Fixed issue with MW Player ID on Bonk Locations
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@@ -494,9 +494,7 @@ OWBonkGoodBeeDrop:
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; spawn itemget item
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.spawn_item ; A = item id ; Y = bonk sprite slot ; S = Collected
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PLX : BEQ + : LDA.b #$00 : STA.w $0DD0,Y : BRA .return
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+ LDA.l OWBonkPrizeTable[42].mw_player : STA.l !MULTIWORLD_SPRITEITEM_PLAYER_ID
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LDA.b #$01 : STA !REDRAW
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+ LDA.b #$01 : STA !REDRAW
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LDA.b #$EB : STA.l $7FFE00
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JSL Sprite_SpawnDynamically+15 ; +15 to skip finding a new slot, use existing sprite
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@@ -618,9 +616,7 @@ OWBonkDrops:
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; spawn itemget item
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.spawn_item ; A = item id ; Y = tree sprite slot ; S = Collected, FlagBitmask, X (row + 2)
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PLX : BEQ + : LDA.b #$00 : STA.w $0DD0,Y : JMP .return ; S = FlagBitmask, X (row + 2)
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+ LDA 2,S : TAX : INX : INX
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LDA.w OWBonkPrizeData,X : STA.l !MULTIWORLD_SPRITEITEM_PLAYER_ID
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DEX
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+ LDA 2,S : TAX : INX
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LDA.b #$01 : STA !REDRAW
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@@ -948,12 +944,11 @@ OWNewDestination:
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; crossed OW shuffle and terrain
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ldx $05 : ldy $08 : jsr OWWorldTerrainUpdate
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lda $8a : JSR OWDetermineScreensPaletteSet : STX $04
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lda $05 : sta $8a : JSR OWDetermineScreensPaletteSet
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;PLA : AND.b #$3F : BEQ .leaving_woods
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;LDA $8A : AND.b #$3F : BEQ .entering_woods
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CPX $04 : BEQ .skip_palette ; check if next screen's palette is different
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CPX.w $0AB3 : BEQ .skip_palette ; check if next screen's palette is different
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LDA $00 : PHA
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JSL OverworldLoadScreensPaletteSet_long ; loading correct OW palette
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PLA : STA $00
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