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CLOSES #1090, CLOSES #1093, CLOSES #1094, CLOSES #1095, CLOSES #1098, CLOSES #1102, CLOSES #1105, CLOSES #1106, CLOSES #1108, CLOSES #1109, CLOSES #1110, CLOSES #1111, CLOSES #1113, CLOSES #1114, CLOSES #1117, CLOSES #1118, CLOSES #1121, CLOSES #1122, CLOSES #1123, CLOSES #1124, CLOSES #1126, CLOSES #1127, CLOSES #1128, CLOSES #1131, CLOSES #1132, CLOSES #1134, CLOSES #1137, CLOSES #1141
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@@ -1537,6 +1537,9 @@ function Pokegear:callContact(id)
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text = self:phoneText("GearOutOfService") }
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return
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end
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-- pokegold engine/pokegear/pokegear.asm:883-889: SFX_CALL rings before the call connects.
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local world = self.game and self.game.world
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if world then world:playSfxNamed("Sfx_Call", 106) end
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local call = Phone.call(self.save, id, context)
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local name, className = Phone.contactName(id, self.trainers)
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call.name, call.className = name, className
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@@ -1562,6 +1565,11 @@ end
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-- HangUp: the click, the boops, and back to "Whom do you want to call?".
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function Pokegear:hangUp()
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-- pokegold engine/phone/phone.asm:517-519: HangUp_Beep plays SFX_HANG_UP.
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if self.call and self.call.kind ~= "nosignal" then
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local world = self.game and self.game.world
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if world then world:playSfxNamed("Sfx_HangUp", 107) end
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end
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self.call = nil
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end
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@@ -1768,14 +1776,13 @@ function Pokegear:loadArrowSheet()
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self.arrow = false
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local gfx = self.gfx
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if gfx and gfx.sprites then
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self:loadPlayerIcon()
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self.arrow = TileSheet.new({
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path = gfx.sprites, wide = gfx.spritesWide or 2, firstTile = 0,
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-- The icon strip's palette (cream / orange / brown / black), not BG
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-- palette 0's greys: the arrow is an OBJ and the cart tints it to match
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-- the card icons it points at. The extract carries the gear's BG
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-- palettes only, and palMap gives every icon-strip tile this same index,
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-- so it is the one that reproduces the cart rather than a guess.
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palette = gfx.palettes and (gfx.palettes[4] or gfx.palettes[1]),
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-- pokegold data/sprite_anims/oam.asm .OAMData_RedWalk: STILL_CURSOR's
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-- oamset reuses RED_WALK's OAM data, so this wears PAL_OW_RED.
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palette = (self.playerIcon and self.playerIcon.objColors)
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or (gfx.palettes and gfx.palettes[1]),
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})
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end
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end
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