diff --git a/Sprites/Objects/mineswitch.asm b/Sprites/Objects/mineswitch.asm index 589e6ac..56d1c3c 100644 --- a/Sprites/Objects/mineswitch.asm +++ b/Sprites/Objects/mineswitch.asm @@ -13,7 +13,7 @@ !SmallShadow = 00 ; 01 = small shadow, 00 = no shadow !Shadow = 00 ; 00 = don't draw shadow, 01 = draw a shadow !Palette = 00 ; Unused in this template (can be 0 to 7) -!Hitbox = 03 ; 00 to 31, can be viewed in sprite draw tool +!Hitbox = 00 ; 00 to 31, can be viewed in sprite draw tool !Persist = 01 ; 01 = your sprite continue to live offscreen !Statis = 00 ; 00 = is sprite is alive?, (kill all enemies room) !CollisionLayer = 00 ; 01 = will check both layer for collision @@ -68,6 +68,8 @@ Sprite_LeverSwitch_Prep: Sprite_LeverSwitch_Main: { + JSL Sprite_PlayerCantPassThrough + LDA.w SprAction, X JSL UseImplicitRegIndexedLocalJumpTable @@ -79,70 +81,49 @@ Sprite_LeverSwitch_Main: SwitchOff: { %PlayAnimation(0,0,4) - - JSL Sprite_PlayerCantPassThrough LDA SprTimerA, X : BNE .NoDamage - - JSL Sprite_CheckDamageFromPlayerLong : BCC .NoDamage - .BoomHit - LDA #$25 : STA $012F - - STZ.w $37 - LDA #$10 : STA.w SprTimerA, X - %GotoAction(1) + JSL Sprite_CheckDamageFromPlayerLong : BCC .NoDamage + LDA #$25 : STA $012F + + STZ.w $37 + LDA #$10 : STA.w SprTimerA, X + %GotoAction(1) .NoDamage - RTS } SwitchOn: { %PlayAnimation(1,1,4) - JSL Sprite_PlayerCantPassThrough LDA SprTimerA, X : BNE .NoDamage - - JSL Sprite_CheckDamageFromPlayerLong - BCC .NoDamage - - LDA #$25 : STA $012F - LDA #$01 : STA $37 - LDA #$10 : STA.w SprTimerA, X - %GotoAction(0) - + JSL Sprite_CheckDamageFromPlayerLong : BCC .NoDamage + LDA #$25 : STA $012F + LDA #$01 : STA $37 + LDA #$10 : STA.w SprTimerA, X + %GotoAction(0) .NoDamage - RTS } SpeedSwitchOff: { %PlayAnimation(0,0,4) - - JSL Sprite_CheckDamageFromPlayerLong - BCC .NoDamage - - LDA #$25 : STA $012F - LDA.b #$01 : STA $36 - %GotoAction(3) - + JSL Sprite_CheckDamageFromPlayerLong : BCC .NoDamage + LDA.b #$25 : STA $012F + LDA.b #$01 : STA $36 + %GotoAction(3) .NoDamage - RTS } SpeedSwitchOn: { %PlayAnimation(1,1,4) - - JSL Sprite_CheckDamageFromPlayerLong - BCC .NoDamage - - LDA #$25 : STA $012F - STZ.w $36 - %GotoAction(2) - + JSL Sprite_CheckDamageFromPlayerLong : BCC .NoDamage + LDA #$25 : STA $012F + STZ.w $36 + %GotoAction(2) .NoDamage - RTS } } @@ -195,7 +176,7 @@ Sprite_LeverSwitch_Draw: TYA : LSR #2 : TAY - LDA .sizes, X : ORA $0F : STA ($92), Y ; store size in oam buffer + LDA.b #$02 : ORA $0F : STA ($92), Y ; store size in oam buffer PLY : INY @@ -222,7 +203,4 @@ Sprite_LeverSwitch_Draw: .properties db $37 db $37 - .sizes - db $02 - db $02 } \ No newline at end of file