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entities: fix some wording
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@ -70,7 +70,7 @@ SetEntityVariantForDirection_05::
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ShouldLinkTalkToEntity_05::
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;
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; Check if Link is vertically close from the entity
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; Check if Link is vertically close to the entity
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;
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ld e, b ;; 05:5506 $58
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@ -97,7 +97,7 @@ ShouldLinkTalkToEntity_05::
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jr nc, .dontTalk ;; 05:5523 $30 $44
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;
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; Check if Link is horizontally close from the entity
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; Check if Link is horizontally close to the entity
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;
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ldh a, [hLinkPositionX] ;; 05:5525 $F0 $98
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@ -85,7 +85,7 @@ MarinEntityHandler::
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and a ;; 05:4E74 $A7
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jp nz, MarinEntityHandler_Indoor ;; 05:4E75 $C2 $CE $51
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; Didn't found sword yet: remove the outdoor entity
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; Didn't find sword yet: remove the outdoor entity
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ld a, [wSwordLevel] ;; 05:4E78 $FA $4E $DB
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and a ;; 05:4E7B $A7
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jp z, ClearEntityStatus_05 ;; 05:4E7C $CA $4B $7B
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@ -141,7 +141,7 @@ MarinEntityHandler::
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.jr_4ED1
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;
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; Spaw music notes when Marin is singing
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; Spawn music notes when Marin is singing
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;
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call SetEntityVariantForDirection_05 ;; 05:4ED1 $CD $EA $54
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@ -698,13 +698,13 @@ MarinEntityHandler_Indoor::
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.letterEnd
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;
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; After Link retrieved its sword, Marin is no longer home. Remove the entity.
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; After Link retrieves his sword, Marin is no longer home. Remove the entity.
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;
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ld a, [wSwordLevel] ;; 05:51FB $FA $4E $DB
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and a ;; 05:51FE $A7
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jp nz, ClearEntityStatus_05 ;; 05:51FF $C2 $4B $7B
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; After Link retrieved its shield, set the state directly to MARIN_STATE_3
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; After Link retrieves his shield, set the state directly to MARIN_LINK_OUT_OF_BED_STATE
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ld a, [wShieldLevel] ;; 05:5202 $FA $44 $DB
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and a ;; 05:5205 $A7
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jr z, .shieldEnd ;; 05:5206 $28 $09
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