FreezeEnemyTrainerSprite:: ld a, [wCurMap] cp POKEMON_TOWER_7F ret z ; the Rockets on Pokemon Tower 7F leave after battling, so don't freeze them ld hl, RivalIDs ld a, [wEngagedTrainerClass] ld b, a .loop ld a, [hli] cp -1 jr z, .notRival cp b ret z ; the rival leaves after battling, so don't freeze him jr .loop .notRival ld a, [wSpriteIndex] ldh [hSpriteIndex], a jp SetSpriteMovementBytesToFF RivalIDs: db OPP_RIVAL1 db OPP_RIVAL2 db OPP_RIVAL3 db -1 ; end