fix deku scrub enemy pea shot collision
This commit is contained in:
@@ -47,15 +47,15 @@ Sprite_DekuScrubEnemy_Long:
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Sprite_DekuScrubEnemy_Prep:
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{
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PHB : PHK : PLB
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PHB : PHK : PLB
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LDA SprSubtype, X : CMP #$01 : BNE .normal_scrub
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LDA.b #$06 : STA SprAction, X ; Pea Shot State
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LDA.b #$A0 : STA.b SprPrize, X
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.normal_scrub
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LDA SprSubtype, X : CMP #$01 : BNE .normal_scrub
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LDA.b #$06 : STA SprAction, X ; Pea Shot State
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LDA.b #$20 : STA.b SprPrize, X
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.normal_scrub
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PLB
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RTL
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PLB
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RTL
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}
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; 0-2 - Spitting
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@@ -88,7 +88,7 @@ Sprite_DekuScrubEnemy_Main:
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JSR CheckForPeaShotRedirect
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JSL Sprite_IsBelowPlayer : TYA
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CMP #$00 : BNE .is_below_player
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CMP #$00 : BNE .is_below_player
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; Check if the player is too close
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LDA $22 : STA $02
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LDA $20 : STA $03
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@@ -98,8 +98,8 @@ Sprite_DekuScrubEnemy_Main:
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; The player is below the scrub, so it should pop up
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LDA #$20 : STA SprTimerA, X
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%GotoAction(1)
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.too_close
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.is_below_player
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.too_close
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.is_below_player
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RTS
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}
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@@ -110,21 +110,21 @@ Sprite_DekuScrubEnemy_Main:
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%PlayAnimation(0,2,8)
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JSL Sprite_PlayerCantPassThrough
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JSR CheckForPeaShotRedirect
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LDA SprTimerA, X : BNE .not_done
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JSR SpawnPeaShot
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LDA #$40 : STA SprTimerA, X
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LDA #$50 : STA SprTimerA, X
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INC.w SprAction, X
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.not_done
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.not_done
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LDA $22 : STA $02
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LDA $20 : STA $03
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LDA POSX : STA $02
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LDA POSY : STA $03
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LDA SprX, X : STA $04
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LDA SprY, X : STA $05
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JSR GetDistance8bit : CMP #$18 : BCS .not_too_close
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%GotoAction(0)
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.not_too_close
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.not_too_close
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RTS
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}
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@@ -136,6 +136,10 @@ Sprite_DekuScrubEnemy_Main:
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JSL Sprite_PlayerCantPassThrough
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JSR CheckForPeaShotRedirect
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LDA.w SprTimerA, X : BNE +
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%GotoAction(0)
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+
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RTS
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}
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@@ -158,8 +162,8 @@ Sprite_DekuScrubEnemy_Main:
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LDA SprTimerA, X : BNE .not_done
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LDA #$40 : STA SprTimerA, X
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INC.w SprAction, X
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.not_done
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.not_done
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RTS
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}
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@@ -173,7 +177,7 @@ Sprite_DekuScrubEnemy_Main:
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LDA SprTimerA, X : BNE .not_done
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INC.w SprAction, X
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.not_done
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.not_done
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RTS
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}
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@@ -193,18 +197,22 @@ Sprite_DekuScrubEnemy_Main:
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; 0x06
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DekuScrubEnemy_PeaShot:
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{
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%StartOnFrame(10)
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%PlayAnimation(10,12,3)
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%StartOnFrame(10)
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%PlayAnimation(10,12,3)
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%DoDamageToPlayerSameLayerOnContact()
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%DoDamageToPlayerSameLayerOnContact()
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JSL Sprite_MoveVert
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JSL Sprite_MoveVert
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JSL Sprite_CheckTileCollision
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LDA.w SprCollision, X : BEQ .no_collision
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STZ.w SprState, X
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.no_collision
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JSL Sprite_CheckDamageFromPlayerLong : BCC .no_damage
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; Apply force in the opposite direction
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LDA #-16 : STA SprYSpeed, X
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JSL Sprite_CheckDamageFromPlayerLong : BCC .no_damage
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; Apply force in the opposite direction
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LDA #-16 : STA SprYSpeed, X
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.no_damage
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RTS
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RTS
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}
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}
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@@ -225,26 +233,19 @@ CheckForPeaShotRedirect:
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PLX
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JSL CheckIfHitBoxesOverlap : BCC .no_dano
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INC.w SprAction, X
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%GotoAction(3)
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RTS
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.no_dano
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; Wait while the pea shot is on screen
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; Link may redirect it towards us
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LDA SprTimerA, X : BNE .not_done
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; If the pea shot and deku scrub hitboxes intersect
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; We will go to recoil
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PHX
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LDA.w Offspring1_Id : TAX
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JSL Sprite_SetupHitBox
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PLX
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JSL CheckIfHitBoxesOverlap : BCC .not_done2
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%GotoAction(3)
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RTS
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.not_done2
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; However, he may also dodge it and try to attack
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; So if he gets too close, we go back to hiding
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%GotoAction(0)
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.not_done
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; If the pea shot and deku scrub hitboxes intersect
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; We will go to recoil
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PHX
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LDA.w Offspring1_Id : TAX
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JSL Sprite_SetupHitBox
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PLX
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JSL CheckIfHitBoxesOverlap : BCC .not_done2
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%GotoAction(3)
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RTS
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.not_done2
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RTS
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}
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