Make Twinrova hitbox more consistent
This commit is contained in:
@@ -39,19 +39,16 @@
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Sprite_Twinrova_Long:
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{
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PHB : PHK : PLB
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PHB : PHK : PLB
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JSR Sprite_Twinrova_Draw
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JSL Sprite_DrawShadow
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JSR Sprite_Twinrova_Draw
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JSL Sprite_DrawShadow
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JSL Sprite_CheckActive : BCC .SpriteIsNotActive
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JSR Sprite_Twinrova_CheckIfDead
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JSR Sprite_Twinrova_Main
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.SpriteIsNotActive
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PLB
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RTL
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JSL Sprite_CheckActive : BCC .SpriteIsNotActive
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JSR Sprite_Twinrova_CheckIfDead
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JSR Sprite_Twinrova_Main
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.SpriteIsNotActive
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PLB
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RTL
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}
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; =========================================================
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@@ -159,6 +156,11 @@ Sprite_Twinrova_Main:
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JSL Sprite_PlayerCantPassThrough
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JSL Sprite_DamageFlash_Long
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PHX
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JSL Sprite_CheckDamageFromPlayer
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%DoDamageToPlayerSameLayerOnContact()
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PLX
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LDA.w SprAction, X
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JSL UseImplicitRegIndexedLocalJumpTable
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@@ -194,15 +196,13 @@ Sprite_Twinrova_Main:
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LDA.w SprHealth, X : CMP.b #$20 : BCS .phase_1
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; -------------------------------------------
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; Phase 2
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LDA.b #$70 : STA.w SprTimerD, X
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LDA.w SprTimerE, X : BNE .kotake
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LDA #$70 : STA.w SprTimerD, X
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%GotoAction(8) ; Koume Mode
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RTS
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.kotake
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LDA #$70 : STA.w SprTimerD, X
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%GotoAction(9) ; Kotake Mode
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RTS
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; ---------------------------------------------
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.phase_1
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LDA $0DA0 : BEQ .not_flashing
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@@ -226,18 +226,18 @@ Sprite_Twinrova_Main:
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++
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JSL GetRandomInt : AND.b #$0F : BEQ .random_strafe
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JSL Sprite_IsBelowPlayer : TYA : BNE .MoveBackwards
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%GotoAction(2) ; Move Forwards
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RTS
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JSL Sprite_IsBelowPlayer : TYA : BNE .MoveBackwards
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%GotoAction(2) ; Move Forwards
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RTS
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.random_strafe
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JSL GetRandomInt : AND.b #$01 : BEQ .strafe_left
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LDA #$10 : STA.w SprXSpeed, X
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%GotoAction(2) ; Move Forwards with strafe
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RTS
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.strafe_left
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LDA #$F0 : STA.w SprXSpeed, X
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%GotoAction(2) ; Move Forwards with strafe
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RTS
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JSL GetRandomInt : AND.b #$01 : BEQ .strafe_left
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LDA #$10 : STA.w SprXSpeed, X
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%GotoAction(2) ; Move Forwards with strafe
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RTS
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.strafe_left
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LDA #$F0 : STA.w SprXSpeed, X
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%GotoAction(2) ; Move Forwards with strafe
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RTS
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.MoveBackwards
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%GotoAction(3) ; MoveBackwards
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@@ -249,17 +249,10 @@ Sprite_Twinrova_Main:
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Twinrova_MoveForwards:
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{
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%Twinrova_Front()
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PHX
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JSL Sprite_CheckDamageFromPlayer
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%DoDamageToPlayerSameLayerOnContact()
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PLX
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LDA #$10 ; speed
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LDY #$10 ; height
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JSL Sprite_FloatTowardPlayer
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JSL Sprite_CheckTileCollision
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%GotoAction(1)
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RTS
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}
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@@ -269,16 +262,9 @@ Sprite_Twinrova_Main:
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Twinrova_MoveBackwards:
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{
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%Twinrova_Back()
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PHX
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JSL Sprite_CheckDamageFromPlayer
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%DoDamageToPlayerSameLayerOnContact()
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PLX
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LDA #$20 : LDY #$10
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JSL Sprite_FloatTowardPlayer
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JSL Sprite_CheckTileCollision
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%GotoAction(1)
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RTS
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}
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@@ -287,22 +273,21 @@ Sprite_Twinrova_Main:
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; 0x04
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Twinrova_PrepareAttack:
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{
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%StartOnFrame(7)
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%Twinrova_Attack()
