************************************************************************** * * * Mondor's Master Equate File * * * ************************************************************************** ************************************************************************** * * * COPYRIGHT (C) 1993 MIDWAY MANUFACTURING COMPANY. * * ALL RIGHTS RESERVED. * * * ************************************************************************** * *MONDOR OBJECT DATA DEFINITION * *Used by all parts, great and small OHITS EQU ODATA ;UHL Rocket hits taken from player(s) ;0-7:P1 HITS, 8-15:P2 HITS ;16-23:P3 HITS, 24-31:P4 HITS OMISSES EQU ODATA+020H ;UHB Number of consec. missed shots ODAMAGE EQU ODATA+028H ;UHB Current damage level of object OFLASHTIME EQU ODATA+030H ;UHB Time 'til unflash of object OLASTANUM EQU ODATA+038H ;UHB Last animation number OINVINCIBLE EQU ODATA+040H ;UHB I am invincible now! O_BEING_DAMAGED EQU ODATA+048H ;UHB Currently being damaged. OCHEWEDROCKET EQU ODATA+050H ;UHB Rocket flag (for explosion) OROCKETHIT EQU ODATA+058H ;UHB Flag for rocket debounce OCLRROCKETHIT EQU ODATA+060H ;UHB Time left 'til we clr OROCKETHIT OCHUNK_HITS EQU ODATA+068H ;UHB Counter for hits to release chunks OBULLET_HITS EQU ODATA+070H ;UHL Bullet hits taken from player(s) ;0-7:P1 HITS, 8-15:P2 HITS ;16-23:P3 HITS, 24-31:P4 HITS *Used by the talking head only OSCREAM_SND EQU ODATA+090H ;UHL Sound script used to scream OSCREAM_SEV EQU ODATA+0B0H ;UHB Scream severity OSCREAM EQU ODATA+0B8H ;UHB Scream level OSCREAM_DUR EQU ODATA+0C0H ;UHB Duration of scream OHEAD_IDLE EQU ODATA+0C8H ;UHB Idle timer for the head OFB_PERC EQU ODATA+0D0H ;UHW % of not sending a FireBall *Used by master parts of Mondor, Desk and FireBall OXACCEL EQU ODATA+090H ;UHW X acceleration *Used by the master parts of Mondor and Desk OZACCEL EQU ODATA+0A0H ;UHW Z acceleration OXBURN EQU ODATA+0B0H ;UHB X burn time for acceleration OYBURN EQU ODATA+0B8H ;UHB Y burn time for acceleration OZBURN EQU ODATA+0C0H ;UHB Z burn time for acceleration OMOVE_TIMER EQU ODATA+0C8H ;UHB Timer until next move decision OCENTER_FLAG EQU ODATA+0D0H ;UHB Go to center immediately OCLRCENTER EQU ODATA+0D8H ;UHB Time left to clear center flag OFFSCRN_TIME EQU ODATA+0E0H ;SHW Ticks totally offscreen OPARTS_LOST EQU ODATA+0F0H ;UHB Total parts lost OSHAKE_FIST EQU ODATA+0F8H ;UHB Flag to tell arms to shake fist OTALK_WAIT EQU ODATA+100H ;UHW If non-zero, then don't talk OPROJ_HIT EQU ODATA+110H ;UHB Projectile hit counter OPROJ_CK_TIME EQU ODATA+118H ;UHB Time before checking projectile hit ONOSET_ZVEL EQU ODATA+120H ;UHB If 1, then leave OZVEL alone OCLRNOSETZVEL EQU ODATA+128H ;UHB