balign 4, 0
thumb_func_end sub_0205CF60
thumb_func_start sub_0205CFBC
sub_0205CFBC: ; 0x0205CFBC
push {r3, r4, r5, lr}
add r5, r1, #0
add r4, r0, #0
mov r1, #0
bl sub_0205C6C8
add r0, r4, #0
mov r1, #0
bl sub_0205C6D0
add r0, r4, #0
bl PlayerAvatar_GetMapObject
add r4, r0, #0
add r1, r5, #0
bl MapObject_SetFacingDirection
add r0, r4, #0
mov r1, #0
bl sub_0205F328
add r0, r4, #0
bl sub_02060F78
add r0, r4, #0
bl MapObject_ClearHeldMovement
add r0, r5, #0
mov r1, #0
bl sub_0206234C
add r1, r0, #0
add r0, r4, #0
bl MapObject_SetHeldMovement
pop {r3, r4, r5, pc}
thumb_func_end sub_0205CFBC
thumb_func_start sub_0205D004
sub_0205D004: ; 0x0205D004
push {r3, r4, r5, lr}
add r5, r0, #0
add r4, r1, #0
bl sub_0205D01C
add r1, r0, #0
add r0, r5, #0
add r2, r4, #0
bl sub_0205D07C
pop {r3, r4, r5, pc}
.balign 4, 0
thumb_func_end sub_0205D004
thumb_func_start sub_0205D01C
sub_0205D01C: ; 0x0205D01C
push {r3, r4, r5, r6, r7, lr}
add r5, r0, #0
add r6, r1, #0
mov r4, #0
bl PlayerAvatar_GetMapObject
bl sub_0205F504
add r7, r0, #0
add r0, r5, #0
add r1, r7, #0
add r2, r6, #0
bl sub_0205E078
cmp r0, #1
bne _0205D040
mov r0, #2
pop {r3, r4, r5, r6, r7, pc}
_0205D040:
add r0, r5, #0
bl sub_0205CA64
cmp r0, #1
bne _0205D04E
add r0, r4, #0
pop {r3, r4, r5, r6, r7, pc}
_0205D04E:
lsl r0, r7, #0x18
ldr r5, _0205D074 ; =_020FCB88
lsr r6, r0, #0x18
_0205D054:
ldr r1, [r5]
add r0, r6, #0
blx r1
cmp r0, #1
bne _0205D066
ldr r0, _0205D078 ; =_020FCB88 + 4
lsl r1, r4, #3
ldr r0, [r0, r1]
pop {r3, r4, r5, r6, r7, pc}
_0205D066:
add r5, #8
ldr r0, [r5]
add r4, r4, #1
cmp r0, #0
bne _0205D054
mov r0, #0
pop {r3, r4, r5, r6, r7, pc}
.balign 4, 0
_0205D074: .word _020FCB88
_0205D078: .word _020FCB88 + 4
thumb_func_end sub_0205D01C
thumb_func_start sub_0205D07C
sub_0205D07C: ; 0x0205D07C
push {r3, lr}
add r3, r1, #0
add r1, r2, #0
ldr r2, _0205D098 ; =_020FCB7C
lsl r3, r3, #2
ldr r2, [r2, r3]
blx r2
cmp r0, #1
bne _0205D092
mov r0, #1
pop {r3, pc}
_0205D092:
mov r0, #0
pop {r3, pc}
nop
_0205D098: .word _020FCB7C
thumb_func_end sub_0205D07C
thumb_func_start sub_0205D09C
sub_0205D09C: ; 0x0205D09C
push {r3, lr}
bl sub_0205D1FC
mov r0, #0
pop {r3, pc}
.balign 4, 0
thumb_func_end sub_0205D09C
thumb_func_start sub_0205D0A8
sub_0205D0A8: ; 0x0205D0A8
push {r3, r4, r5, r6, r7, lr}
add r5, r0, #0
bl PlayerAvatar_GetMapObject
add r4, r0, #0
bl MapObject_GetNextFacing
add r6, r0, #0
add r0, r5, #0
add r1, r6, #0
bl sub_0205D240
str r0, [sp]
add r0, r5, #0
add r1, r4, #0
add r2, r6, #0
bl sub_0205DA34
add r7, r0, #0
add r0, r5, #0
mov r1, #1
bl sub_0205CA20
cmp r7, #0
beq _0205D10A
add r0, r4, #0
bl MapObject_GetFieldSysPtr
add r4, r0, #0
add r0, r5, #0
mov r1, #1
bl sub_0205CA4C
add r0, r5, #0
mov r1, #0
bl sub_0205C6C8
add r0, r4, #0
bl sub_0206D494
cmp r0, #0
bne _0205D106
add r0, r5, #0
bl sub_0205D1FC
mov r0, #0
pop {r3, r4, r5, r6, r7, pc}
_0205D106:
mov r0, #1
pop {r3, r4, r5, r6, r7, pc}
_0205D10A:
ldr r1, [sp]
add r0, r5, #0
bl sub_0205D2A0
cmp r0, #0
bne _0205D170
add r0, r5, #0
bl sub_0205D1FC
add r0, r6, #0
bl sub_020611F4
add r6, r0, #0
add r0, r5, #0
add r1, r4, #0
add r2, r6, #0
bl sub_0205DA34
cmp r0, #0
beq _0205D136
mov r0, #0
pop {r3, r4, r5, r6, r7, pc}
_0205D136:
mov r1, #6
add r0, r4, #0
lsl r1, r1, #6
bl MapObject_SetFlagsBits
add r0, r6, #0
mov r1, #8
bl sub_0206234C
add r2, r0, #0
add r0, r5, #0
add r1, r4, #0
bl sub_0205DA1C
add r0, r5, #0
mov r1, #1
bl sub_0205CA4C
add r0, r5, #0
mov r1, #1
bl sub_0205CA20
mov r1, #0
mvn r1, r1
add r0, r5, #0
add r2, r1, #0
bl sub_0205C778
b _0205D182
_0205D170:
mov r1, #6
add r0, r4, #0
lsl r1, r1, #6
bl MapObject_SetFlagsBits
add r0, r5, #0
add r1, r6, #0
bl sub_0205D2D0
_0205D182:
add r0, r5, #0
mov r1, #1
bl sub_0205C6C8
mov r0, #1
pop {r3, r4, r5, r6, r7, pc}
.balign 4, 0
thumb_func_end sub_0205D0A8
thumb_func_start sub_0205D190
sub_0205D190: ; 0x0205D190
push {r3, r4, r5, lr}
add r5, r0, #0
bl PlayerAvatar_GetMapObject
add r4, r0, #0
add r0, r5, #0
add r1, r4, #0
mov r2, #1
bl sub_0205DA34
cmp r0, #0
bne _0205D1CE
mov r0, #1
mov r1, #0x14
bl sub_0206234C
add r2, r0, #0
add r0, r5, #0
add r1, r4, #0
bl sub_0205DA1C
add r0, r5, #0
mov r1, #1
bl sub_0205C6C8
add r0, r5, #0
mov r1, #3
bl sub_0205C748
mov r0, #1
pop {r3, r4, r5, pc}
_0205D1CE:
mov r0, #1
add r1, r0, #0
bl sub_0206234C
add r2, r0, #0
add r0, r5, #0
add r1, r4, #0
bl sub_0205DA1C
add r0, r5, #0
bl sub_0205C74C
add r0, r5, #0
mov r1, #0
bl sub_0205C6C8
add r0, r5, #0
mov r1, #0
bl sub_0205CA78
mov r0, #1
pop {r3, r4, r5, pc}
.balign 4, 0
thumb_func_end sub_0205D190
thumb_func_start sub_0205D1FC
sub_0205D1FC: ; 0x0205D1FC
push {r4, lr}
add r4, r0, #0
bl sub_0205CA38
cmp r0, #1
bne _0205D23E
add r0, r4, #0
bl PlayerAvatar_GetMapObject
mov r1, #6
