Housekeeping, whitespace cleanup
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@@ -11,7 +11,7 @@
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!DeathAnimation = 00 ; 00 = normal death, 01 = no death animation
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!ImperviousAll = 00 ; 00 = Can be attack, 01 = attack will clink on it
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!SmallShadow = 00 ; 01 = small shadow, 00 = no shadow
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!Shadow = 00 ; 00 = don't draw shadow, 01 = draw a shadow
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!Shadow = 00 ; 00 = don't draw shadow, 01 = draw a shadow
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!Palette = 00 ; Unused in this template (can be 0 to 7)
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!Hitbox = 00 ; 00 to 31, can be viewed in sprite draw tool
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!Persist = 01 ; 01 = your sprite continue to live offscreen
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@@ -54,7 +54,7 @@ Sprite_LeverSwitch_Long:
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Sprite_LeverSwitch_Prep:
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{
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PHB : PHK : PLB
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LDA.b #$00 : STA.w SprDefl, X
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LDA.w SprSubtype, X : STA.w SprAction, X
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LDA.b #$00 : STA.w SprTileDie, X
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@@ -84,7 +84,7 @@ Sprite_LeverSwitch_Main:
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LDA.w SprTimerA, X : BNE .NoDamage
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JSL Sprite_CheckDamageFromPlayer : BCC .NoDamage
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LDA #$25 : STA $012F
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STZ.w $37
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LDA #$10 : STA.w SprTimerA, X
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%GotoAction(1)
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@@ -145,17 +145,17 @@ Sprite_LeverSwitch_Draw:
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.nextTile
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PHX ; Save current Tile Index?
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TXA : CLC : ADC $06 ; Add Animation Index Offset
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PHA ; Keep the value with animation index offset?
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ASL A : TAX
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ASL A : TAX
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REP #$20
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LDA $00 : CLC : ADC .x_offsets, X : STA ($90), Y
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AND.w #$0100 : STA $0E
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AND.w #$0100 : STA $0E
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INY
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LDA $02 : CLC : ADC .y_offsets, X : STA ($90), Y
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CLC : ADC #$0010 : CMP.w #$0100
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@@ -172,14 +172,14 @@ Sprite_LeverSwitch_Draw:
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INY
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LDA .properties, X : STA ($90), Y
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PHY
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PHY
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TYA : LSR #2 : TAY
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LDA.b #$02 : ORA $0F : STA ($92), Y ; store size in oam buffer
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PLY : INY
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PLX : DEX : BPL .nextTile
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PLX
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@@ -203,4 +203,4 @@ Sprite_LeverSwitch_Draw:
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.properties
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db $37
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db $37
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}
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}
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