Timer to clear above flag OFDAM_GOING EQU ODATA+130H ;UHB Big damage is happening OCLRFDAM EQU ODATA+138H ;UHB Timer to clear FDAM_GOING flag *Used by the talking head only OTALK_SND EQU ODATA+140H ;UHL sound to make for this sequence OGUN_BLOWN EQU ODATA+160H ;UHB Tell Mondor a gun is gone OMOMMY_FLAG EQU ODATA+168H ;UHB Set if Mondor used the Mommy line *Used by the arms only OSHOTS_TAKEN EQU ODATA+168H ;UHB Number of shot fired with this gun *Used by all destructible Mondor parts OPART_BLOW_FUNC EQU ODATA+170H ;UHL Function to call to blow part *Used by all destructible desk parts OPART_FINAL_CONT EQU ODATA+170H ;UHL Continuation for final damage animation *Used by the master part of Mondor only ONOARM_TIME EQU ODATA+190H ;UHW Ticks with no arms OARM_WAIT EQU ODATA+1A0H ;UHW If non-zero, then no arm action OLEGS_GONE EQU ODATA+1B0H ;UHB This many legs are missing OARMS_GONE EQU ODATA+1B8H ;UHB This many arms are missing OSPITTING_FIRE EQU ODATA+1C0H ;UHB Mondor is currently spitting fire OTHROWING_BOMB EQU ODATA+1C8H ;UHB Mondor is currently throwing a bomb *Used by Desk master part only ONOGAT_TIME EQU ODATA+190H ;UHW Ticks with no guns OGAT_WAIT EQU ODATA+1A0H ;UHW If non-zero, then no gun action OGATS_GONE EQU ODATA+1B0H ;UHB This many guns are missing OFIRING_MISSLE EQU ODATA+1B8H ;UHB Desk is currently firing a missle OMISSLE_PERC EQU ODATA+1C0H ;UHW % of pausing before firing missle OMISSLE_WAIT EQU ODATA+1D0H ;UHW Wait this much time before next missle bay opens OMISSLE_VULNER EQU ODATA+1E0H ;UHB All missle launchers vulnerable OMLAUNCH_GONE EQU ODATA+1E8H ;UHB This many missle launchers gone *Used by the talking head only OBABBLE_BITS EQU ODATA+190H ;UHW Flag bits for babbling OLAST_CURPLYRS EQU ODATA+1A0H ;UHB Last CURPLYRS value OTALK_FLAG EQU ODATA+1A8H ;UHB Talk if set, index for phrase OTALK_SCRIPT EQU ODATA+1B0H ;UHL Current talk script ptr OCUR_SCREAM EQU ODATA+1D0H ;UHL Current scream sound OCUR_SCREAM_SEV EQU ODATA+1F0H ;UHB Current scream severity ONUM_DONE EQU ODATA+1F8H ;UHB Number of players when saying "You are done" *Used by the arms and gatling guns only ONO_GET EQU ODATA+190H ;UHB If true, then don't grab gun ORAPIDCNT EQU ODATA+198H ;UHB Current Rapid Fire count OSHOOTCNT EQU ODATA+1A0H ;UHB Count since last attack OBURSTCNT EQU ODATA+1A8H ;UHB Counter for Rapid fire bursts OBARREL EQU ODATA+1B0H ;UHB Barrel toggle flag OGUN_IN_HAND EQU ODATA+1B8H ;UHB Flag to tell us when he has a gun *Used by projectiles only OPROJECT_PARENT EQU ODATA+0190H ;UHL Ptr to the object that spawned us OPROJECT_TIME EQU ODATA+01B0H ;UHB Travel time for projectile *Used by the thrusters only OTHRUSTER_SND