update moosh fly movement anim
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@@ -347,19 +347,15 @@ Link_TransformMoosh:
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; This is used to change the animation during 0x0A (Using Quake Medallion)
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; This is used to change the animation during 0x0A (Using Quake Medallion)
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DekuLink_SpinOrRecoil:
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DekuLink_SpinOrRecoil:
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{
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{
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TAY
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LDA DekuFloating : BEQ .spin
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LDA DekuFloating : BEQ .spin
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TYA
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LDA.w !CurrentMask : CMP.b #$07 : BNE +
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LDY.b #$1C
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JML $0DA435 ; JML $0DA40B
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+
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LDY.b #$05 ; Recoil
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LDY.b #$05 ; Recoil
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JML $0DA435 ; JML $0DA40B
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JML $0DA435 ; JML $0DA40B
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.spin
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.spin
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; Moosh form configuration
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; Moosh form configuration
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LDA.w $02B2 : CMP.b #$07 : BEQ +
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TYA
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LDY.b #$16 ; Pushing
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JML $0DA435
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+
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TYA
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LDY.b #$1B ; Spin and die
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LDY.b #$1B ; Spin and die
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JML $0DA40B
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JML $0DA40B
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}
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}
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@@ -463,16 +459,15 @@ DekuLink_HoverBasedOnInput:
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{
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{
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PHB : PHK : PLB
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PHB : PHK : PLB
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#_0782A7: STZ.b $2A
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STZ.b $2A
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#_0782A9: STZ.b $2B
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STZ.b $2B
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#_0782AB: STZ.b $6B
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STZ.b $6B
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#_0782AD: STZ.b $48
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STZ.b $48
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JSR HandleMovement
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JSR HandleMovement
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JSL Link_HandleCardinalCollision_Long
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JSL Link_HandleCardinalCollision_Long
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JSL Link_HandleVelocityAndSandDrag
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JSL Link_HandleVelocityAndSandDrag
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JSL Link_HandleMovingAnimation_FullLongEntry
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STZ.w $0302
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STZ.w $0302
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@@ -23,8 +23,7 @@ Link_HoverIfMooshWantsToDash:
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{
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{
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LDA.w !CurrentMask : CMP.b #$07 : BNE .return
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LDA.w !CurrentMask : CMP.b #$07 : BNE .return
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JSL PrepareQuakeSpell
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JSL PrepareQuakeSpell
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LDA.b #$0A : STA.b $5D
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RTL
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.return
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.return
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JSL Link_HandleMovingAnimation_FullLongEntry
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JSL Link_HandleMovingAnimation_FullLongEntry
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RTL
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RTL
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