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%StartOnFrame(7)
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%Twinrova_Attack()
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LDA #$01 : STA $0360
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LDA $0CAA : AND.b #$03 : STA $0CAA
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LDA.w SprTimerD, X : BNE +
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LDA $0CAA : ORA.b #$03 : STA $0CAA
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LDA.b #$40 : STA.w SprTimerD, X
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LDA $AC : BEQ .fire
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%GotoAction(6) ; Ice Attack
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RTS
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LDA #$01 : STA $0360
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LDA $0CAA : AND.b #$03 : STA $0CAA
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LDA.w SprTimerD, X : BNE +
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LDA $0CAA : ORA.b #$03 : STA $0CAA
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LDA.b #$40 : STA.w SprTimerD, X
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LDA $AC : BEQ .fire
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%GotoAction(6) ; Ice Attack
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RTS
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.fire
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%GotoAction(5)
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%GotoAction(5)
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+
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RTS
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RTS
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}
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; -------------------------------------------------------
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@@ -357,40 +342,40 @@ Sprite_Twinrova_Main:
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BRA .ResumeNormalState
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.DodgeOrRetaliate
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; Determine whether to dodge or retaliate
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JSL GetRandomInt
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AND.b #$01
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BEQ .PerformDodge
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BRA .PerformRetaliate
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; Determine whether to dodge or retaliate
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JSL GetRandomInt
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AND.b #$01
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BEQ .PerformDodge
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BRA .PerformRetaliate
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.PerformDodge
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JSR DoRandomStrafe
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LDA.b #$20 : STA.w SprTimerA, X ; Set timer for dodge duration
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LDA.b #$02 : STA.w SprMiscA, X ; Set state to random strafe
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RTS
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JSR DoRandomStrafe
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LDA.b #$20 : STA.w SprTimerA, X ; Set timer for dodge duration
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LDA.b #$02 : STA.w SprMiscA, X ; Set state to random strafe
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RTS
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.PerformRetaliate
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; Immediate retaliation with fire or ice attack
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JSL GetRandomInt
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AND.b #$01
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BEQ .FireAttack
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BRA .IceAttack
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; Immediate retaliation with fire or ice attack
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JSL GetRandomInt
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AND.b #$01
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BEQ .FireAttack
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BRA .IceAttack
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.FireAttack
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LDA.b #$20 : STA.w SprTimerD, X
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STZ $AC ; Set fire attack
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%GotoAction(4) ; Prepare Attack
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RTS
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LDA.b #$20 : STA.w SprTimerD, X
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STZ $AC ; Set fire attack
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%GotoAction(4) ; Prepare Attack
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RTS
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.IceAttack
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LDA.b #$20 : STA.w SprTimerD, X
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LDA.b #$01 : STA $AC ; Set ice attack
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%GotoAction(4) ; Prepare Attack
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RTS
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LDA.b #$20 : STA.w SprTimerD, X
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LDA.b #$01 : STA $AC ; Set ice attack
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%GotoAction(4) ; Prepare Attack
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RTS
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.ResumeNormalState
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%GotoAction(1) ; Resume normal movement state
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RTS
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%GotoAction(1) ; Resume normal movement state
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RTS
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.HurtAnimation
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RTS
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@@ -403,11 +388,6 @@ Sprite_Twinrova_Main:
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%StartOnFrame(8)
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%Show_Koume()
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PHX
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JSL Sprite_CheckDamageFromPlayer
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%DoDamageToPlayerSameLayerOnContact()
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PLX
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JSL GetRandomInt : AND.b #$3F : BNE ++
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JSR AddPitHazard
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JSR Ganon_SpawnFallingTilesOverlord
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@@ -435,11 +415,6 @@ Sprite_Twinrova_Main:
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%StartOnFrame(9)
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%Show_Kotake()
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PHX
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JSL Sprite_CheckDamageFromPlayer
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%DoDamageToPlayerSameLayerOnContact()
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PLX
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JSL Sprite_IsBelowPlayer
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CPY #$01 : BEQ .not_below
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JSL GetRandomInt : AND.b #$3F : BNE ++
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@@ -474,7 +449,6 @@ Sprite_Twinrova_Main:
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; =========================================================
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; Handles dynamic floaty movement for Twinrova
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; =========================================================
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RageModeMove:
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{
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