add SprBump to sprite_hooks
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@@ -60,6 +60,36 @@ SprCachedY = $0FDA ; This doesn't need to be indexed with X it contains the 16
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DungeonMainCheck = $021B ;0x01
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DungeonMainCheck = $021B ;0x01
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SpriteRanCheck = $8E ;0x01
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SpriteRanCheck = $8E ;0x01
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; Primarily deals with bump damage
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; tzpd bbbb
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; t - TODO
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; z - High priority target for bees to give hints
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; p - Powder interaction (0: normal | 1: ignore)
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; d - Behavior when a boss spawns (0: die | 1: live)
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; b - bump damage class
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; Bump damage classes are read from a table at $06F42D
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; Each table entry has 3 values, for green, blue, and red mails
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; class g b r
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; 0x00 2 1 1
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; 0x01 4 4 4
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; 0x02 0 0 0
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; 0x03 8 4 2
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; 0x04 8 8 8
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; 0x05 16 8 4
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; 0x06 32 16 8
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; 0x07 32 24 16
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; 0x08 24 16 8
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; 0x09 64 48 24
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;
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; Higher values are invalid, but here's what they are:
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; 0x0A 169 48 32
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; 0x0B 142 246 169
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; 0x0C 144 133 71
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; 0x0D 169 16 133
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; 0x0E 70 169 33
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; 0x0F 34 124 187
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SprBump = $0CD2
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org $09AE64
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org $09AE64
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Sprite_SetSpawnedCoords:
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Sprite_SetSpawnedCoords:
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