Prevent Standing items from corrupting if hit by hookshot/boomerang
This commit is contained in:
@@ -932,7 +932,7 @@ RTL
|
||||
LoadPowder:
|
||||
JSL.l Sprite_SpawnDynamically ; thing we wrote over
|
||||
%GetPossiblyEncryptedItem(WitchItem, SpriteItemValues)
|
||||
STA $0DA0, Y ; Store item type
|
||||
STA $0E80, Y ; Store item type
|
||||
JSL.l PrepDynamicTile
|
||||
RTL
|
||||
;--------------------------------------------------------------------------------
|
||||
@@ -958,12 +958,12 @@ RTL
|
||||
DrawPowder:
|
||||
LDA $02DA : BNE .defer ; defer if link is buying a potion
|
||||
LDA.l !REDRAW : BEQ +
|
||||
LDA $0DA0, X ; Retrieve stored item type
|
||||
LDA $0E80, X ; Retrieve stored item type
|
||||
JSL.l PrepDynamicTile
|
||||
LDA #$00 : STA.l !REDRAW ; reset redraw flag
|
||||
BRA .defer
|
||||
+
|
||||
LDA $0DA0, X ; Retrieve stored item type
|
||||
LDA $0E80, X ; Retrieve stored item type
|
||||
JSL.l DrawDynamicTile
|
||||
.defer
|
||||
RTL
|
||||
@@ -985,7 +985,7 @@ LoadMushroom:
|
||||
|
||||
LDA #$00 : STA !REDRAW
|
||||
%GetPossiblyEncryptedItem(MushroomItem, SpriteItemValues)
|
||||
STA $0DA0, X ; Store item type
|
||||
STA $0E80, X ; Store item type
|
||||
JSL.l PrepDynamicTile
|
||||
|
||||
.skip
|
||||
@@ -1005,7 +1005,7 @@ DrawMushroom:
|
||||
BRA .done ; don't draw on the init frame
|
||||
|
||||
.skipInit
|
||||
LDA $0DA0, X ; Retrieve stored item type
|
||||
LDA $0E80, X ; Retrieve stored item type
|
||||
JSL.l DrawDynamicTile
|
||||
|
||||
.done
|
||||
@@ -1017,7 +1017,7 @@ RTL
|
||||
; CollectPowder:
|
||||
;--------------------------------------------------------------------------------
|
||||
CollectPowder:
|
||||
LDY $0DA0, X ; Retrieve stored item type
|
||||
LDY $0E80, X ; Retrieve stored item type
|
||||
BNE +
|
||||
; if for any reason the item value is 0 reload it, just in case
|
||||
%GetPossiblyEncryptedItem(WitchItem, SpriteItemValues) : TAY
|
||||
|
||||
Reference in New Issue
Block a user