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White City progressgating
This commit adds some events to the White City gate that prevent the player from getting too ahead of themselves. I've also expanded Route 66 and Winner's Path so you don't get that ugly gate ending too early. Oh, and Cal has his teams and some notes for the future chucked in. The player needs to dumpsterfuck Green to access White City now!
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@ -617,8 +617,8 @@ ENDM
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newgroup SILENT_HILLS ; 35
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map_const WINNERS_PATH, 10, 26 ; 1
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map_const WINNERS_PATH_OUTSIDE, 9, 30 ; 2
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map_const ROUTE_66, 31, 9 ; 3
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map_const WINNERS_PATH_OUTSIDE, 10, 30 ; 2
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map_const ROUTE_66, 32, 9 ; 3
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map_const SILENT_HILLS, 10, 10 ; 4
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map_const DEBUG_ROOM, 20, 20 ; 5
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map_const ROUTE_49, 15, 9 ; 6
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@ -88,4 +88,5 @@ MapScenes::
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scene_var PEWTER_MUSEUM_OF_SCIENCE_1F, wPewterMuseum1FSceneID
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scene_var SILENT_HILLS, wSilentHillsSceneID
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scene_var BLUE_LAB, wBlueLabSceneID
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scene_var ROUTE_66_WHITE_CITY_GATE, wRoute66WhiteCityGateID
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db -1 ; end
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@ -451,25 +451,52 @@ WillGroup:
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PKMNTrainerGroup:
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next_list_item ; CAL (1)
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db "CAL@", TRAINERTYPE_NORMAL
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db 10
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dw CHIKORITA
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db 10
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dw CYNDAQUIL
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db 10
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dw TOTODILE
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; A "story team" of Pokemon using lots of field moves. Cal gets around using this one.
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db "CAL@", TRAINERTYPE_MOVES
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db 50
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dw FURRET
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dw STRENGTH, HEADBUTT, SURF, CUT
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db 50
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dw TOGEKISS
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dw FLY, THUNDERBOLT, FIRE_BLAST, FLASH
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db 50
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dw JOLTEON
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dw THUNDERBOLT, DIG, THUNDER_WAVE, DOUBLE_KICK
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db 50
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dw MEGANIUM
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dw RAZOR_LEAF, SYNTHESIS, BODY_SLAM, SWEET_SCENT
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db 50
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dw TYPHLOSION
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dw ROCK_SMASH, FIRE_BLAST, THUNDERPUNCH, SUBMISSION
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db 50
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dw FERALIGATR
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dw WHIRLPOOL, WATERFALL, ICE_PUNCH, CRUNCH
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db -1 ; end
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; This is more like, Cal's "real" team.
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next_list_item ; CAL (2)
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db "CAL@", TRAINERTYPE_NORMAL
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db 30
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dw BAYLEEF
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db 30
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dw QUILAVA
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db 30
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dw CROCONAW
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db "CAL@", TRAINERTYPE_MOVES
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db 60
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dw KLEAVOR
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dw SWORDS_DANCE, ROCK_SLASH, AGILITY, BATON_PASS
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db 60
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dw PIDGEOT
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dw DOUBLE_EDGE, WING_ATTACK, MIRROR_MOVE, PURSUIT
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db 60
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db PILOSWINE ; MAMOSWINE
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dw EARTHQUAKE, BODY_SLAM, ROAR, ANCIENTPOWER
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db 60
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dw SLOWKING
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dw PSYCHIC_M, SURF, FUTURE_SIGHT, ICE_BEAM
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db 60
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dw GOROCHU
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dw BELLY_DRUM, BODY_SLAM, SURF, SUBMISSION
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db 60
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dw BRUINOUS
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dw FIRE_BLAST, CRUNCH, SUNNY_DAY, SOLARBEAM
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db -1 ; end
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; This is replaced when using Mystery Gift or something, so don't get too attached.
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next_list_item ; CAL (3)
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db "CAL@", TRAINERTYPE_NORMAL
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db 50
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@ -2,11 +2,14 @@
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; https://www.youtube.com/watch?v=Pe1vsKRl7_M&ab_channel=Minamitoku
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; Because there's no player here, we're taking the opportunity to expand on Cal.
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; While usually a Trainer House stand-in in Viridian, he is characterised in some ways.
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; For example, he says he's a traveling trainer in GSC.
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; In Stadium 2, he is further characterised and even given a unique design.
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; In base GSC, he's a trainer who travels to Viridian City to challenge the player, acting as a stand-in if you haven't used Mystery Gift before.
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; In Stadium 2, he is given a unique design and uses largely random Pokemon.
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; Everything just kind of falls into place, no?