lsl r1, r1, #6
bl MapObject_ClearFlagsBits
add r0, r4, #0
bl sub_0205CB2C
cmp r0, #0
bne _0205D226
add r0, r4, #0
bl sub_0205C74C
_0205D226:
add r0, r4, #0
mov r1, #0
bl sub_0205CA20
add r0, r4, #0
mov r1, #0
bl sub_0205CB14
add r0, r4, #0
mov r1, #0
bl sub_0205CAD0
_0205D23E:
pop {r4, pc}
thumb_func_end sub_0205D1FC
thumb_func_start sub_0205D240
sub_0205D240: ; 0x0205D240
push {r4, r5, r6, lr}
sub sp, #0x18
add r5, r1, #0
bl PlayerAvatar_GetMapObject
add r4, r0, #0
bl MapObject_GetFieldSysPtr
add r6, r0, #0
add r0, r4, #0
add r1, sp, #0xc
bl MapObject_GetPositionVec
add r4, sp, #0xc
add r3, sp, #0
ldmia r4!, {r0, r1}
add r2, r3, #0
stmia r3!, {r0, r1}
ldr r0, [r4]
add r1, r2, #0
mov r2, #1
str r0, [r3]
add r0, r5, #0
lsl r2, r2, #0xe
bl sub_02061190
add r0, r6, #0
add r1, sp, #0
bl sub_0206121C
cmp r0, #0
beq _0205D288
ldr r1, [sp, #4]
ldr r0, [sp, #0x10]
cmp r0, r1
bne _0205D28E
_0205D288:
add sp, #0x18
mov r0, #0
pop {r4, r5, r6, pc}
_0205D28E:
cmp r0, r1
ble _0205D298
add sp, #0x18
mov r0, #2
pop {r4, r5, r6, pc}
_0205D298:
mov r0, #1
add sp, #0x18
pop {r4, r5, r6, pc}
.balign 4, 0
thumb_func_end sub_0205D240
thumb_func_start sub_0205D2A0
sub_0205D2A0: ; 0x0205D2A0
push {r3, r4, r5, lr}
add r5, r0, #0
add r4, r1, #0
bl sub_0205C744
add r1, r0, #0
cmp r4, #1
bne _0205D2B8
sub r1, r1, #1
bpl _0205D2C4
mov r0, #0
pop {r3, r4, r5, pc}
_0205D2B8:
cmp r4, #2
bne _0205D2C4
add r1, r1, #1
cmp r1, #3
ble _0205D2C4
mov r1, #3
_0205D2C4:
add r0, r5, #0
bl sub_0205C748
mov r0, #1
pop {r3, r4, r5, pc}
.balign 4, 0
thumb_func_end sub_0205D2A0
thumb_func_start sub_0205D2D0
sub_0205D2D0: ; 0x0205D2D0
push {r3, r4, r5, r6, r7, lr}
add r6, r0, #0
add r7, r1, #0
bl PlayerAvatar_GetMapObject
add r4, r0, #0
add r0, r6, #0
mov r5, #0x10
bl sub_0205C744
cmp r0, #1
beq _0205D2F2
cmp r0, #2
beq _0205D2F6
cmp r0, #3
beq _0205D2FA
b _0205D2FC
_0205D2F2:
mov r5, #0x50
b _0205D2FC
_0205D2F6:
mov r5, #0x14
b _0205D2FC
_0205D2FA:
mov r5, #0x14
_0205D2FC:
add r0, r7, #0
add r1, r5, #0
bl sub_0206234C
add r7, r0, #0
add r0, r6, #0
add r1, r4, #0
add r2, r7, #0
bl sub_0205DA1C
add r0, r4, #0
bl MapObject_GetFieldSysPtr
add r5, r0, #0
bl FollowingPokemon_IsActive
cmp r0, #0
beq _0205D33C
add r0, r4, #0
bl MapObject_GetPrevX
add r6, r0, #0
add r0, r4, #0
bl MapObject_GetPrevY
add r5, #0xe4
add r2, r0, #0
add r0, r7, #0
add r1, r6, #0
add r3, r5, #0
bl ov01_02205990
_0205D33C:
pop {r3, r4, r5, r6, r7, pc}
.balign 4, 0
thumb_func_end sub_0205D2D0
thumb_func_start sub_0205D340
sub_0205D340: ; 0x0205D340
push {r4, r5, r6, r7, lr}
sub sp, #0xc
add r6, r0, #0
add r7, r1, #0
str r2, [sp, #8]
add r4, r3, #0
bl PlayerAvatar_GetState
add r5, r0, #0
add r0, r6, #0
bl PlayerAvatar_GetMapObject
add r1, r0, #0
cmp r5, #3
bhi _0205D39E
add r0, r5, r5
add r0, pc
ldrh r0, [r0, #6]
lsl r0, r0, #0x10
asr r0, r0, #0x10
add pc, r0
_0205D36A: ; jump table
.short _0205D372 - _0205D36A - 2 ; case 0
.short _0205D388 - _0205D36A - 2 ; case 1
.short _0205D372 - _0205D36A - 2 ; case 2
.short _0205D372 - _0205D36A - 2 ; case 3
_0205D372:
str r4, [sp]
add r0, sp, #0x10
ldrh r0, [r0, #0x10]
ldr r3, [sp, #8]
add r2, r7, #0
str r0, [sp, #4]
add r0, r6, #0
bl sub_0205D3A8
add sp, #0xc
pop {r4, r5, r6, r7, pc}
_0205D388:
str r4, [sp]
add r0, sp, #0x10
ldrh r0, [r0, #0x10]
ldr r3, [sp, #8]
add r2, r7, #0
str r0, [sp, #4]
add r0, r6, #0
bl sub_0205D640
add sp, #0xc
pop {r4, r5, r6, r7, pc}
_0205D39E:
bl GF_AssertFail
add sp, #0xc
pop {r4, r5, r6, r7, pc}
.balign 4, 0
thumb_func_end sub_0205D340
thumb_func_start sub_0205D3A8
sub_0205D3A8: ; 0x0205D3A8
push {r3, r4, r5, r6, lr}
sub sp, #4
add r6, r3, #0
add r4, r1, #0
add r1, r6, #0
add r5, r0, #0
bl sub_0205D40C
cmp r0, #0
beq _0205D3C8
cmp r0, #1
beq _0205D3DE
cmp r0, #2
beq _0205D3F4
add sp, #4
pop {r3, r4, r5, r6, pc}
_0205D3C8:
add r3, sp, #8
ldrh r0, [r3, #0x14]
add r1, r4, #0
add r2, r6, #0
str r0, [sp]
ldrh r3, [r3, #0x10]
add r0, r5, #0
bl sub_0205D494
add sp, #4
pop {r3, r4, r5, r6, pc}
_0205D3DE:
add r3, sp, #8
ldrh r0, [r3, #0x14]
add r1, r4, #0
add r2, r6, #0
str r0, [sp]
ldrh r3, [r3, #0x10]
add r0, r5, #0
bl sub_0205D4B4
add sp, #4
pop {r3, r4, r5, r6, pc}
_0205D3F4:
add r3, sp, #8
ldrh r0, [r3, #0x14]
add r1, r4, #0
add r2, r6, #0
str r0, [sp]
ldrh r3, [r3, #0x10]
add r0, r5, #0
bl sub_0205D610
add sp, #4
pop {r3, r4, r5, r6, pc}
.balign 4, 0
thumb_func_end sub_0205D3A8
thumb_func_start sub_0205D40C
sub_0205D40C: ; 0x0205D40C
push {r3, r4, r5, lr}
add r5, r0, #0
bl sub_0205D450
add r4, r0, #0
bl sub_0205D428
add r1, r0, #0
add r0, r5, #0
bl sub_0205C6C8
add r0, r4, #0
pop {r3, r4, r5, pc}
.balign 4, 0
thumb_func_end sub_0205D40C
thumb_func_start sub_0205D428
sub_0205D428: ; 0x0205D428
push {r3, lr}
cmp r0, #0
beq _0205D438
cmp r0, #1
