add Sprite_CheckIfFrozen to KydrogBoss

This commit is contained in:
scawful
2024-06-06 09:58:58 -04:00
parent 1c6d7153fd
commit e5ec12fd31

View File

@@ -47,7 +47,7 @@ Sprite_KydrogBoss_Long:
PHB : PHK : PLB
JSR Sprite_KydrogBoss_Draw ; Call the draw code
; JSL Sprite_DrawShadow
JSR Sprite_CheckIfFrozen
JSL Sprite_CheckActive ; Check if game is not paused
BCC .SpriteIsNotActive ; Skip Main code is sprite is innactive
@@ -532,10 +532,9 @@ CheckForNextPhase:
; =========================================================
; TODO: Use a timer to unfreeze the sprite
CheckIfFrozen:
Sprite_CheckIfFrozen:
{
LDA $0DD0, X : CMP.b #$0B : BNE .not_frozen
LDA.w $0E10, X : BNE .not_frozen
LDA.b #$00 : STA.l $7FFA3C,X
LDA.b #$09 : STA.w $0DD0, X
@@ -597,22 +596,18 @@ Sprite_DamageFlash_Long:
Sprite_Damage_Flash:
{
LDA $0EF0, X : BEQ .dontFlash
; Change the palette to the next in the cycle
LDA $0DA0, X : INC : CMP.b #$08 : BNE .dontReset
LDA.b #$00
.dontReset
STA $0DA0, X
BRA .flash
.dontFlash
STZ $0DA0, X
.flash
RTS
}
@@ -710,11 +705,7 @@ Kydrog_ThrowBoneAtPlayer:
RTS
}
; Y is the sprite index after you spawn it.
; oh right yeah y will be equal to the sprite you spawned for that frame
; but if you want to do a count what you would do:
; Y = sprite index after you spawn it.
; $00 = your stalfos skull count
GetNumberSpawnStalfos:
{