remove bad deku flower check code
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@@ -345,50 +345,31 @@ org $0DA3FD
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JML DekuLink_SpinOrRecoil
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JML DekuLink_SpinOrRecoil
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pullpc
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pullpc
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CheckDekuFlowerPresence:
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PrepareMagicBubble:
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{
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{
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REP #$20
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#_07A049: LDA.b $20
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PHX
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#_07A04B: STA.b $72
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CLC ; Assume sprite ID $B0 is not present
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LDX.b #$10
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.x_loop
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DEX
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LDY.b #$04
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#_07A04D: LDA.b $21
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.y_loop
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#_07A04F: STA.b $73
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DEY
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LDA.w $0E20, X : AND.w #$00FF : CMP.w #$00C0 : BEQ .set_flag
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BRA .not_b0
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.set_flag
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#_07A051: LDA.b $22
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SEC ; Set flag indicating sprite ID $B0 is present
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#_07A053: STA.b $74
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STX.w $02
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BRA .done
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.not_b0
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#_07A055: LDA.b $23
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CPY.b #$00 : BNE .y_loop
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#_07A057: STA.b $75
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CPX.b #$00 : BNE .x_loop
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.done
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#_07A059: LDX.b $2F
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PLX
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SEP #$20
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#_07A05B: LDY.b #$02
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RTS
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#_07A05D: LDA.b #$09 ; ANCILLA 09
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#_07A05F: JSL $0990A4 ; AncillaAdd_Arrow
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RTL
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}
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}
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; Based on LinkItem_Quake.allow_quake
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; Based on LinkItem_Quake.allow_quake
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PrepareQuakeSpell:
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PrepareQuakeSpell:
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{
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{
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; Find out if the sprite $C0 is in the room
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JSR CheckDekuFlowerPresence : BCC .no_c0
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PHX : LDA $02 : TAX
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JSL Link_SetupHitBox
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; X is now the ID of the sprite $B0
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JSL Sprite_SetupHitBox
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PLX
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JSL CheckIfHitBoxesOverlap : BCC .no_c0
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LDA.b #$0A : STA.b $5D ; Set Link to the hover state
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LDA.b #$0A : STA.b $5D ; Set Link to the hover state
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LDA.b #$00 : STA.b $3D ; Clear the animation timer
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LDA.b #$00 : STA.b $3D ; Clear the animation timer
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@@ -403,7 +384,7 @@ PrepareQuakeSpell:
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STZ.w $0364 ; Clear Z-coordinate for the jump
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STZ.w $0364 ; Clear Z-coordinate for the jump
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STZ $70 ; Clear bomb drop check flag
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STZ $70 ; Clear bomb drop check flag
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.no_c0
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RTL
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RTL
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}
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}
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