beq _0205D43C
cmp r0, #2
beq _0205D440
b _0205D444
_0205D438:
mov r0, #0
pop {r3, pc}
_0205D43C:
mov r0, #1
pop {r3, pc}
_0205D440:
mov r0, #2
pop {r3, pc}
_0205D444:
bl GF_AssertFail
mov r0, #0
pop {r3, pc}
thumb_func_end sub_0205D428
thumb_func_start sub_0205D44C
sub_0205D44C: ; 0x0205D44C
add r0, r2, #0
bx lr
thumb_func_end sub_0205D44C
thumb_func_start sub_0205D450
sub_0205D450: ; 0x0205D450
push {r3, r4, r5, lr}
add r4, r1, #0
mov r1, #0
mvn r1, r1
add r5, r0, #0
cmp r4, r1
bne _0205D468
mov r1, #0
bl sub_0205C6C8
mov r0, #0
pop {r3, r4, r5, pc}
_0205D468:
bl PlayerAvatar_GetFacingDirection
cmp r0, r4
beq _0205D486
add r0, r5, #0
bl sub_0205C6CC
cmp r0, #1
beq _0205D486
add r0, r5, #0
mov r1, #2
bl sub_0205C6C8
mov r0, #2
pop {r3, r4, r5, pc}
_0205D486:
add r0, r5, #0
mov r1, #1
bl sub_0205C6C8
mov r0, #1
pop {r3, r4, r5, pc}
.balign 4, 0
thumb_func_end sub_0205D450
thumb_func_start sub_0205D494
sub_0205D494: ; 0x0205D494
push {r3, r4, r5, lr}
add r4, r1, #0
add r5, r0, #0
add r0, r4, #0
bl MapObject_GetFacingDirection
mov r1, #0
bl sub_0206234C
add r2, r0, #0
add r0, r5, #0
add r1, r4, #0
bl sub_0205DA1C
pop {r3, r4, r5, pc}
.balign 4, 0
thumb_func_end sub_0205D494
thumb_func_start sub_0205D4B4
sub_0205D4B4: ; 0x0205D4B4
push {r4, r5, r6, r7, lr}
sub sp, #0x14
mov r3, #0
add r6, r0, #0
add r5, r1, #0
add r7, r2, #0
str r3, [sp, #4]
bl sub_0205DA34
add r4, r0, #0
add r0, r6, #0
bl PlayerAvatar_GetState
cmp r0, #2
beq _0205D588
mov r0, #4
tst r0, r4
beq _0205D4DE
mov r0, #0x38
str r0, [sp]
b _0205D5CE
_0205D4DE:
cmp r4, #0
beq _0205D544
mov r0, #0x1c
str r0, [sp]
mov r0, #8
tst r0, r4
bne _0205D536
add r0, r5, #0
bl MapObject_GetFieldSysPtr
mov r1, #7
str r0, [sp, #8]
bl FieldSystem_IsSaveGymmickTypeEqualTo
cmp r0, #0
beq _0205D52E
add r0, r5, #0
bl MapObject_GetCurrentX
add r4, r0, #0
add r0, r7, #0
bl GetDeltaXByFacingDirection
str r0, [sp, #0xc]
add r0, r5, #0
bl MapObject_GetCurrentY
str r0, [sp, #0x10]
add r0, r7, #0
bl GetDeltaYByFacingDirection
ldr r1, [sp, #0xc]
add r2, r0, #0
ldr r3, [sp, #0x10]
ldr r0, [sp, #8]
add r1, r4, r1
add r2, r3, r2
bl ov04_022566EC
b _0205D536
_0205D52E:
mov r0, #SEQ_SE_DP_WALL_HIT>>8
lsl r0, r0, #8
bl PlaySE
_0205D536:
add r0, r5, #0
add r1, r7, #0
bl MapObject_SetNextFacing
mov r0, #1
str r0, [sp, #4]
b _0205D5CE
_0205D544:
add r0, r6, #0
mov r4, #0xc
bl PlayerAvatar_GetPlayerSaveData
bl PlayerSaveData_CheckRunningShoes
cmp r0, #1
bne _0205D564
add r1, sp, #0x18
ldrh r1, [r1, #0x10]
add r0, r6, #0
bl sub_0205DE88
cmp r0, #1
bne _0205D564
mov r4, #0x58
_0205D564:
add r0, r5, #0
bl sub_0205F504
add r1, r0, #0
lsl r1, r1, #0x18
add r0, r5, #0
lsr r1, r1, #0x18
add r2, r4, #0
bl sub_0205D44C
str r0, [sp]
add r0, r6, #0
bl sub_0205E048
add r0, r6, #0
bl sub_0205CAE8
b _0205D5CE
_0205D588:
cmp r4, #0
beq _0205D590
cmp r4, #0x20
bne _0205D5B4
_0205D590:
add r0, r5, #0
bl sub_0205F504
add r1, r0, #0
lsl r1, r1, #0x18
add r0, r5, #0
lsr r1, r1, #0x18
mov r2, #0x10
bl sub_0205D44C
str r0, [sp]
add r0, r6, #0
bl sub_0205E048
add r0, r6, #0
bl sub_0205CAE8
b _0205D5CE
_0205D5B4:
mov r0, #0x1c
str r0, [sp]
mov r0, #8
tst r0, r4
bne _0205D5C6
mov r0, #SEQ_SE_DP_WALL_HIT>>8
lsl r0, r0, #8
bl PlaySE
_0205D5C6:
add r0, r5, #0
add r1, r7, #0
bl MapObject_SetNextFacing
_0205D5CE:
ldr r1, [sp]
add r0, r7, #0
bl sub_0206234C
add r7, r0, #0
add r0, r6, #0
add r1, r5, #0
add r2, r7, #0
bl sub_0205DA1C
ldr r0, [sp, #4]
cmp r0, #0
bne _0205D60C
add r0, r5, #0
bl MapObject_GetFieldSysPtr
add r4, r0, #0
add r0, r5, #0
bl MapObject_GetPrevX
add r6, r0, #0
add r0, r5, #0
bl MapObject_GetPrevY
add r4, #0xe4
add r2, r0, #0
add r0, r7, #0
add r1, r6, #0
add r3, r4, #0
bl ov01_02205990
_0205D60C:
add sp, #0x14
pop {r4, r5, r6, r7, pc}
thumb_func_end sub_0205D4B4
thumb_func_start sub_0205D610
sub_0205D610: ; 0x0205D610
push {r4, r5, r6, lr}
add r6, r2, #0
add r5, r0, #0
add r4, r1, #0
add r0, r6, #0
mov r1, #0x28
bl sub_0206234C
add r2, r0, #0
add r0, r5, #0
add r1, r4, #0
bl sub_0205DA1C
add r0, r4, #0
add r1, r6, #0
bl MapObject_SetNextFacing
add r0, r5, #0
bl sub_0205C7B4
add r0, r5, #0
bl sub_0205C7A8
pop {r4, r5, r6, pc}
thumb_func_end sub_0205D610
thumb_func_start sub_0205D640
sub_0205D640: ; 0x0205D640
push {r3, r4, r5, lr}
sub sp, #8
add r4, sp, #8
ldrh r5, [r4, #0x10]
str r5, [sp]
ldrh r4, [r4, #0x14]
str r4, [sp, #4]
bl sub_0205D6E8
add sp, #8
pop {r3, r4, r5, pc}
.balign 4, 0
thumb_func_end sub_0205D640
thumb_func_start sub_0205D658
sub_0205D658: ; 0x0205D658
push {r3, r4, r5, lr}
add r5, r1, #0
mov r4, #0x4c
bl sub_0205C744
cmp r0, #1
beq _0205D670
cmp r0, #2
beq _0205D674
cmp r0, #3
beq _0205D678
b _0205D67A
_0205D670:
mov r4, #0x10
b _0205D67A
_0205D674:
mov r4, #0x50
b _0205D67A
_0205D678:
mov r4, #0x14
