pushpc org $82C0C3 JSL TransitionLinkOutOfDoorEnding NOP pullpc ClearLootHUD: LDA.b GameMode CMP.b #$07 BNE UpdateLootHUD PHP REP #$20 LDA.w #!BlankTile : STA.w EnemyDropIndicator PLP RTL TransitionLinkOutOfDoorEnding: ; what we wrote over STZ.w $0418 INC.b $B0 ; fall into UpdateLootHUD UpdateLootHUD: PHP REP #$30 PHX : PHY SEP #$30 LDA.l ShowLootInHUD : BEQ .setting_off LDA.b IndoorsFlag : BEQ .done REP #$30 LDA.b $00 : PHA LDA.b $02 : PHA LDA.b $04 : PHA LDA.b $06 : PHA LDA.b $08 : PHA LDA.b $0E : PHA ; if if door rando, check for section of supertile LDA.l DRMode BNE + ; if not in door rando, check for section of supertile if we're not in a dungeon LDA.w DungeonID AND.w #$00FF CMP.w #$00FF BEQ + ; just load the room id, we don't care about sections LDA.b RoomIndex BRA .check + ; figure out section before checking JSL DetectLinksSection INC A XBA ASL A : ASL A : ASL A : ASL A ORA.b RoomIndex .check JSL CheckLoot SEP #$30 CMP.l ShowItems_hud_cap BCC + LDA.l ShowItems_hud_cap + LDX.w DungeonID CPX.b #$FF BNE + CMP.l ShowItems_cave_cap BCC + LDA.l ShowItems_cave_cap + REP #$30 ASL A : TAX LDA.l HUDLootTypeIcons, X STA.w EnemyDropIndicator PLA : STA.b $0E PLA : STA.b $08 PLA : STA.b $06 PLA : STA.b $04 PLA : STA.b $02 PLA : STA.b $00 BRA .done .setting_off JSL SetupEnemyDropIndicator .done REP #$30 PLY : PLX PLP RTL