Whitespace cleanup stuff
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@@ -77,7 +77,7 @@ LinkState_UsingQuake:
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JSR $F514 ; CacheCameraPropertiesIfOutdoors
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STZ.b $27 : STZ.b $28 ; Reset recoil X and Y
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STZ.b $27 : STZ.b $28 ; Reset recoil X and Y
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; SPIN STEP CHECK
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LDA.w LinkSpinStep : CMP.b #$0A : BNE .not_ascending
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@@ -90,7 +90,7 @@ LinkState_UsingQuake:
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JSR Link_HandleChangeInZVelocity_preset
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JSL LinkHop_FindArbitraryLandingSpot
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; Link recoil Z value, hop Z value
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; Link recoil Z value, hop Z value
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LDA.b LinkRecoilZ : STA.w $0362
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LDA.w $02C7 : STA.w $0363
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@@ -110,7 +110,7 @@ LinkState_UsingQuake:
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.still_ascending
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INC.w LinkSpinStep
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LDX.w LinkSpinStep
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LDX.w LinkSpinStep
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CPX.b #$04 : BNE .skip_swish_sfx
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PHX : LDA.b #$23 : JSR PlaySFX_Set3 : PLX
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.skip_swish_sfx
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@@ -120,7 +120,7 @@ LinkState_UsingQuake:
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.dont_reset_step
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LDA.w .anim_timer,X : STA.b $3D
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LDA.w .anim_step,X : STA.w $031C
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LDA.w $0324 : BNE .special ; Prevent repeat spellcast check
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CPX.b #$0B : BNE .special ; Animation step check
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@@ -137,7 +137,7 @@ LinkState_UsingQuake:
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.special
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LDA.b DekuFloating : BEQ +
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DEC $5C
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DEC $5C
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JSL DekuLink_HoverBasedOnInput
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+
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RTS
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@@ -149,4 +149,4 @@ assert pc() <= $07A779
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; Allow LinkState 0x0A to use velocity
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; Previously would skip velocity for LinkState 0x0A
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org $07E38B
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LDA.b $5D : CMP.b #$09
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LDA.b $5D : CMP.b #$09
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@@ -197,7 +197,6 @@ Sprite_Wolfos_Main:
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%StartOnFrame(6)
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%PlayAnimation(6, 8, 10)
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%Wolfos_Move()
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LDA #!NormalSpeed
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STA.w SprXSpeed, X
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STZ.w SprYSpeed, X
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@@ -284,10 +283,8 @@ Sprite_Wolfos_Main:
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LDA.w POSXH : STA.w SprXH, X
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LDA.w POSY : SEC : SBC.b #$08 : STA.w SprY, X
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LDA.w POSYH : STA.w SprYH, X
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%GotoAction(7)
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.ninguna_cancion
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RTS
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}
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@@ -325,7 +322,7 @@ Sprite_Wolfos_Main:
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; Animation Frame
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; 0-2 Attack Forward
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; 3-5 Attack Back
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; 6-8 Walk Right
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; 6-8 Walk Right
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; 9-11 Walk Left
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; 12-13 Attack Right
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; 14-15 Attack Left
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@@ -345,7 +342,6 @@ Sprite_Wolfos_Draw:
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.nextTile
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PHX ; Save current Tile Index?
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TXA : CLC : ADC $06 ; Add Animation Index Offset
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PHA ; Keep the value with animation index offset?
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@@ -374,13 +370,9 @@ Sprite_Wolfos_Draw:
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LDA .properties, X : ORA $08 : STA ($90), Y
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PHY
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TYA : LSR #2 : TAY
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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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PLX : DEX : BPL .nextTile
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PLX
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@@ -11,7 +11,7 @@
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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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!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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!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 = 00 ; 00 to 31, can be viewed in sprite draw tool
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!Persist = 00 ; 01 = your sprite continue to live offscreen
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