Format and comment Blind_SpawnFromMaiden
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@@ -848,47 +848,37 @@ Follower_CheckBlindTrigger:
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org $1DA03C
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Blind_SpawnFromMaiden:
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{
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#_1DA03C: LDX.b #$00
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LDX.b #$00 ; Load the boss into sprite index 0
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#_1DA03E: LDA.b #$09
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#_1DA040: STA.w $0DD0,X
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; Set the sprite to alive and active
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LDA.b #$09 : STA.w $0DD0,X
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#_1DA043: LDA.b #$CE ; SPRITE CE
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#_1DA045: STA.w $0E20,X
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; SPRITE CE
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LDA.b #$CE : STA.w $0E20,X
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#_1DA048: LDA.b $00
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#_1DA04A: STA.w $0D10,X
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; Load the position cache from the maiden follower
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LDA.b $00 : STA.w $0D10,X
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LDA.b $01 : STA.w $0D30,X
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LDA.b $02 : SEC : SBC.b #$10 : STA.w $0D00,X
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LDA.b $03 : STA.w $0D20,X
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JSL SpritePrep_LoadProperties
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#_1DA04D: LDA.b $01
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#_1DA04F: STA.w $0D30,X
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; Set SprTimerC
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LDA.b #$C0 : STA.w $0E10,X
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#_1DA052: LDA.b $02
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#_1DA054: SEC
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#_1DA055: SBC.b #$10
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#_1DA057: STA.w $0D00,X
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; Set SprGfx
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LDA.b #$15 : STA.w $0DC0,X
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#_1DA05A: LDA.b $03
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#_1DA05C: STA.w $0D20,X
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; Set SprMiscC and bulletproof properties
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LDA.b #$02 : STA.w $0DE0,X : STA.w $0BA0,X
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#_1DA05F: JSL SpritePrep_LoadProperties
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; Set the 2nd key / heart piece items taken room flag
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LDA.w $0403 : ORA.b #$20 : STA.w $0403
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#_1DA063: LDA.b #$C0
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#_1DA065: STA.w $0E10,X
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; Clear blinds head spin flag
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STZ.w $0B69
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#_1DA068: LDA.b #$15
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#_1DA06A: STA.w $0DC0,X
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#_1DA06D: LDA.b #$02
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#_1DA06F: STA.w $0DE0,X
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#_1DA072: STA.w $0BA0,X
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#_1DA075: LDA.w $0403
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#_1DA078: ORA.b #$20
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#_1DA07A: STA.w $0403
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#_1DA07D: STZ.w $0B69
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#_1DA080: RTL
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RTL
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}
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; =========================================================
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