Add ThunderGhost attack act as barrier, inflict recoil
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@@ -36,34 +36,28 @@
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Sprite_ThunderGhost_Long:
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{
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PHB : PHK : PLB
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JSR Sprite_ThunderGhost_Draw ; Call the draw code
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JSR Sprite_ThunderGhost_Draw
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JSL Sprite_DrawShadow
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JSL Sprite_CheckActive ; Check if game is not paused
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BCC .SpriteIsNotActive ; Skip Main code is sprite is innactive
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JSR Sprite_ThunderGhost_Main ; Call the main sprite code
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JSL Sprite_CheckActive : BCC .SpriteIsNotActive
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JSR Sprite_ThunderGhost_Main
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.SpriteIsNotActive
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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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PLB
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RTL
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}
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Sprite_ThunderGhost_Prep:
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{
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PHB : PHK : PLB
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LDA.l SWORD : DEC A : TAY
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LDA.w .health, Y : STA.w SprHealth, X
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LDA.b #$08 : STA.w SprTimerB, X
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LDA.b #$08 : STA.w SprTimerA, X
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PLB
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RTL
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.health
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db $08, $10, $20, $C0
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db $06, $0A, $0C, $10
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}
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; =========================================================
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@@ -79,12 +73,10 @@ Sprite_ThunderGhost_Main:
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dw CastThunderLeft
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dw CastThunderRight
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ThunderGhostFaceForward:
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{
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%PlayAnimation(0, 1, 16)
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JSR Sprite_ThunderGhost_Move
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RTS
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}
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@@ -106,6 +98,7 @@ Sprite_ThunderGhost_Main:
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{
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%StartOnFrame(6)
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%PlayAnimation(6, 6, 16)
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JSL Sprite_PlayerCantPassThrough
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JSL Sprite_CheckDamageToPlayerSameLayer
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JSL Sprite_Move
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LDA.w SprTimerA, X : BNE +
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@@ -118,6 +111,7 @@ Sprite_ThunderGhost_Main:
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{
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%StartOnFrame(6)
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%PlayAnimation(7, 7, 16)
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JSL Sprite_PlayerCantPassThrough
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JSL Sprite_CheckDamageToPlayerSameLayer
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JSL Sprite_Move
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LDA.w SprTimerA, X : BNE +
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