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Randomize Which Enemies are Invisible Without the Cross #201

@TheRealQuantam

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@TheRealQuantam

Yet another "make item nobody cares about matter" issue.

It looks like invisible moas' enemy handler simply checks if 78a is set and if so calls ef11. Very conveniently, ef11 is used by all kinds of enemies to draw them. It seems like it would be pretty simple to patch enemy handlers to redirect the call to ef11 to call a stub function that checks 78a and only if set calls ef11, to make arbitrary enemies invisible.

This would be particularly useful on say fokkas and spicy chickens, to make cross practically required in seeds where they're invisible.

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