Adds a fix to a bug from the original game where Tunnel Rhino couldn't use his drill projectiles sometimes.
His routines check offset $3D in his table entry (if he's the first/only entry in the table, that's $D55) for number of drills currently on screen, but neither they nor the door routines clear it beforehand and if the value stored there is non-zero, he skips the "fire drills" logic.
My original solution was to just blank out the whole table in RAM (which is what I posted to romhacking.net and have included here in the comments), but after discovering you are replacing the function anyway, I just added a new STZ to the new function.
Adds a fix to a bug from the original game where Tunnel Rhino couldn't use his drill projectiles sometimes. His routines check offset $3D in his table entry (if he's the first/only entry in the table, that's $D55) for number of drills currently on screen, but neither they nor the door routines clear it beforehand and if the value stored there is non-zero, he skips the "fire drills" logic.
My original solution was to just blank out the whole table in RAM (which is what I posted to romhacking.net and have included here in the comments), but after discovering you are replacing the function anyway, I just added a new STZ to the new function.