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Improve Movement Type Cycle #1167
This fixes (or at least improves) the second bullet point (and only the second bullet point) in #1115. Events with movement type cycle now prefer moving forward, if possible. Basically, the algorithm is now
By "try to move" I mean to do the same thing as doing a
The (probably totally useless in actual games) case of an event between two obstacles on either side that can't move should now also turn around with the same timing as in RPG_RT.
Yeah. Um. Do we know where in Deep 8 this was a problem? Probably be good to test it.