modef2 MOT_ACTOR_SPAWNER, 0, 11, ACT_T_GUARD, 0x80
modef MOT_SET_PAT, 0, 18, pat_center_empty_wall
+ modef MOT_RECT_CLEAR, 0, 18, 0
modef2 MOT_RECT, 0, 18, 0x0F, 0x08
modef2 MOT_ACTOR_SPAWNER, 0, 18, ACT_T_GUARD, 0x40
modef MOT_DISABLE_SCROLL, 0, 0x20, 0
modef MOT_SET_MAP_ROUTINE, 0, 0x20, map_r_enable_scroll_all_enemies_defeated
+ modef MOT_RECT_CLEAR, 0, 0x21, 0
modef MOT_SET_PAT, 0, 0x21, pat_center_empty_wall
modef MOT_SET_PAT, 0, 0x2E, pat_empty
modef MOT_DISABLE_SCROLL, 0, 0x30, 0
ld [hl+], a
; hl = r_pos_x
- ; check if off-screen
- cp a, -16 & 0xFF ; do not despawn if -16
- jr nc, @no_rect_despawn REL
-
- pop de
- push de
- ; despawn if *bottom* corner is far off-screen
- cp a, 0xA0
- call nc, rect_despawn
-
+ ; rectangles never despawn
+ ; unless cleared with mo_rect_clear
@no_rect_despawn:
pop hl