Fixed Ganon silvers hint for free-standing items
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@@ -16,7 +16,7 @@ DrawLibraryItemGFX:
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RTL
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;--------------------------------------------------------------------------------
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SetLibraryItem:
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LDY.w SprItemReceipt, X
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LDY.w SprSourceItemId, X
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JSL ItemSet_Library ; contains thing we wrote over
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RTL
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;--------------------------------------------------------------------------------
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@@ -52,7 +52,7 @@ RTL
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;--------------------------------------------------------------------------------
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GiveBonkItem:
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LDA.w SprItemMWPlayer, X : STA.l !MULTIWORLD_ITEM_PLAYER_ID
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LDA.w SprItemReceipt, X
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LDA.w SprSourceItemId, X
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JSR AbsorbKeyCheck : BCC .notKey
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PHY : LDY.b #$24 : JSL AddInventory : PLY ; do inventory processing for a small key
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LDA.l CurrentSmallKeys : INC A : STA.l CurrentSmallKeys
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@@ -4,19 +4,10 @@
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HeartPieceGet:
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PHX : PHY
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LDA.w SprItemMWPlayer, X : STA.l !MULTIWORLD_SPRITEITEM_PLAYER_ID
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LDY.w SprItemReceipt, X : BNE +
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LDA.w SprSourceItemId, X : BNE ++
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JSL LoadHeartPieceRoomValue
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STA.w SprSourceItemId, X
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++
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JSL AttemptItemSubstitution
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JSL ResolveLootIDLong
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STA.w SprItemReceipt, X
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TAY
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+
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LDY.w SprSourceItemId, X
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JSL MaybeMarkDigSpotCollected
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.skipLoad
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LDA.w SprItemMWPlayer, X : STA.l !MULTIWORLD_ITEM_PLAYER_ID
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LDA.w SprItemMWPlayer, X : STA.l !MULTIWORLD_ITEM_PLAYER_ID
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CPY.b #$26 : BNE .not_heart ; don't add a 1/4 heart if it's not a heart piece
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CMP.b #$00 : BNE .not_heart
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LDA.l HeartPieceQuarter : INC A : AND.b #$03 : STA.l HeartPieceQuarter
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@@ -32,16 +23,7 @@ RTL
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HeartContainerGet:
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PHX : PHY
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JSL IncrementBossSword
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LDY.w SprItemReceipt, X : BNE +
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LDA.w SprSourceItemId, X : BNE ++
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JSL LoadHeartContainerRoomValue
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STA.w SprSourceItemId, X
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++
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JSL AttemptItemSubstitution
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JSL ResolveLootIDLong
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STA.w SprItemReceipt, X
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TAY
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+
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LDY.w SprSourceItemId, X
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BRA HeartPieceGet_skipLoad
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;--------------------------------------------------------------------------------
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DrawHeartPieceGFX:
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@@ -646,7 +646,7 @@ RTL
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; CollectPowder:
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;--------------------------------------------------------------------------------
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CollectPowder:
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LDY.w SprItemReceipt, X ; Retrieve stored item type
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LDY.w SprSourceItemId, X ; Retrieve stored item type
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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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%GetPossiblyEncryptedItem(WitchItem, SpriteItemValues) : TAY
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@@ -682,7 +682,7 @@ KeyGet:
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PHA
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LDA.l StandingItemsOn : BNE +
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PLA : RTL
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+ LDY.w SprItemReceipt, X
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+ LDY.w SprSourceItemId, X
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LDA.w SprItemIndex, X : STA.w SpawnedItemIndex
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LDA.w SprItemFlags, X : STA.w SpawnedItemFlag
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STY.b Scrap00
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@@ -704,7 +704,7 @@ KeyGet:
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.skip PLX
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.receive
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JSL Player_HaltDashAttackLong
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TYA : JSL AttemptItemSubstitution : JSL ResolveLootIDLong : TAY
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TYA : JSL AttemptItemSubstitution : TAY
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JSL Link_ReceiveItem
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PLA : DEC : RTL
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@@ -712,7 +712,7 @@ KeyTable:
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db $A0, $A0, $A2, $A3, $A4, $A5, $A6, $A7, $A8, $A9, $AA, $AB, $AC, $AD
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BigKeyGet:
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LDY.w SprItemReceipt, X
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LDY.w SprSourceItemId, X
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CPY.b #$32 : BNE +
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STZ.w ItemReceiptMethod : LDY.b #$32 ; what we wrote over
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PHX : JSL Link_ReceiveItem : PLX ; what we wrote over
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@@ -138,7 +138,7 @@ RTL
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ItemSet_Mushroom:
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PHA
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LDA.l NpcFlags+1 : ORA.b #$10 : STA.l NpcFlags+1
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LDY.w SprItemReceipt, X ; Retrieve stored item type
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LDY.w SprSourceItemId, X ; Retrieve stored item type
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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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%GetPossiblyEncryptedItem(MushroomItem, SpriteItemValues) : TAY
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@@ -466,7 +466,6 @@ Shopkeeper_BuyItem:
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PLX
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LDA.l ShopInventory, X
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JSL AttemptItemSubstitution
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JSL ResolveLootIDLong
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TAY : JSL Link_ReceiveItem
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LDA.l ShopInventory+3, X : INC : STA.l ShopInventory+3, X
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LDA.b #$00 : STA.l ShopEnableCount
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