FreezeEnemyTrainerSprite: ld a, [wCurMap] cp POKEMONTOWER_7 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 $ff jr z, .notRival cp b ret z ; the rival leaves after battling, so don't freeze him jr .loop .notRival ld a, [wSpriteIndex] ld [H_SPRITEINDEX], a jp SetSpriteMovementBytesToFF RivalIDs: db OPP_SONY1 db OPP_SONY2 db OPP_SONY3 db $ff