_0205D67A:
add r0, r5, #0
add r1, r4, #0
bl sub_0206234C
pop {r3, r4, r5, pc}
thumb_func_end sub_0205D658
thumb_func_start sub_0205D684
sub_0205D684: ; 0x0205D684
push {r3, r4, r5, lr}
add r5, r0, #0
mov r1, #1
mov r2, #3
bl sub_0205C758
add r4, r0, #0
add r0, r5, #0
bl sub_0205CA90
cmp r0, #0
bne _0205D6A8
cmp r4, #2
blt _0205D6A8
add r0, r5, #0
mov r1, #1
bl sub_0205CA78
_0205D6A8:
cmp r4, #3
bne _0205D6B0
mov r0, #1
pop {r3, r4, r5, pc}
_0205D6B0:
mov r0, #0
pop {r3, r4, r5, pc}
thumb_func_end sub_0205D684
thumb_func_start sub_0205D6B4
sub_0205D6B4: ; 0x0205D6B4
push {r4, r5, r6, lr}
add r5, r0, #0
mov r6, #1
bl sub_0205C744
sub r4, r0, #1
bpl _0205D6C6
mov r4, #0
add r6, r4, #0
_0205D6C6:
add r0, r5, #0
add r1, r4, #0
bl sub_0205C748
add r0, r5, #0
bl sub_0205CA90
cmp r0, #1
bne _0205D6E4
cmp r4, #0
bne _0205D6E4
add r0, r5, #0
mov r1, #0
bl sub_0205CA78
_0205D6E4:
add r0, r6, #0
pop {r4, r5, r6, pc}
thumb_func_end sub_0205D6B4
thumb_func_start sub_0205D6E8
sub_0205D6E8: ; 0x0205D6E8
push {r3, r4, r5, r6, r7, lr}
sub sp, #8
add r7, r1, #0
add r1, r3, #0
add r6, r0, #0
str r3, [sp, #4]
ldr r5, [sp, #0x20]
ldr r4, [sp, #0x24]
bl sub_0205D75C
cmp r0, #3
bhi _0205D758
add r0, r0, r0
add r0, pc
ldrh r0, [r0, #6]
lsl r0, r0, #0x10
asr r0, r0, #0x10
add pc, r0
_0205D70C: ; jump table
.short _0205D714 - _0205D70C - 2 ; case 0
.short _0205D726 - _0205D70C - 2 ; case 1
.short _0205D738 - _0205D70C - 2 ; case 2
.short _0205D74A - _0205D70C - 2 ; case 3
_0205D714:
ldr r2, [sp, #4]
add r0, r6, #0
add r1, r7, #0
add r3, r5, #0
str r4, [sp]
bl sub_0205D818
add sp, #8
pop {r3, r4, r5, r6, r7, pc}
_0205D726:
ldr r2, [sp, #4]
add r0, r6, #0
add r1, r7, #0
add r3, r5, #0
str r4, [sp]
bl sub_0205D83C
add sp, #8
pop {r3, r4, r5, r6, r7, pc}
_0205D738:
ldr r2, [sp, #4]
add r0, r6, #0
add r1, r7, #0
add r3, r5, #0
str r4, [sp]
bl sub_0205D948
add sp, #8
pop {r3, r4, r5, r6, r7, pc}
_0205D74A:
ldr r2, [sp, #4]
add r0, r6, #0
add r1, r7, #0
add r3, r5, #0
str r4, [sp]
bl sub_0205D978
_0205D758:
add sp, #8
pop {r3, r4, r5, r6, r7, pc}
thumb_func_end sub_0205D6E8
thumb_func_start sub_0205D75C
sub_0205D75C: ; 0x0205D75C
push {r3, r4, r5, lr}
add r5, r0, #0
bl sub_0205D7AC
add r4, r0, #0
bl sub_0205D778
add r1, r0, #0
add r0, r5, #0
bl sub_0205C6C8
add r0, r4, #0
pop {r3, r4, r5, pc}
.balign 4, 0
thumb_func_end sub_0205D75C
thumb_func_start sub_0205D778
sub_0205D778: ; 0x0205D778
push {r3, lr}
cmp r0, #3
bhi _0205D7A2
add r0, r0, r0
add r0, pc
ldrh r0, [r0, #6]
lsl r0, r0, #0x10
asr r0, r0, #0x10
add pc, r0
_0205D78A: ; jump table
.short _0205D792 - _0205D78A - 2 ; case 0
.short _0205D796 - _0205D78A - 2 ; case 1
.short _0205D79A - _0205D78A - 2 ; case 2
.short _0205D79E - _0205D78A - 2 ; case 3
_0205D792:
mov r0, #0
pop {r3, pc}
_0205D796:
mov r0, #1
pop {r3, pc}
_0205D79A:
mov r0, #2
pop {r3, pc}
_0205D79E:
mov r0, #1
pop {r3, pc}
_0205D7A2:
bl GF_AssertFail
mov r0, #0
pop {r3, pc}
.balign 4, 0
thumb_func_end sub_0205D778
thumb_func_start sub_0205D7AC
sub_0205D7AC: ; 0x0205D7AC
push {r4, r5, r6, lr}
add r5, r0, #0
add r4, r1, #0
bl sub_0205C744
add r6, r0, #0
mov r0, #0
mvn r0, r0
cmp r4, r0
bne _0205D7DC
cmp r6, #2
bge _0205D7D0
add r0, r5, #0
mov r1, #0
bl sub_0205C6C8
mov r0, #0
pop {r4, r5, r6, pc}
_0205D7D0:
add r0, r5, #0
mov r1, #1
bl sub_0205C6C8
mov r0, #3
pop {r4, r5, r6, pc}
_0205D7DC:
add r0, r5, #0
bl PlayerAvatar_GetFacingDirection
cmp r0, r4
beq _0205D80C
add r0, r5, #0
bl sub_0205C6CC
cmp r0, #1
beq _0205D80C
cmp r6, #2
bge _0205D800
add r0, r5, #0
mov r1, #2
bl sub_0205C6C8
mov r0, #2
pop {r4, r5, r6, pc}
_0205D800:
add r0, r5, #0
mov r1, #1
bl sub_0205C6C8
mov r0, #3
pop {r4, r5, r6, pc}
_0205D80C:
add r0, r5, #0
mov r1, #1
bl sub_0205C6C8
mov r0, #1
pop {r4, r5, r6, pc}
thumb_func_end sub_0205D7AC
thumb_func_start sub_0205D818
sub_0205D818: ; 0x0205D818
push {r3, r4, r5, lr}
add r4, r1, #0
add r5, r0, #0
add r0, r4, #0
bl MapObject_GetFacingDirection
mov r1, #0
bl sub_0206234C
add r2, r0, #0
add r0, r5, #0
add r1, r4, #0
bl sub_0205DA1C
add r0, r5, #0
bl sub_0205C74C
pop {r3, r4, r5, pc}
thumb_func_end sub_0205D818
thumb_func_start sub_0205D83C
sub_0205D83C: ; 0x0205D83C
push {r3, r4, r5, r6, r7, lr}
add r5, r0, #0
add r7, r1, #0
add r6, r2, #0
bl sub_0205DA34
add r4, r0, #0
mov r0, #4
tst r0, r4
beq _0205D86E
add r0, r6, #0
mov r1, #0x38
bl sub_0206234C
str r0, [sp]
add r0, r5, #0
bl sub_0205D684
add r0, r5, #0
bl sub_0205E048
add r0, r5, #0
bl sub_0205CAE8
b _0205D93A
_0205D86E:
mov r0, #0x10
tst r0, r4
beq _0205D8C0
add r0, r5, #0
bl sub_0205C744
cmp r0, #3
blt _0205D898
add r0, r5, #0
add r1, r6, #0
bl sub_0205D658
str r0, [sp]
add r0, r5, #0
bl sub_0205CAE8
add r0, r5, #0
mov r1, #1
bl sub_0205CA20
b _0205D93A
_0205D898:
