add pea shot to EonScrub
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@@ -1,6 +1,7 @@
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; =========================================================
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; Sprite Properties
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; =========================================================
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!SPRID = Sprite_EonScrub
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!NbrTiles = 03 ; Number of tiles used in a frame
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!Harmless = 00 ; 00 = Sprite is Harmful, 01 = Sprite is Harmless
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@@ -37,6 +38,9 @@ Sprite_EonScrub_Long:
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PHB : PHK : PLB
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JSR Sprite_EonScrub_Draw ; Call the draw code
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LDA.w SprSubtype, X : CMP #$01 : BNE .normal_scrub
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JSL Sprite_DrawShadow
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.normal_scrub
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JSL Sprite_CheckActive ; Check if game is not paused
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BCC .SpriteIsNotActive ; Skip Main code is sprite is innactive
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@@ -112,7 +116,23 @@ Sprite_EonScrub_Main:
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EonScrub_Attack:
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{
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%PlayAnimation(2,6,16)
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JSL Sprite_PlayerCantPassThrough
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JSR CheckForPeaShotRedirect
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LDA SprTimerA, X : BNE .not_done
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JSR EonScrub_SpawnPeaShot
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LDA #$F0 : STA.w SprTimerA, X
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INC.w SprAction, X
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.not_done
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LDA POSX : STA $02
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LDA POSY : STA $03
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LDA SprX, X : STA $04
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LDA SprY, X : STA $05
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JSL GetDistance8bit_Long : CMP #$18 : BCS .not_too_close
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%GotoAction(0)
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.not_too_close
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RTS
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}
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@@ -121,7 +141,11 @@ Sprite_EonScrub_Main:
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{
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%PlayAnimation(2,2,16)
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JSL Sprite_PlayerCantPassThrough
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JSR CheckForPeaShotRedirect
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LDA.w SprTimerA, X : BNE +
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%GotoAction(0)
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+
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RTS
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}
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@@ -131,6 +155,12 @@ Sprite_EonScrub_Main:
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JSL Sprite_PlayerCantPassThrough
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; Kill the pea shot
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PHX
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LDA Offspring1_Id : TAX
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STZ.w $0DD0, X
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PLX
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; Play the spinning animation for a bit before proceeding
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LDA SprTimerA, X : BNE .not_done
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LDA #$40 : STA.w SprTimerA, X
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@@ -193,10 +223,11 @@ Sprite_EonScrub_Main:
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EonScrub_SpawnPeaShot:
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{
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LDA.b Sprite_EonScrub
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LDA.b #Sprite_EonScrub
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JSL Sprite_SpawnDynamically : BMI .return ;89
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JSR SpawnPeaShot_AltEntry
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.return
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LDA.w Offspring1_Id, X : TAY
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RTS
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}
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@@ -262,9 +293,9 @@ Sprite_EonScrub_Draw:
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; =========================================================
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.start_index
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db $00, $02, $04, $06, $08, $0A, $0C, $0E, $10, $12, $14, $16, $18
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db $00, $02, $04, $06, $08, $0A, $0C, $0E, $10, $12, $14, $16, $18, $1A
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.nbr_of_tiles
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db 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1
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db 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0
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.x_offsets
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dw 0, 0
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dw 0, 0
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@@ -279,6 +310,7 @@ dw 0, 0
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dw 0, 0
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dw 0, 0
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dw 0, 0
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dw 0
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.y_offsets
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dw 0, -8
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dw 0, -8
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@@ -293,6 +325,7 @@ dw 0, -8
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dw 0, -4
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dw 0, -16
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dw 0, -16
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dw 0
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.chr
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db $20, $0A
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db $20, $0A
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@@ -307,6 +340,7 @@ db $28, $0A
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db $26, $0A
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db $2C, $0C
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db $2C, $0C
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db $2A
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.properties
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db $33, $33
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db $73, $33
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@@ -321,6 +355,7 @@ db $33, $33
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db $33, $33
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db $33, $33
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db $73, $73
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db $33
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.sizes
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db $02, $02
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db $02, $02
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@@ -335,4 +370,5 @@ db $02, $02
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db $02, $02
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db $02, $02
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db $02, $02
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db $02
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}
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