add Sprite_Piratian_Move, override SnapDragon
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@@ -1,8 +1,8 @@
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; =========================================================
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; Sprite Properties
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; =========================================================
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!SPRID = $00; The sprite ID you are overwriting (HEX)
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!NbrTiles = 00 ; Number of tiles used in a frame
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!SPRID = $0E ; The sprite ID you are overwriting (HEX)
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!NbrTiles = 02 ; 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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!HVelocity = 00 ; Is your sprite going super fast? put 01 if it is
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!Health = 00 ; Number of Health the sprite have
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@@ -36,6 +36,7 @@ Sprite_Piratian_Long:
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PHB : PHK : PLB
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JSR Sprite_Piratian_Draw ; Call the draw code
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JSL Sprite_DrawShadow ; Draw the shadow
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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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@@ -61,8 +62,10 @@ Sprite_Piratian_Prep:
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Sprite_Piratian_Main:
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{
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LDA.w SprAction, X; Load the SprAction
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JSL UseImplicitRegIndexedLocalJumpTable; Goto the SprAction we are currently in
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JSR Sprite_Piratian_Move ; Call the move code
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LDA.w SprAction, X
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JSL UseImplicitRegIndexedLocalJumpTable
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dw Piratian_MoveDown
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dw Piratian_MoveUp
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@@ -103,6 +106,27 @@ Sprite_Piratian_Main:
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}
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}
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Sprite_Piratian_Move:
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{
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LDA.w SprTimerA, X : BNE +
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JSL Sprite_SelectNewDirection
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+
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JSL Sprite_MoveXyz
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JSL Sprite_BounceFromTileCollision
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JSL Sprite_BounceOffWall
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JSL Sprite_DamageFlash_Long
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JSL ThrownSprite_TileAndSpriteInteraction_long
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JSL Sprite_CheckDamageFromPlayer : BCC .no_dano
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%GotoAction(1)
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%SetTimerA($60)
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%SetTimerF($20)
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.no_dano
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RTS
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}
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; =========================================================
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Sprite_Piratian_Draw:
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