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#1 2017-09-14 06:06:36

coraldev
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Registered: 2017-07-08
Post 9/12

Problem with Running Sprite when Movement is Taken from Player

Ok, so I'm not sure if the title of this thread even makes sense, but here goes.

I've managed to add the running shoes to my pokecrystal disassembly, and I've given them their own sprites. They work pretty much flawlessly during normal gameplay, but whenever I initiate an event where control is taken away from the player, the sprites from the running animation stay active. I want them to revert back to the normal player sprites.

I figured the best way to do this is to set the PlayerState to "PLAYER_NORMAL" and then run call "ReplaceKrisSprite" whenever control is taken from the player. Only problem is that I can't find the part of code that controls this.

Could someone point me in the direction of where to look? Is there another way to achieve the same thing? Help would be very much appreciated.

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#2 2017-09-16 18:12:39

coraldev
Member
Registered: 2017-07-08
Post 10/12

Re: Problem with Running Sprite when Movement is Taken from Player

I guess what I'm really asking here is if anyone knows what controls the fact that the player isn't allowed to move in cutscenes. Is there a routine that tells the game to stop accepting player input or something? If there is, I could tell it to switch the player's animation during that routine, right?

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