EQU ODATA+0190H ;UHL Sound to make for thruster OTHRUSTER_SNDOFF EQU ODATA+01B0H ;UHL Sound to turn thruster off *Used by missle desk missle launcher parts only OMISSLES_FIRED EQU ODATA+190H ;UHB Missles fired last bay opening OFREAK_CNT EQU ODATA+198H ;UHB Freak-out count for shoulders *Used by Josh the desk driver only OJOSH_IDLE EQU ODATA+0C8H ;UHB Idle timer for the Joshster OJOSH_ACTION EQU ODATA+0D0H ;UHB Action for Josh to do now *Used by the mech-desk seat backs only OSUB_SCRIPT EQU ODATA+190H ;UHL Current subtitle script ptr OSUB_SND EQU ODATA+1B0H ;UHL Current sound that matches subtitle OSUB_DURATION EQU ODATA+1D0H ;UHW Time left for this subtitle * *Some Mondor init equates * NUM_MONDOR_PARTS .EQU 21 NUM_BODY_PARTS .EQU 7 ;Legs, Arms, Head, Chest NUM_TORSO_PARTS .EQU 2 ;Number of pieces making up the Torso * *SOME MORE MONDOR EQUATES * MONDOR_FLASH_COLOR .EQU 0101H CRAFT_FLASH_COLOR .EQU 0303H MAX_DAMAGE_LEVEL .EQU 3 ;CHUNK_HITS .EQU 5 BULLET_HITS .EQU 15 NOARMS_PISSED .EQU 600 ;This many ticks with no arms = PISSED! *Mondor's limits MONDOR_ZMAX .EQU 0E000H MONDOR_ZMIN .EQU 7000H MONDOR_XMAX .EQU 55H MONDOR_XMIN .EQU -55H MONDOR_YMAX .EQU -10H MONDOR_YMIN .EQU -18H *Mondor's limits when forced to center MONDOR_ZMAX_C .EQU 0B000H MONDOR_ZMIN_C .EQU 09000H MONDOR_XMAX_C .EQU 10 MONDOR_XMIN_C .EQU -10 MONDOR_YMAX_C .EQU -10H MONDOR_YMIN_C .EQU -18H MIN_FIRE_Z .EQU 0A000H ;Mondor will not breath fire unless back this far MIN_FIRE_Z_2 .EQU 06400H ;When Mondor has no arms *Mondor's rail has these qualities SLED_ZACCEL .EQU 100H SLED_ZACCEL_SRA .EQU 8 SLED_XYACCEL .EQU 4000H SLED_XYACCEL_SRA .EQU 14 SLED_ZBRAKE .EQU 100H SLED_ZBRAKE_SRA .EQU 8 SLED_XYBRAKE .EQU 4000H SLED_XYBRAKE_SRA .EQU 14 SLED_ZHOVER .EQU 40H SLED_XYHOVER .EQU 800H *TALKING SCRIPT EQUATES TNUM_TAKE .EQU 1 TNUM_SUSHI .EQU 2 TNUM_RIP .EQU 3 TNUM_LAUGH .EQU 4 TNUM_CMON .EQU 5 TNUM_PRAY .EQU 6 TNUM_NIGHT .EQU 7 TNUM_DEVOUR .EQU 8 TNUM_NOTHING .EQU 9 TNUM_FLESH .EQU 10 TNUM_BOOM .EQU 11 TNUM_GUTS .EQU 12 TNUM_COWARD .EQU 13 TNUM_MOMMY .EQU 14 TNUM_MONDOR .EQU 15 TNUM_DONE .EQU 16 TNUM_WORSE .EQU 17 TNUM_GETUP .EQU 18 TNUM_MORE .EQU 19 * *SOME MECH-DESK EQUATES * DESK_FLASH_COLOR .EQU 3F3FH MAX_DESK_DAMAGE_LEVEL .EQU 1 DESK_BULLET_HITS .EQU 15 ;This many bullets = 1 rocket NOGATS_PISSED .EQU 600 ;This many ticks with no gats = PISSED! *Desk's limits DESK_ZMAX .EQU 11000H DESK_ZMIN .EQU 9000H DESK_XMAX .EQU 35H DESK_XMIN .EQU -35H DESK_YMAX .EQU 0 DESK_YMIN .EQU -10H *Desk's limits when forced to center DESK_ZMAX_C .EQU 0B000H DESK_ZMIN_C .EQU 09000H DESK_XMAX_C .EQU 10 DESK_XMIN_C .EQU -10 DESK_YMAX_C .EQU 0 DESK_YMIN_C .EQU -20H