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; So here, we're having Cal be a trainer who enjoys using rental Pokemon. He loves to battle, but doesn't want to spend too much time training or catching his own. He gets more excitement out of quick-thinking and wit!
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; He'll still have his Trainer House role, but we're changing that up a bit too!
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object_const_def
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const CALSHOUSE_KEN
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@ -1,6 +1,6 @@
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k))(k)))))))))))(efj''%eeeeeeeeeej'''''''''''%-`-TnnnUptt]^"C"X555Y‹ŒŒb"†"X555Y`beeeeeeee"eeeX555Yeee`
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k))(k)))))))))))(efj''%eeeeeeeeeej'''''''''''%-`-TnnnUpttt]^"C"X555Y‹ŒŒŒb"†"X555Y`beeeeeeee"eeeX555Yeee`
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nnnnnnnnnnnŠ555Y
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nnnnnnnnnnnŠ555Y
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@ -2,9 +2,73 @@
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Route66WhiteCityGate_MapScripts:
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def_scene_scripts
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scene_script Route66WhiteCityGateNoopScript, SCENE_WHITECITYGATEMOMENT
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def_callbacks
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Route66WhiteCityGateNoopScript:
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end
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; Progressgating so the player doesn't go flying up to Stand...
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Route66WhiteCityGateOfficerScript:
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opentext
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checkevent EVENT_BEAT_LEADER_GREEN
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iftrue .skip
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writetext Route66WhiteCityGateOfficerNoGoText1
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waitbutton
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closetext
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pause 15
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applymovement PLAYER, Route66WhiteCityGateNoGoMovement
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opentext
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writetext Route66WhiteCityGateOfficerNoGoText2
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waitbutton
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closetext
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.skip
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end
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; This can never trigger unless the above event can't trigger.
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Route66WhiteCityGateOfficerTalk:
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jumptext Route66WhiteCityGateOfficerYouGoText
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Route66WhiteCityGateOfficerNoGoText1:
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text "Whoa, aren't you"
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line "hasty?"
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done
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Route66WhiteCityGateOfficerNoGoText2:
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text "The road's closed,"
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line "come back another"
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cont "time."
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done
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Route66WhiteCityGateOfficerYouGoText:
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text "WHITE CITY is a"
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line "big place."
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para "Don't get lost"
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line "out there!"
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done
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Route66WhiteCityGateNoGoMovement:
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step LEFT
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step_end
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Route66WhiteCityGateSpaceworldGirlScript:
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jumptextfaceplayer Route66WhiteCityGateSpaceworldGirlText
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Route66WhiteCityGateSpaceworldGirlText:
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text "There's this guy"
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line "who comes through"
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cont "here all the time."
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para "What was his name…"
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para "CAL?"
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para "Yeah, we call him"
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line "a BATTLE MANIAC!"
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done
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Route66WhiteCityGate_MapEvents:
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db 0, 0 ; filler
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warp_event 9, 7, WHITE_CITY, 1
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def_coord_events
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coord_event 4, 5, SCENE_WHITECITYGATEMOMENT, Route66WhiteCityGateOfficerScript
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coord_event 4, 4, SCENE_WHITECITYGATEMOMENT, Route66WhiteCityGateOfficerScript
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def_bg_events
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def_object_events
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object_event 4, 2, SPRITE_OFFICER, SPRITEMOVEDATA_STANDING_DOWN, 0, 0, -1, -1, PAL_NPC_RED, OBJECTTYPE_SCRIPT, 0, Route66WhiteCityGateOfficerTalk, -1
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object_event 8, 3, SPRITE_SPACEWORLD_GIRL, SPRITEMOVEDATA_STANDING_DOWN, 0, 0, -1, -1, 0, OBJECTTYPE_SCRIPT, 0, Route66WhiteCityGateSpaceworldGirlScript, -1
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@ -1 +1 @@
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ƒWWWWWWƒWWWWWWƒWWWWWWƒƒWWWWWWEk))))("l**‚<>%"l**&l**&l**&„l**&l***(l***&l***&l***&j<>''%EWWaƒmC99„WWWpttt…ƒrq{{…E
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ƒWWWWWWƒWWWWWWƒWWWWWWƒƒWWWWWWEk))))("l**‚<>%"l**&l**&l**&„l**&l***(l***&l***&l***&j<>''%EWWaƒmC99„WWWptttt…ƒrqŒŒŒ…E
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@ -3113,7 +3113,8 @@ wCeruleanCave1FSceneID:: db
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wPewterMuseum1FSceneID:: db
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wSilentHillsSceneID:: db
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wBlueLabSceneID:: db
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ds 46
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wRoute66WhiteCityGateID:: db
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ds 45
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; fight counts
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wJackFightCount:: db
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