add more explicit length suffices
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@@ -55,7 +55,7 @@ Sprite_DekuScrubEnemy_Prep:
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{
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PHB : PHK : PLB
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LDA SprSubtype, X : CMP.b #$01 : BEQ .pea_shot
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LDA.w SprSubtype, X : CMP.b #$01 : BEQ .pea_shot
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CMP.b #$02 : BEQ .cutscene_scrub
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JMP +
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.pea_shot
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@@ -109,8 +109,8 @@ Sprite_DekuScrubEnemy_Main:
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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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LDA SprX, X : STA $04
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LDA SprY, X : STA $05
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LDA.w SprX, X : STA $04
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LDA.w SprY, X : STA $05
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JSL GetDistance8bit_Long : CMP.b #$24 : BCC .too_close
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; The player is below the scrub, so it should pop up
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LDA #$20 : STA.w SprTimerA, X
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@@ -129,16 +129,16 @@ Sprite_DekuScrubEnemy_Main:
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JSL Sprite_PlayerCantPassThrough
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JSR CheckForPeaShotRedirect
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LDA SprTimerA, X : BNE .not_done
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LDA.w SprTimerA, X : BNE .not_done
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JSR SpawnPeaShot
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LDA #$F0 : STA.w SprTimerA, X
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INC.w SprAction, X
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.not_done
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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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LDA.w POSX : STA $02
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LDA.w POSY : STA $03
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LDA.w SprX, X : STA $04
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LDA.w SprY, X : STA $05
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JSL GetDistance8bit_Long : CMP #$18 : BCS .not_too_close
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%GotoAction(0)
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.not_too_close
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@@ -170,7 +170,7 @@ Sprite_DekuScrubEnemy_Main:
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JSL Sprite_PlayerCantPassThrough
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; Play the spinning animation for a bit before proceeding
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LDA SprTimerA, X : BNE .not_done
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LDA.w SprTimerA, X : BNE .not_done
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LDA #$40 : STA.w SprTimerA, X
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INC.w SprAction, X
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.not_done
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@@ -186,7 +186,7 @@ Sprite_DekuScrubEnemy_Main:
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JSL Sprite_PlayerCantPassThrough
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LDA SprTimerA, X : BNE .not_done
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LDA.w SprTimerA, X : BNE .not_done
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%SetHarmless(1)
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INC.w SprAction, X
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.not_done
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@@ -306,7 +306,7 @@ KillPeaShot:
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{
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; Kill the pea shot
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PHX
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LDA Offspring1_Id : TAX
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LDA.w Offspring1_Id : TAX
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STZ.w $0DD0, X
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PLX
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RTS
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