add r0, r6, #0
mov r1, #0x1c
bl sub_0206234C
str r0, [sp]
mov r0, #8
tst r0, r4
bne _0205D8B0
mov r0, #SEQ_SE_DP_WALL_HIT>>8
lsl r0, r0, #8
bl PlaySE
_0205D8B0:
add r0, r7, #0
add r1, r6, #0
bl MapObject_SetNextFacing
add r0, r5, #0
bl sub_0205C74C
b _0205D93A
_0205D8C0:
mov r0, #0x40
tst r0, r4
beq _0205D8F2
add r0, r7, #0
bl MapObject_GetNextFacing
add r4, r0, #0
mov r1, #0
bl sub_0206234C
str r0, [sp]
add r0, r7, #0
add r1, r4, #0
bl MapObject_SetNextFacing
add r0, r5, #0
bl sub_0205C74C
mov r1, #0
mvn r1, r1
add r0, r5, #0
add r2, r1, #0
bl sub_0205C778
b _0205D93A
_0205D8F2:
cmp r4, #0
beq _0205D91E
add r0, r6, #0
mov r1, #0x1c
bl sub_0206234C
str r0, [sp]
mov r0, #8
tst r0, r4
bne _0205D90E
mov r0, #SEQ_SE_DP_WALL_HIT>>8
lsl r0, r0, #8
bl PlaySE
_0205D90E:
add r0, r7, #0
add r1, r6, #0
bl MapObject_SetNextFacing
add r0, r5, #0
bl sub_0205C74C
b _0205D93A
_0205D91E:
add r0, r5, #0
add r1, r6, #0
bl sub_0205D658
str r0, [sp]
add r0, r5, #0
bl sub_0205D684
add r0, r5, #0
bl sub_0205E048
add r0, r5, #0
bl sub_0205CAE8
_0205D93A:
ldr r2, [sp]
add r0, r5, #0
add r1, r7, #0
bl sub_0205DA1C
pop {r3, r4, r5, r6, r7, pc}
.balign 4, 0
thumb_func_end sub_0205D83C
thumb_func_start sub_0205D948
sub_0205D948: ; 0x0205D948
push {r4, r5, r6, lr}
add r6, r2, #0
add r5, r0, #0
add r4, r1, #0
bl sub_0205C74C
add r0, r6, #0
mov r1, #0x28
bl sub_0206234C
add r2, r0, #0
add r0, r5, #0
add r1, r4, #0
bl sub_0205DA1C
add r0, r4, #0
add r1, r6, #0
bl MapObject_SetNextFacing
add r0, r5, #0
bl sub_0205C74C
pop {r4, r5, r6, pc}
.balign 4, 0
thumb_func_end sub_0205D948
thumb_func_start sub_0205D978
sub_0205D978: ; 0x0205D978
push {r3, r4, r5, r6, r7, lr}
sub sp, #8
add r5, r0, #0
add r7, r1, #0
bl sub_0205D6B4
str r0, [sp]
add r0, r5, #0
bl PlayerAvatar_GetNextFacing
add r6, r0, #0
add r0, r5, #0
add r1, r7, #0
add r2, r6, #0
bl sub_0205DA34
add r4, r0, #0
mov r0, #4
tst r0, r4
beq _0205D9AC
add r0, r6, #0
mov r1, #0x38
bl sub_0206234C
str r0, [sp, #4]
b _0205D9FE
_0205D9AC:
mov r0, #0x40
tst r0, r4
beq _0205D9C4
add r0, r6, #0
mov r1, #0
bl sub_0206234C
str r0, [sp, #4]
add r0, r5, #0
bl sub_0205C74C
b _0205D9FE
_0205D9C4:
cmp r4, #0
beq _0205D9F4
mov r0, #0
str r0, [sp]
add r0, r6, #0
mov r1, #0x1c
bl sub_0206234C
str r0, [sp, #4]
mov r0, #8
tst r0, r4
bne _0205D9E4
mov r0, #SEQ_SE_DP_WALL_HIT>>8
lsl r0, r0, #8
bl PlaySE
_0205D9E4:
add r0, r7, #0
add r1, r6, #0
bl MapObject_SetNextFacing
add r0, r5, #0
bl sub_0205C74C
b _0205D9FE
_0205D9F4:
add r0, r5, #0
add r1, r6, #0
bl sub_0205D658
str r0, [sp, #4]
_0205D9FE:
ldr r0, [sp]
cmp r0, #0
bne _0205DA0C
add r0, r5, #0
mov r1, #0
bl sub_0205CA78
_0205DA0C:
ldr r2, [sp, #4]
add r0, r5, #0
add r1, r7, #0
bl sub_0205DA1C
add sp, #8
pop {r3, r4, r5, r6, r7, pc}
.balign 4, 0
thumb_func_end sub_0205D978
thumb_func_start sub_0205DA1C
sub_0205DA1C: ; 0x0205DA1C
push {r3, r4, r5, lr}
add r4, r2, #0
add r5, r1, #0
add r1, r4, #0
bl sub_0205C79C
add r0, r5, #0
add r1, r4, #0
bl MapObject_SetHeldMovement
pop {r3, r4, r5, pc}
.balign 4, 0
thumb_func_end sub_0205DA1C
thumb_func_start sub_0205DA34
sub_0205DA34: ; 0x0205DA34
push {r3, r4, r5, r6, r7, lr}
add r5, r0, #0
add r6, r1, #0
add r7, r2, #0
mov r4, #0
bl sub_0205DAA8
mov r1, #0xa
str r0, [sp]
tst r0, r1
beq _0205DA60
mov r0, #1
orr r4, r0
add r0, r5, #0
add r1, r6, #0
add r2, r7, #0
bl sub_0205DBF4
cmp r0, #0
beq _0205DA60
mov r0, #8
orr r4, r0
_0205DA60:
ldr r0, [sp]
mov r1, #4
tst r0, r1
beq _0205DA6C
mov r0, #2
orr r4, r0
_0205DA6C:
add r0, r5, #0
add r1, r6, #0
add r2, r7, #0
bl sub_0205DB68
cmp r0, #0
beq _0205DA7E
mov r0, #4
orr r4, r0
_0205DA7E:
add r0, r5, #0
add r1, r6, #0
add r2, r7, #0
bl sub_0205DCA0
cmp r0, #1
bne _0205DA90
mov r0, #0x20
orr r4, r0
_0205DA90:
add r0, r5, #0
add r1, r6, #0
add r2, r7, #0
bl sub_0205DCFC
cmp r0, #1
bne _0205DAA2
mov r0, #1
orr r4, r0
_0205DAA2:
add r0, r4, #0
pop {r3, r4, r5, r6, r7, pc}
.balign 4, 0
thumb_func_end sub_0205DA34
thumb_func_start sub_0205DAA8
sub_0205DAA8: ; 0x0205DAA8
push {r3, r4, r5, r6, r7, lr}
sub sp, #0x28
add r5, r1, #0
str r2, [sp, #4]
add r0, r5, #0
bl MapObject_GetCurrentX
add r7, r0, #0
ldr r0, [sp, #4]
bl GetDeltaXByFacingDirection
str r0, [sp, #0x14]
add r0, r5, #0
bl MapObject_GetCurrentHeight
str r0, [sp, #8]
add r0, r5, #0
bl MapObject_GetCurrentY
str r0, [sp, #0xc]
ldr r0, [sp, #4]
bl GetDeltaYByFacingDirection
str r0, [sp, #0x10]
add r0, r5, #0
add r1, sp, #0x1c
bl MapObject_GetPositionVec
ldr r1, [sp, #0x14]
ldr r6, [sp, #0xc]
ldr r3, [sp, #0x10]
ldr r2, [sp, #8]
add r0, r5, #0
add r1, r7, r1
add r3, r6, r3
mov r4, #0
bl sub_02060D94
cmp r0, #1
bne _0205DAFC
mov r0, #1
orr r4, r0
_0205DAFC:
add r0, r5, #0
bl MapObject_GetFieldSysPtr
ldr r2, [sp, #0x14]
add r1, sp, #0x18
str r1, [sp]
