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CeladonMartElevator_Script:
ld hl, wCurrentMapScriptFlags
bit BIT_CUR_MAP_LOADED_1, [hl]
res BIT_CUR_MAP_LOADED_1, [hl]
push hl
call nz, CeladonMartElevatorStoreWarpEntriesScript
pop hl
bit BIT_CUR_MAP_USED_ELEVATOR, [hl]
res BIT_CUR_MAP_USED_ELEVATOR, [hl]
call nz, CeladonMartElevatorShakeScript
xor a
ld [wAutoTextBoxDrawingControl], a
inc a
ld [wDoNotWaitForButtonPressAfterDisplayingText], a
ret
CeladonMartElevatorStoreWarpEntriesScript:
ld hl, wWarpEntries
ld a, [wWarpedFromWhichWarp]
ld b, a
ld a, [wWarpedFromWhichMap]
ld c, a
call .StoreWarpEntry
; fallthrough
.StoreWarpEntry:
inc hl
inc hl
ld a, b
ld [hli], a
ld a, c
ld [hli], a
ret
CeladonMartElevatorCopyWarpMapsScript:
ld hl, CeladonMartElevatorFloors
call LoadItemList
ld hl, CeladonMartElevatorWarpMaps
ld de, wElevatorWarpMaps
ld bc, CeladonMartElevatorWarpMaps.End - CeladonMartElevatorWarpMaps
jp CopyData
CeladonMartElevatorFloors:
db 5 ; #
db FLOOR_1F
db FLOOR_2F
db FLOOR_3F
db FLOOR_4F
db FLOOR_5F
db -1 ; end
; 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
.End:
CeladonMartElevatorShakeScript:
farjp ShakeElevator
CeladonMartElevator_TextPointers:
def_text_pointers
dw_const CeladonMartElevatorText, TEXT_CELADONMARTELEVATOR
CeladonMartElevatorText:
text_asm
call CeladonMartElevatorCopyWarpMapsScript
ld hl, CeladonMartElevatorWarpMaps
predef DisplayElevatorFloorMenu
jp TextScriptEnd
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