kydreeok head cleanup
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@@ -7,7 +7,7 @@
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!NbrTiles = 05 ; Number of tiles used in a frame
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!Harmless = 00 ; 00 = Sprite is Harmful, 01 = Sprite is Harmless
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!HVelocity = 00 ; Is your sprite going super fast? put 01 if it is
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!Health = 40 ; Number of Health the sprite have
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!Health = $C0 ; Number of Health the sprite have
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!Damage = 00 ; (08 is a whole heart), 04 is half heart
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!DeathAnimation = 00 ; 00 = normal death, 01 = no death animation
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!ImperviousAll = 00 ; 00 = Can be attack, 01 = attack will clink on it
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@@ -36,18 +36,18 @@
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Sprite_KydreeokHead_Long:
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{
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PHB : PHK : PLB
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PHB : PHK : PLB
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LDA SprAction, X : CMP #$05 : BEQ .no_head
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JSR Sprite_KydreeokHead_Draw
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.no_head
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LDA SprAction, X : CMP #$05 : BEQ .no_head
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JSR Sprite_KydreeokHead_Draw
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.no_head
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JSL Sprite_CheckActive : BCC .not_active
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JSR Sprite_KydreeokHead_Main
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.not_active
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JSL Sprite_CheckActive : BCC .not_active
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JSR Sprite_KydreeokHead_Main
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.not_active
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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 ; Get back the databank we stored previously
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RTL ; Go back to original code
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}
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; =========================================================
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@@ -89,13 +89,10 @@ Sprite_KydreeokHead_Main:
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%StartOnFrame(0)
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%PlayAnimation(0,2,10)
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JSL Sprite_BounceFromTileCollision
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JSL Sprite_CheckDamageFromPlayerLong
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%DoDamageToPlayerSameLayerOnContact()
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JSR KydreeokHead_RotationMove
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JSR RandomlyAttack
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LDA.b #$20 : STA.w SprTimerA, X
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@@ -122,13 +119,10 @@ Sprite_KydreeokHead_Main:
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%StartOnFrame(3)
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%PlayAnimation(3,5,10)
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JSL Sprite_BounceFromTileCollision
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JSL Sprite_CheckDamageFromPlayerLong
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%DoDamageToPlayerSameLayerOnContact()
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JSR KydreeokHead_RotationMove
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JSR RandomlyAttack
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JSL Sprite_IsToRightOfPlayer : TYA : BNE .not_right
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@@ -199,7 +193,6 @@ Sprite_KydreeokHead_Main:
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{
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%MoveTowardPlayer(15)
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JSL Sprite_CheckDamageFromPlayerLong
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%DoDamageToPlayerSameLayerOnContact()
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JSR Sprite_Twinrova_FireAttack
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@@ -215,6 +208,17 @@ Sprite_KydreeokHead_Main:
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KydreeokHead_RotationMove:
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{
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; ; Reset targetting mode
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; LDA.w SprTimerE, X : BNE +
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; STZ.w SprMiscE, X
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; +
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; LDA.w SprMiscE, X : BEQ .continue_move
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; LDA.b #$04
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; JSL Sprite_ApplySpeedTowardsPlayer
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; JSL Sprite_Move
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; JSR MoveWithBody
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; RTS
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; .continue_move
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JSL GetRandomInt : AND #$0F : TAY
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LDA.w SpeedTable, Y : STA.w SprXSpeed, X : STA $00
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@@ -227,6 +231,10 @@ KydreeokHead_RotationMove:
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JSR RotateHeadUsingSpeedValues
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; JSL GetRandomInt : AND #$7F : BNE .no_independent
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; LDA.b #$01 : STA.w SprMiscE, X
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; LDA.b #$10 : STA.w SprTimerE, X
