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