Prevent Standing items from corrupting if hit by hookshot/boomerang
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@@ -3,7 +3,7 @@
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;--------------------------------------------------------------------------------
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HeartPieceGet:
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PHX : PHY
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LDY $0DA0, X ; load item value into Y register
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LDY $0E80, X ; load item value into Y register
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BNE +
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; if for any reason the item value is 0 reload it, just in case
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JSL.l LoadHeartPieceRoomValue : TAY
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@@ -38,7 +38,7 @@ RTL
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HeartContainerGet:
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PHX : PHY
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JSL.l AddInventory_incrementBossSwordLong
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LDY $0DA0, X ; load item value into Y register
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LDY $0E80, X ; load item value into Y register
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BNE +
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; if for any reason the item value is 0 reload it, just in case
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JSL.l LoadHeartContainerRoomValue : TAY
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@@ -57,7 +57,7 @@ DrawHeartPieceGFX:
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BRL .done ; don't draw on the init frame
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.skipInit
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LDA $0DA0, X ; Retrieve stored item type
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LDA $0E80, X ; Retrieve stored item type
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.skipLoad
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@@ -89,7 +89,7 @@ DrawHeartContainerGFX:
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BRA DrawHeartPieceGFX_done ; don't draw on the init frame
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.skipInit
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LDA $0DA0, X ; Retrieve stored item type
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LDA $0E80, X ; Retrieve stored item type
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BRA DrawHeartPieceGFX_skipLoad
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;--------------------------------------------------------------------------------
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@@ -152,7 +152,7 @@ HeartPieceSpritePrep:
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LDA #$00 : STA !REDRAW
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JSL.l LoadHeartPieceRoomValue ; load item type
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STA $0DA0, X ; Store item type
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STA $0E80, X ; Store item type
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JSL.l PrepDynamicTile
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.skip
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@@ -165,7 +165,7 @@ HeartContainerSpritePrep:
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LDA #$00 : STA !REDRAW
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JSL.l LoadHeartContainerRoomValue ; load item type
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STA $0DA0, X ; Store item type
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STA $0E80, X ; Store item type
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JSL.l PrepDynamicTile
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PLA
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