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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