ldr r6, [sp, #0xc]
ldr r3, [sp, #0x10]
add r1, sp, #0x1c
add r2, r7, r2
add r3, r6, r3
bl sub_020549F4
cmp r0, #1
bne _0205DB2C
mov r0, #2
orr r4, r0
add r1, sp, #0x18
mov r0, #0
ldrsb r0, [r1, r0]
cmp r0, #0
beq _0205DB2C
mov r0, #8
orr r4, r0
_0205DB2C:
ldr r3, [sp, #0xc]
ldr r2, [sp, #0x10]
ldr r1, [sp, #0x14]
add r2, r3, r2
ldr r3, [sp, #4]
add r0, r5, #0
add r1, r7, r1
bl sub_02060DEC
cmp r0, #1
bne _0205DB46
mov r0, #2
orr r4, r0
_0205DB46:
add r0, r5, #0
ldr r1, [sp, #0x14]
ldr r5, [sp, #0xc]
ldr r3, [sp, #0x10]
ldr r2, [sp, #8]
add r1, r7, r1
add r3, r5, r3
bl sub_02060BFC
cmp r0, #1
bne _0205DB60
mov r0, #4
orr r4, r0
_0205DB60:
add r0, r4, #0
add sp, #0x28
pop {r3, r4, r5, r6, r7, pc}
.balign 4, 0
thumb_func_end sub_0205DAA8
thumb_func_start sub_0205DB68
sub_0205DB68: ; 0x0205DB68
push {r3, r4, r5, r6, r7, lr}
mov r0, #0
add r4, r2, #0
mvn r0, r0
add r5, r1, #0
cmp r4, r0
beq _0205DBF0
add r0, r5, #0
bl MapObject_GetFieldSysPtr
str r0, [sp]
add r0, r5, #0
bl MapObject_GetCurrentX
add r6, r0, #0
add r0, r4, #0
bl GetDeltaXByFacingDirection
add r7, r0, #0
add r0, r5, #0
bl MapObject_GetCurrentY
add r5, r0, #0
add r0, r4, #0
bl GetDeltaYByFacingDirection
add r2, r0, #0
ldr r0, [sp]
add r1, r6, r7
add r2, r5, r2
bl GetMetatileBehaviorAt
cmp r4, #3
bhi _0205DBF0
add r1, r4, r4
add r1, pc
ldrh r1, [r1, #6]
lsl r1, r1, #0x10
asr r1, r1, #0x10
add pc, r1
_0205DBB8: ; jump table
.short _0205DBC0 - _0205DBB8 - 2 ; case 0
.short _0205DBCC - _0205DBB8 - 2 ; case 1
.short _0205DBD8 - _0205DBB8 - 2 ; case 2
.short _0205DBE4 - _0205DBB8 - 2 ; case 3
_0205DBC0:
bl sub_0205B7B0
cmp r0, #1
bne _0205DBF0
mov r0, #1
pop {r3, r4, r5, r6, r7, pc}
_0205DBCC:
bl sub_0205B7BC
cmp r0, #1
bne _0205DBF0
mov r0, #1
pop {r3, r4, r5, r6, r7, pc}
_0205DBD8:
bl sub_0205B7C8
cmp r0, #1
bne _0205DBF0
mov r0, #1
pop {r3, r4, r5, r6, r7, pc}
_0205DBE4:
bl sub_0205B7D4
cmp r0, #1
bne _0205DBF0
mov r0, #1
pop {r3, r4, r5, r6, r7, pc}
_0205DBF0:
mov r0, #0
pop {r3, r4, r5, r6, r7, pc}
thumb_func_end sub_0205DB68
thumb_func_start sub_0205DBF4
sub_0205DBF4: ; 0x0205DBF4
push {r3, r4, r5, r6, r7, lr}
mov r0, #0
add r4, r2, #0
mvn r0, r0
add r5, r1, #0
cmp r4, r0
beq _0205DC9C
add r0, r5, #0
bl MapObject_GetFieldSysPtr
add r7, r0, #0
add r0, r5, #0
bl MapObject_GetCurrentX
add r6, r0, #0
add r0, r5, #0
bl MapObject_GetCurrentY
str r0, [sp]
ldr r2, [sp]
add r0, r7, #0
add r1, r6, #0
bl GetMetatileBehaviorAt
add r5, r0, #0
cmp r4, #3
bhi _0205DC74
add r1, r4, r4
add r1, pc
ldrh r1, [r1, #6]
lsl r1, r1, #0x10
asr r1, r1, #0x10
add pc, r1
_0205DC36: ; jump table
.short _0205DC3E - _0205DC36 - 2 ; case 0
.short _0205DC4A - _0205DC36 - 2 ; case 1
.short _0205DC58 - _0205DC36 - 2 ; case 2
.short _0205DC66 - _0205DC36 - 2 ; case 3
_0205DC3E:
bl sub_0205B730
cmp r0, #1
bne _0205DC4A
mov r0, #1
pop {r3, r4, r5, r6, r7, pc}
_0205DC4A:
add r0, r5, #0
bl sub_0205B73C
cmp r0, #1
bne _0205DC58
mov r0, #1
pop {r3, r4, r5, r6, r7, pc}
_0205DC58:
add r0, r5, #0
bl sub_0205B724
cmp r0, #1
bne _0205DC66
mov r0, #1
pop {r3, r4, r5, r6, r7, pc}
_0205DC66:
add r0, r5, #0
bl sub_0205B718
cmp r0, #1
bne _0205DC74
mov r0, #1
pop {r3, r4, r5, r6, r7, pc}
_0205DC74:
add r0, r4, #0
bl GetDeltaXByFacingDirection
add r5, r0, #0
add r0, r4, #0
bl GetDeltaYByFacingDirection
add r3, r0, #0
ldr r2, [sp]
add r0, r7, #0
add r1, r6, r5
add r2, r2, r3
bl GetMetatileBehaviorAt
bl sub_0205B70C
cmp r0, #1
bne _0205DC9C
mov r0, #1
pop {r3, r4, r5, r6, r7, pc}
_0205DC9C:
mov r0, #0
pop {r3, r4, r5, r6, r7, pc}
thumb_func_end sub_0205DBF4
thumb_func_start sub_0205DCA0
sub_0205DCA0: ; 0x0205DCA0
push {r3, r4, r5, r6, r7, lr}
sub sp, #8
mov r0, #0
add r4, r2, #0
mvn r0, r0
add r5, r1, #0
cmp r4, r0
beq _0205DCF6
add r0, r5, #0
bl MapObject_GetFieldSysPtr
str r0, [sp]
add r0, r5, #0
bl MapObject_GetCurrentX
add r6, r0, #0
add r0, r4, #0
bl GetDeltaXByFacingDirection
add r7, r0, #0
add r0, r5, #0
bl MapObject_GetCurrentY
str r0, [sp, #4]
add r0, r4, #0
bl GetDeltaYByFacingDirection
add r3, r0, #0
ldr r2, [sp, #4]
ldr r0, [sp]
add r1, r6, r7
add r2, r2, r3
bl GetMetatileBehaviorAt
add r1, r0, #0
add r0, r5, #0
bl sub_02060E54
cmp r0, #0
beq _0205DCF6
add sp, #8
mov r0, #1
pop {r3, r4, r5, r6, r7, pc}
_0205DCF6:
mov r0, #0
add sp, #8
pop {r3, r4, r5, r6, r7, pc}
thumb_func_end sub_0205DCA0
thumb_func_start sub_0205DCFC
sub_0205DCFC: ; 0x0205DCFC
push {r3, r4, r5, r6, r7, lr}
sub sp, #8
add r5, r1, #0
mov r1, #0
add r4, r2, #0
mvn r1, r1
cmp r4, r1
beq _0205DD8E
bl PlayerAvatar_GetState
cmp r0, #1
bne _0205DD8E
add r0, r5, #0
bl MapObject_GetFieldSysPtr
str r0, [sp]
add r0, r5, #0
bl MapObject_GetCurrentX
add r6, r0, #0
add r0, r4, #0
bl GetDeltaXByFacingDirection
add r7, r0, #0
add r0, r5, #0
bl MapObject_GetCurrentY
