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Fix Gen 1/2 battle, menu, PC and audio parity gaps; wire luacheck into CI
CLOSES #1484, CLOSES #1486, CLOSES #1513, CLOSES #1517, CLOSES #1556, CLOSES #1564, CLOSES #1567
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@@ -240,7 +240,7 @@ local function stepGate(opts)
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push(game, text(game)[opts.text] or opts.fallback, function()
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ow.player.facing = opts.push
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if not ow:checkLedgeHop(opts.push) then
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ow:scriptMove(ow.player, opts.push, 1)
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ow:scriptMove(ow.player, opts.push, 1, nil, { collide = true })
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end
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end)
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return true
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@@ -820,7 +820,8 @@ M.PEWTER_POKECENTER = {
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-- on the west-side cells and walks you back
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local function bikeGateGuard(coords, stopText, explainText)
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return function(game, ow, x, y)
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if game.save.inventory.BICYCLE then return false end
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local bike = game.save.inventory.BICYCLE
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if bike and bike ~= 0 then return false end
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if not inCoords(coords, x, y) then return false end
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-- walk the player up to the tile beside the counter, no further:
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-- (matchedY - closestY) tiles, 0 when already next to it
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@@ -842,10 +843,10 @@ local function bikeGateGuard(coords, stopText, explainText)
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-- (PlayerMovingRightScript). Without it the player was left
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-- parked beside the guard's counter with no way past. #518
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local function shoveRight()
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ow:scriptMove(ow.player, "right", 1)
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ow:scriptMove(ow.player, "right", 1, nil, { collide = true })
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end
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if dist > 0 then
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ow:scriptMove(ow.player, "up", dist, shoveRight)
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ow:scriptMove(ow.player, "up", dist, shoveRight, { collide = true })
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else
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shoveRight()
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end
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