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Restored StandingTile and introduced LastTile
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@@ -118,7 +118,7 @@ DoPlayerMovement:: ; 80000
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; Tiles such as waterfalls and warps move the player
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; in a given direction, overriding input.
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ld a, [PlayerNextTile]
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ld a, [PlayerStandingTile]
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ld c, a
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call CheckWhirlpoolTile
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jr c, .asm_800c4
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@@ -277,7 +277,7 @@ DoPlayerMovement:: ; 80000
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cp 2
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jr z, .bump
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ld a, [PlayerNextTile]
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ld a, [PlayerStandingTile]
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call CheckIceTile
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jr nc, .ice
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@@ -362,7 +362,7 @@ DoPlayerMovement:: ; 80000
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; 801f3
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.TryJump: ; 801f3
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ld a, [PlayerNextTile]
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ld a, [PlayerStandingTile]
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ld e, a
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and $f0
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cp $a0 ; ledge
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@@ -413,7 +413,7 @@ DoPlayerMovement:: ; 80000
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ld d, 0
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ld hl, .EdgeWarps
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add hl, de
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ld a, [PlayerNextTile]
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ld a, [PlayerStandingTile]
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cp [hl]
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jr nz, .not_warp
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@@ -615,7 +615,7 @@ DoPlayerMovement:: ; 80000
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; tile collision pointer
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.table1
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db STANDING, FACE_CURRENT, 0, 0
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dw PlayerNextTile
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dw PlayerStandingTile
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.table2
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db RIGHT, FACE_RIGHT, 1, 0
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dw TileRight
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@@ -634,13 +634,13 @@ DoPlayerMovement:: ; 80000
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ld a, 0
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ld [hMapObjectIndexBuffer], a
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; Load the next X coordinate into d
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ld a, [PlayerNextMapX]
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ld a, [PlayerStandingMapX]
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ld d, a
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ld a, [WalkingX]
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add d
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ld d, a
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; Load the next Y coordinate into e
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ld a, [PlayerNextMapY]
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ld a, [PlayerStandingMapY]
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ld e, a
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ld a, [WalkingY]
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add e
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@@ -817,7 +817,7 @@ CheckStandingOnIce:: ; 80404
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jr z, .not_ice
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cp $f0
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jr z, .not_ice
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ld a, [PlayerNextTile]
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ld a, [PlayerStandingTile]
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call CheckIceTile
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jr nc, .yep
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ld a, [PlayerState]
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