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; .no_independent
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RTS
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@@ -238,13 +246,10 @@ CoordinateBasedRotation:
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{
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LDA Neck_Index : TAY
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; JSL GetRandomInt : AND #$04 : TAY
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; LDA X_Coords, Y : STA Neck1_OffsetX
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; JSL GetRandomInt : AND #$04 : TAY
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LDA X_Coords, Y : STA Neck1_OffsetX
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LDA X_Coords, Y : STA Neck2_OffsetX
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LDA X_Coords, Y : STA Neck3_OffsetX
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; JSL GetRandomInt : AND #$0F : TAY
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; LDA Y_Coords, Y : STA Neck1_OffsetY
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; JSL GetRandomInt : AND #$04 : TAY
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LDA Y_Coords, Y : STA Neck1_OffsetY
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LDA Y_Coords, Y : STA Neck2_OffsetY
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LDA Y_Coords, Y : STA Neck3_OffsetY
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JSL GetRandomInt : AND #$3F : BNE .dont_increment
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@@ -363,17 +368,6 @@ MoveWithBody:
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; STA.w $19F5
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.return
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RTS
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; CPX.w Offspring3_Id : BEQ .MoveNeck3
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; .MoveNeck3
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; ; The third neck
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; LDA.w SprX, Y : SEC : SBC #$0F
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; ; STA.w SprX, X
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; STA.w SprMiscA, X
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; STA.w $1A78
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; ; STA.w $1A7A
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; ; STA.w $1A7C
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; JMP .return
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}
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; =========================================================
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@@ -382,8 +376,8 @@ MoveWithBody:
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Neck1_Control:
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{
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; Set head pos
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LDA $19EE : CLC : ADC.w Neck1_OffsetX : STA SprX, X
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LDA $19EF : CLC : ADC.w Neck1_OffsetY : STA SprY, X
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LDA $19EE : STA SprX, X
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LDA $19EF : STA SprY, X
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LDA.w SprX, X : STA.w SprMiscC, X
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LDA.w SprY, X : STA.w SprMiscD, X
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@@ -485,8 +479,8 @@ Neck1_Control:
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Neck2_Control:
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{
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; Set head pos
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LDA $19F4 : CLC : ADC.w Neck2_OffsetX : STA SprX, X
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LDA $19F5 : CLC : ADC.w Neck2_OffsetY : STA SprY, X
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LDA $19F4 : STA SprX, X
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LDA $19F5 : STA SprY, X
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LDA.w SprX, X : STA.w SprMiscC, X
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LDA.w SprY, X : STA.w SprMiscD, X
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@@ -578,127 +572,14 @@ Neck2_Control:
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KydreeokHead_NeckControl:
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{
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LDA.w SprSubtype, X : BEQ .DoNeck1
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CMP.b #$02 : BEQ .DoNeck3
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JMP .DoNeck2
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.DoNeck1
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JSR Neck1_Control
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RTS
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; =========================================================
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.DoNeck2
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JSR Neck2_Control
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RTS
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.DoNeck3
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; Set head pos
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LDA $1A7C : CLC : ADC.w Neck3_OffsetX : STA SprX, X
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LDA $1A7D : CLC : ADC.w Neck3_OffsetY : STA SprY, X
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LDA.w SprX, X : STA.w SprMiscC, X
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LDA.w SprY, X : STA.w SprMiscD, X
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LDA.w SprXSpeed, X : STA $08
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LDA.w SprYSpeed, X : STA $09
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LDA.w $1A78 : STA $02 ; x
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LDA.w $1A79 : STA $03 ; y
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LDA.w SprX, X : STA $04
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LDA.w SprY, X : STA $05
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JSR GetDistance8bit : CMP #$08 : BCC .TooCloseToHead3 ; is body1 too close to the head?
