release the player if the cart disconnects from them
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@@ -455,36 +455,33 @@ HandleTileDirections:
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RTS
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+
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; If the cart got disconnected from the player, release them.
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JSR CheckIfPlayerIsOn : BCS .player_on_cart
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%GotoAction(6) ; Minecart_Release
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RTS
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.player_on_cart
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; Setup Minecart position to look for tile IDs
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; We use AND #$F8 to clamp to a 16x16 grid, however this needs work.
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LDA.w SprY, X : AND #$F8 : STA.b $00 : LDA.w SprYH, X : STA.b $01
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LDA.w SprX, X : AND #$F8 : STA.b $02 : LDA.w SprXH, X : STA.b $03
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LDA.w SprX, X : AND #$F8 : STA.b $02 : LDA.w SprXH, X : STA.b $03
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; Fetch tile attributes based on current coordinates
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LDA.b #$00 : JSL Sprite_GetTileAttr
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; Load the tile index
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LDA $0FA5 : CMP.b #$01 : BNE .not_out_of_bounds
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LDA.b #$00 : JSL Sprite_GetTileAttr : LDA $0FA5
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CMP.b #$02 : BNE .not_out_of_bounds
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; If the tile is out of bounds, release the cart
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LDA #$40 : STA SprTimerD, X
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%GotoAction(6) ; Minecart_Release
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RTS
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.out_of_bounds
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JSR ClampSpritePositionToGrid
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RTS
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.not_out_of_bounds
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; Check if the tile is a stop tile
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CMP.b #$B7 : BCS .check_stop ; If tile ID is >= $B8, check for stop tiles
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.check_stop
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CMP.b #$B7 : BEQ .stop_north
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CMP.b #$B8 : BEQ .stop_south
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CMP.b #$B9 : BEQ .stop_west
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CMP.b #$BA : BEQ .stop_east
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CMP.b #$20 : BEQ .out_of_bounds
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JMP .check_for_movement ; if none of the above, continue with normal logic
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JMP .check_for_movement ; if none of the above, continue with normal logic
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.stop_north
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; Set the new direction to north and flip the cart's orientation
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