Update MagicBean to check for GoodBee hitbox overlap
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@@ -58,7 +58,11 @@ Sprite_BeanVendor_Prep:
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LDA.b #$80 : STA.w SprDefl, X ; Persist in dungeons
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LDA.b #$40 : STA.w SprTimerA, X
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LDA.w SprSubtype, X : STA.w SprAction, X
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LDA.b $8A : CMP.b #$00 : BNE +
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LDA.l MagicBeanProg : BNE .in_progress
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STZ.w SprState, X
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.in_progress
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; Sprite is the flower on ranch map
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LDA.b #$04 : STA.w SprAction, X
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+
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@@ -70,14 +74,8 @@ Sprite_BeanVendor_Prep:
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Sprite_BeanVendor_Main:
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{
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LDA.w SprAction, X
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JSL UseImplicitRegIndexedLocalJumpTable
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dw BeanVendor
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dw MagicBean
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dw SpawnMagicBean
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dw PlayerSaidNo
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dw MagicBean_RanchFlower
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%SpriteJumpTable(BeanVendor, MagicBean, SpawnMagicBean,
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PlayerSaidNo, MagicBean_RanchFlower)
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; 0x00 - Bean Vendor
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BeanVendor:
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@@ -185,6 +183,23 @@ Sprite_BeanVendor_Main:
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MagicBean_RanchFlower:
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{
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LDA.b #$04 : STA.w SprFrame, X
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; Check for the good bee
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LDA.l MagicBeanProg : AND.b #$02 : BEQ +
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LDA.b #$B2 : STA.b $00
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; bee sprite ID
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JSL Sprite_CheckForPresence : BCC +
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PHX
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LDA.b $02 : TAX
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JSL Sprite_SetupHitBox
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PLX
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JSL Sprite_SetupHitBox_Alt
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JSL CheckIfHitboxesOverlap : BCC +
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LDA.l MagicBeanProg
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ORA.l #$02 : STA.l MagicBeanProg
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; Set a timer and maybe a jingle effect?
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+
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JSL ThrownSprite_TileAndSpriteInteraction_long
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RTS
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}
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