str r0, [sp, #4]
add r0, r4, #0
bl GetDeltaYByFacingDirection
add r3, r0, #0
ldr r2, [sp, #4]
ldr r0, [sp]
add r1, r6, r7
add r2, r2, r3
bl GetMetatileBehaviorAt
add r4, r0, #0
add r0, r5, #0
add r1, r4, #0
bl sub_02060E54
cmp r0, #0
beq _0205DD5C
add sp, #8
mov r0, #1
pop {r3, r4, r5, r6, r7, pc}
_0205DD5C:
add r0, r5, #0
add r1, r4, #0
bl sub_02060EBC
cmp r0, #0
beq _0205DD6E
add sp, #8
mov r0, #1
pop {r3, r4, r5, r6, r7, pc}
_0205DD6E:
add r0, r4, #0
bl sub_0205B6F4
cmp r0, #0
beq _0205DD7E
add sp, #8
mov r0, #1
pop {r3, r4, r5, r6, r7, pc}
_0205DD7E:
add r0, r4, #0
bl sub_0205B8AC
cmp r0, #0
beq _0205DD8E
add sp, #8
mov r0, #1
pop {r3, r4, r5, r6, r7, pc}
_0205DD8E:
mov r0, #0
add sp, #8
pop {r3, r4, r5, r6, r7, pc}
thumb_func_end sub_0205DCFC
thumb_func_start sub_0205DD94
sub_0205DD94: ; 0x0205DD94
ldr r3, _0205DD98 ; =sub_0205DDD4
bx r3
.balign 4, 0
_0205DD98: .word sub_0205DDD4
thumb_func_end sub_0205DD94
thumb_func_start sub_0205DD9C
sub_0205DD9C: ; 0x0205DD9C
mov r1, #0x20
tst r1, r0
beq _0205DDA6
mov r0, #2
bx lr
_0205DDA6:
mov r1, #0x10
tst r0, r1
beq _0205DDB0
mov r1, #3
b _0205DDB2
_0205DDB0:
sub r1, #0x11
_0205DDB2:
add r0, r1, #0
bx lr
.balign 4, 0
thumb_func_end sub_0205DD9C
thumb_func_start sub_0205DDB8
sub_0205DDB8: ; 0x0205DDB8
mov r1, #0x40
tst r1, r0
beq _0205DDC2
mov r0, #0
bx lr
_0205DDC2:
mov r1, #0x80
tst r0, r1
beq _0205DDCC
mov r1, #1
b _0205DDCE
_0205DDCC:
sub r1, #0x81
_0205DDCE:
add r0, r1, #0
bx lr
.balign 4, 0
thumb_func_end sub_0205DDB8
thumb_func_start sub_0205DDD4
sub_0205DDD4: ; 0x0205DDD4
push {r3, r4, r5, r6, r7, lr}
add r5, r2, #0
add r6, r0, #0
add r0, r5, #0
bl sub_0205DD9C
add r4, r0, #0
add r0, r5, #0
bl sub_0205DDB8
mov r1, #0
mvn r1, r1
add r5, r0, #0
cmp r4, r1
beq _0205DE34
cmp r5, r1
bne _0205DDFA
add r0, r4, #0
pop {r3, r4, r5, r6, r7, pc}
_0205DDFA:
add r0, r6, #0
bl PlayerAvatar_GetNextFacing
add r7, r0, #0
add r0, r6, #0
bl sub_0205C76C
str r0, [sp]
add r0, r6, #0
bl sub_0205C774
mov r1, #0
mvn r1, r1
cmp r7, r1
beq _0205DE32
ldr r1, [sp]
cmp r4, r1
bne _0205DE26
cmp r5, r0
bne _0205DE26
add r0, r7, #0
pop {r3, r4, r5, r6, r7, pc}
_0205DE26:
cmp r5, r0
beq _0205DE2E
add r0, r5, #0
pop {r3, r4, r5, r6, r7, pc}
_0205DE2E:
add r0, r4, #0
pop {r3, r4, r5, r6, r7, pc}
_0205DE32:
add r0, r5, #0
_0205DE34:
pop {r3, r4, r5, r6, r7, pc}
.balign 4, 0
thumb_func_end sub_0205DDD4
thumb_func_start sub_0205DE38
sub_0205DE38: ; 0x0205DE38
push {r4, lr}
bl PlayerAvatar_GetMapObject
add r4, r0, #0
bl MapObject_AreBitsSetForMovementScriptInit
cmp r0, #1
bne _0205DE4C
mov r0, #1
pop {r4, pc}
_0205DE4C:
add r0, r4, #0
bl MapObject_GetMovementCommand
bl sub_0205DE64
cmp r0, #1
bne _0205DE5E
mov r0, #1
pop {r4, pc}
_0205DE5E:
mov r0, #0
pop {r4, pc}
.balign 4, 0
thumb_func_end sub_0205DE38
thumb_func_start sub_0205DE64
sub_0205DE64: ; 0x0205DE64
sub r0, #0x1c
cmp r0, #3
bhi _0205DE82
add r0, r0, r0
add r0, pc
ldrh r0, [r0, #6]
lsl r0, r0, #0x10
asr r0, r0, #0x10
add pc, r0
_0205DE76: ; jump table
.short _0205DE7E - _0205DE76 - 2 ; case 0
.short _0205DE7E - _0205DE76 - 2 ; case 1
.short _0205DE7E - _0205DE76 - 2 ; case 2
.short _0205DE7E - _0205DE76 - 2 ; case 3
_0205DE7E:
mov r0, #1
bx lr
_0205DE82:
mov r0, #0
bx lr
.balign 4, 0
thumb_func_end sub_0205DE64
thumb_func_start sub_0205DE88
sub_0205DE88: ; 0x0205DE88
mov r0, #2
tst r0, r1
beq _0205DE92
mov r0, #1
bx lr
_0205DE92:
mov r0, #0
bx lr
.balign 4, 0
thumb_func_end sub_0205DE88
thumb_func_start sub_0205DE98
sub_0205DE98: ; 0x0205DE98
push {r3, lr}
bl sub_0205C7A0
sub r0, #0x58
cmp r0, #3
bhi _0205DEBC
add r0, r0, r0
add r0, pc
ldrh r0, [r0, #6]
lsl r0, r0, #0x10
asr r0, r0, #0x10
add pc, r0
_0205DEB0: ; jump table
.short _0205DEB8 - _0205DEB0 - 2 ; case 0
.short _0205DEB8 - _0205DEB0 - 2 ; case 1
.short _0205DEB8 - _0205DEB0 - 2 ; case 2
.short _0205DEB8 - _0205DEB0 - 2 ; case 3
_0205DEB8:
mov r0, #1
pop {r3, pc}
_0205DEBC:
mov r0, #0
pop {r3, pc}
thumb_func_end sub_0205DE98
thumb_func_start sub_0205DEC0
sub_0205DEC0: ; 0x0205DEC0
push {r3, r4, r5, lr}
add r4, r0, #0
add r5, r1, #0
bl PlayerAvatar_GetState
cmp r0, #3
bhi _0205DF02
add r0, r0, r0
add r0, pc
ldrh r0, [r0, #6]
lsl r0, r0, #0x10
asr r0, r0, #0x10
add pc, r0
_0205DEDA: ; jump table
.short _0205DEE2 - _0205DEDA - 2 ; case 0
.short _0205DEF2 - _0205DEDA - 2 ; case 1
.short _0205DEE2 - _0205DEDA - 2 ; case 2
.short _0205DEE2 - _0205DEDA - 2 ; case 3
_0205DEE2:
add r0, r4, #0
add r1, r5, #0
bl sub_0205D450
bl sub_0205D428
add r4, r0, #0
b _0205DF08
_0205DEF2:
add r0, r4, #0
add r1, r5, #0
bl sub_0205D7AC
bl sub_0205D778
add r4, r0, #0
b _0205DF08
_0205DF02:
mov r4, #0
bl GF_AssertFail
_0205DF08:
add r0, r4, #0
pop {r3, r4, r5, pc}
thumb_func_end sub_0205DEC0
thumb_func_start sub_0205DF0C
