cleanup mermaid/maple
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@@ -33,6 +33,7 @@
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Sprite_Mermaid_Long:
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Sprite_Mermaid_Long:
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{
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PHB : PHK : PLB
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PHB : PHK : PLB
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LDA.w SprMiscE, X : BEQ .MermaidDraw
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LDA.w SprMiscE, X : BEQ .MermaidDraw
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@@ -49,6 +50,7 @@ JSR Sprite_Mermaid_Main ; Call the main sprite code
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.SpriteIsNotActive
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.SpriteIsNotActive
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PLB ; Get back the databank we stored previously
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PLB ; Get back the databank we stored previously
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RTL ; Go back to original code
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RTL ; Go back to original code
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}
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Sprite_Mermaid_Prep:
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Sprite_Mermaid_Prep:
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@@ -67,17 +69,18 @@ Sprite_Mermaid_Prep:
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Sprite_Mermaid_Main:
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Sprite_Mermaid_Main:
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LDA.w SprAction, X; Load the SprAction
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{
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JSL UseImplicitRegIndexedLocalJumpTable; Goto the SprAction we are currently in
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LDA.w SprAction, X
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JSL UseImplicitRegIndexedLocalJumpTable
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dw MermaidWait
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dw MermaidWait
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dw MermaidDive
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dw MermaidDive
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dw MermaidSwim
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dw MermaidSwim
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dw MapleIdle
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dw MapleIdle
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MermaidWait:
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MermaidWait:
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{
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{
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%PlayAnimation(0,0, 20)
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%PlayAnimation(0,0, 20)
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JSL Sprite_PlayerCantPassThrough
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LDA.w SprTimerA, X : BNE +
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LDA.w SprTimerA, X : BNE +
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LDA.b #$20 : STA.w SprTimerA, X
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LDA.b #$20 : STA.w SprTimerA, X
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@@ -101,7 +104,6 @@ RTS
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MermaidSwim:
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MermaidSwim:
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{
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{
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%PlayAnimation(3,3, 20)
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%PlayAnimation(3,3, 20)
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JSL Sprite_Move
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JSL Sprite_Move
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@@ -110,7 +112,6 @@ LDA.w SprTimerA, X : BEQ +
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+
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+
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RTS
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RTS
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}
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}
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MapleIdle:
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MapleIdle:
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@@ -119,6 +120,7 @@ MapleIdle:
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JSL Sprite_PlayerCantPassThrough
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JSL Sprite_PlayerCantPassThrough
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RTS
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RTS
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}
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}
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}
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Sprite_Mermaid_Draw:
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Sprite_Mermaid_Draw:
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{
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{
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