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LDA.w SprX, X : STA $04 ; dest X
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LDA.w SprXH, X : STA $05 ; dest XH
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LDA.w SprY, X : STA $06 ; dest Y
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LDA.w SprYH, X : STA $07 ; dest YH
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; load body position into sprite position
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LDA.w $1A78 : STA.w SprX, X
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LDA.w $1A79 : STA.w SprY, X
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LDA #$08
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JSL Sprite_ProjectSpeedTowardsEntityLong
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LDA.b $01 : STA.w SprXSpeed, X
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LDA.b $00 : STA.w SprYSpeed, X
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JSL Sprite_MoveLong
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LDA.w SprX, X : STA.w $1A78
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LDA.w SprY, X : STA.w $1A79
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.TooCloseToHead3
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LDA.w $1A7A : STA $02 ; x
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LDA.w $1A7B : STA $03 ; y
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LDA.w $1A78 : STA $04
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LDA.w $1A79 : STA $05
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JSR GetDistance8bit : CMP #$0D : BCC .TooCloseToBodyPart13 ; is body1 too close to the head?
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LDA.w $1A78 : STA $04 ; dest X
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LDA.w SprXH, X : STA $05 ; dest XH
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LDA.w $1A79 : STA $06 ; dest Y
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LDA.w SprYH, X : STA $07 ; dest YH
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;load body position into sprite position
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LDA.w $1A7A : STA.w SprX, X
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LDA.w $1A7B : STA.w SprY, X
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LDA #$04
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JSL Sprite_ProjectSpeedTowardsEntityLong
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LDA.b $01 : STA.w SprXSpeed, X
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LDA.b $00 : STA.w SprYSpeed, X
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JSL Sprite_MoveLong
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LDA.w SprX, X : STA.w $1A7A
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LDA.w SprY, X : STA.w $1A7B
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.TooCloseToBodyPart13
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; Do body part 2
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LDA.w $1A7C : STA $02 ; x
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LDA.w $1A7D : STA $03 ; y
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LDA.w $1A7A : STA $04
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LDA.w $1A7B : STA $05
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JSR GetDistance8bit : CMP #$14 : BCC .TooCloseToBodyPart23 ; is body1 too close to the head?
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LDA.w $1A7A : STA $04 ; dest X
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LDA.w SprXH, X : STA $05 ; dest XH
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LDA.w $1A7B : STA $06 ; dest Y
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LDA.w SprYH, X : STA $07 ; dest YH
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;load body position into sprite position
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LDA.w $1A7C : STA.w SprX, X
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LDA.w $1A7D : STA.w SprY, X
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LDA #$03
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JSL Sprite_ProjectSpeedTowardsEntityLong
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LDA.b $01 : STA.w SprXSpeed, X
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LDA.b $00 : STA.w SprYSpeed, X
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JSL Sprite_MoveLong
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LDA.w SprX, X : STA.w $1A7C
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LDA.w SprY, X : STA.w $1A7D
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.TooCloseToBodyPart23
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LDA.w SprMiscC, X : STA.w SprX, X
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LDA.w SprMiscD, X : STA.w SprY, X
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LDA.b $08 : STA.w SprXSpeed, X
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LDA.b $09 : STA.w SprYSpeed, X
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RTS
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}
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; =========================================================
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; This is here for reference.
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Sprite_KydreeokHead_DrawNeck_Data:
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{
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.start_index
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db $12
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.nbr_of_tiles
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db 0
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.x_offsets
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dw 0
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.y_offsets
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dw 0
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.chr
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db $2E
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.properties
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db $39
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.sizes
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db $02
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}
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; =========================================================
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@@ -727,8 +608,8 @@ Sprite_KydreeokHead_DrawNeck:
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LDA.w $19F1 : STA.w $0FDA
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JSR .DrawNeckPart
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LDA.w $19F2 : STA.w $0FD8
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LDA.w $19F3 : STA.w $0FDA
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LDA.w $19F2 : CLC : ADC.w Neck2_OffsetX : STA.w $0FD8
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LDA.w $19F3 : CLC : ADC.w Neck2_OffsetY : STA.w $0FDA
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JSR .DrawNeckPart
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LDA.w $19F4 : STA.w $0FD8
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