sub_0205DF0C: ; 0x0205DF0C
push {r3, r4, r5, r6, r7, lr}
add r5, r0, #0
add r7, r2, #0
add r6, r3, #0
bl sub_0205DDD4
str r0, [sp]
ldr r1, [sp]
add r0, r5, #0
bl sub_0205DEC0
add r4, r0, #0
add r0, r5, #0
add r1, r4, #0
bl sub_0205C6C8
cmp r4, #0
bne _0205DF3E
add r0, r5, #0
bl PlayerAvatar_GetFacingDirection
mov r1, #0
bl sub_0206234C
pop {r3, r4, r5, r6, r7, pc}
_0205DF3E:
cmp r4, #2
bne _0205DF4C
ldr r0, [sp]
mov r1, #0x28
bl sub_0206234C
pop {r3, r4, r5, r6, r7, pc}
_0205DF4C:
add r0, r5, #0
bl PlayerAvatar_GetMapObject
ldr r0, [sp, #0x1c]
mov r4, #4
add r1, r0, #0
tst r1, r4
beq _0205DF60
mov r4, #0x38
b _0205DFBE
_0205DF60:
cmp r0, #0
beq _0205DF76
mov r1, #8
mov r4, #0x1c
tst r0, r1
bne _0205DFBE
mov r0, #SEQ_SE_DP_WALL_HIT>>8
lsl r0, r0, #8
bl PlaySE
b _0205DFBE
_0205DF76:
cmp r6, #5
bhi _0205DFA8
add r0, r6, r6
add r0, pc
ldrh r0, [r0, #6]
lsl r0, r0, #0x10
asr r0, r0, #0x10
add pc, r0
_0205DF86: ; jump table
.short _0205DF92 - _0205DF86 - 2 ; case 0
.short _0205DF94 - _0205DF86 - 2 ; case 1
.short _0205DF98 - _0205DF86 - 2 ; case 2
.short _0205DF9C - _0205DF86 - 2 ; case 3
.short _0205DFA0 - _0205DF86 - 2 ; case 4
.short _0205DFA4 - _0205DF86 - 2 ; case 5
_0205DF92:
b _0205DFAA
_0205DF94:
mov r4, #8
b _0205DFAA
_0205DF98:
mov r4, #0xc
b _0205DFAA
_0205DF9C:
mov r4, #0x4c
b _0205DFAA
_0205DFA0:
mov r4, #0x10
b _0205DFAA
_0205DFA4:
mov r4, #0x14
b _0205DFAA
_0205DFA8:
mov r4, #4
_0205DFAA:
ldr r0, [sp, #0x18]
cmp r0, #1
bne _0205DFBE
add r0, r5, #0
add r1, r7, #0
bl sub_0205DE88
cmp r0, #1
bne _0205DFBE
mov r4, #0x58
_0205DFBE:
ldr r0, [sp]
add r1, r4, #0
bl sub_0206234C
pop {r3, r4, r5, r6, r7, pc}
thumb_func_end sub_0205DF0C
thumb_func_start sub_0205DFC8
sub_0205DFC8: ; 0x0205DFC8
push {r3, lr}
bl PlayerAvatar_GetMapObject
bl MapObject_AreBitsSetForMovementScriptInit
pop {r3, pc}
thumb_func_end sub_0205DFC8
thumb_func_start sub_0205DFD4
sub_0205DFD4: ; 0x0205DFD4
push {r3, r4, r5, lr}
add r5, r0, #0
add r4, r1, #0
bl PlayerAvatar_GetMapObject
add r1, r0, #0
add r0, r5, #0
add r2, r4, #0
bl sub_0205DA1C
pop {r3, r4, r5, pc}
.balign 4, 0
thumb_func_end sub_0205DFD4
thumb_func_start sub_0205DFEC
sub_0205DFEC: ; 0x0205DFEC
push {r4, lr}
add r4, r1, #0
bl PlayerAvatar_GetMapObject
add r1, r4, #0
bl sub_02060FA8
pop {r4, pc}
thumb_func_end sub_0205DFEC
thumb_func_start sub_0205DFFC
sub_0205DFFC: ; 0x0205DFFC
push {r3, r4, r5, r6, r7, lr}
add r5, r1, #0
str r0, [sp]
add r6, r2, #0
add r7, r3, #0
bl GetPlayerXCoord
add r4, r0, #0
add r0, r5, #0
bl GetDeltaXByFacingDirection
add r0, r4, r0
str r0, [r6]
ldr r0, [sp]
bl GetPlayerYCoord
add r4, r0, #0
add r0, r5, #0
bl GetDeltaYByFacingDirection
add r0, r4, r0
str r0, [r7]
pop {r3, r4, r5, r6, r7, pc}
.balign 4, 0
thumb_func_end sub_0205DFFC
thumb_func_start PlayerAvatar_GetCoordsInFront
PlayerAvatar_GetCoordsInFront: ; 0x0205E02C
push {r4, r5, r6, lr}
add r5, r0, #0
add r4, r1, #0
add r6, r2, #0
bl PlayerAvatar_GetFacingDirection
add r1, r0, #0
add r0, r5, #0
add r2, r4, #0
add r3, r6, #0
bl sub_0205DFFC
pop {r4, r5, r6, pc}
.balign 4, 0
thumb_func_end PlayerAvatar_GetCoordsInFront
thumb_func_start sub_0205E048
sub_0205E048: ; 0x0205E048
push {r3, r4, r5, lr}
bl PlayerAvatar_GetMapObject
bl MapObject_GetFieldSysPtr
add r5, r0, #0
ldr r0, [r5, #0xc]
bl Save_GameStats_Get
mov r1, #0
add r4, r0, #0
bl GameStats_Inc
ldr r0, [r5, #0x40]
bl PlayerAvatar_GetState
cmp r0, #1
bne _0205E074
add r0, r4, #0
mov r1, #1
bl GameStats_Inc
_0205E074:
pop {r3, r4, r5, pc}
.balign 4, 0
thumb_func_end sub_0205E048
thumb_func_start sub_0205E078
sub_0205E078: ; 0x0205E078
push {r3, r4, r5, lr}
add r4, r1, #0
mov r1, #0
mvn r1, r1
add r5, r0, #0
cmp r2, r1
beq _0205E08A
mov r0, #0
pop {r3, r4, r5, pc}
_0205E08A:
bl PlayerAvatar_GetState
cmp r0, #1
beq _0205E096
mov r0, #0
pop {r3, r4, r5, pc}
_0205E096:
add r0, r5, #0
bl sub_0205CABC
cmp r0, #0
bne _0205E0A4
mov r0, #0
pop {r3, r4, r5, pc}
_0205E0A4:
add r0, r5, #0
bl PlayerAvatar_GetMapObject
add r1, r4, #0
bl sub_02060EEC
cmp r0, #1
bne _0205E0B8
mov r0, #1
pop {r3, r4, r5, pc}
_0205E0B8:
mov r0, #0
pop {r3, r4, r5, pc}
thumb_func_end sub_0205E078
.rodata
_020FCB7C:
.word sub_0205D09C
.word sub_0205D0A8
.word sub_0205D190
_020FCB88:
.word sub_0205B828, 1
.word 0, 3
_020FCB98:
.short SEQ_SE_GS_ASHIOTO_A_WALK, 0
.short SEQ_SE_GS_ASHIOTO_A, 0
.short SEQ_SE_GS_OCHIBA, 0
.short SEQ_SE_GS_EDAPAKI, 0
.short SEQ_SE_GS_KUSA2, 0
.short SEQ_SE_GS_ASHIOTO_B, 1
.short SEQ_SE_GS_ASHIOTO_D, 1
.short SEQ_SE_GS_ASHIOTO_D_2, 0
.short SEQ_SE_GS_ASHIOTO_E, 0
.short SEQ_SE_GS_ASHIOTO_B, 1
.short SEQ_SE_GS_ASHIOTO_F, 1
.short SEQ_SE_GS_ASHIOTO_D, 0
.short SEQ_SE_GS_ASHIOTO_H, 0
.short SEQ_SE_GS_ASHIOTO_G, 0
.short SEQ_SE_DP_BOX02, 0
.short SEQ_SE_DP_BOX01, 0