wwf-wrestlemania/REACT8.ASM

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2021-04-06 15:21:54 -07:00
**************************************************************
*
* Software: Jamie Rivett
* Initiated: 8/8/94
*
* COPYRIGHT (C) 1992 WILLIAMS ELECTRONICS GAMES, INC.
*
**************************************************************
.file "react8.asm"
.title "wrester reactions to hits"
.width 132
.option b,d,l,t
.mnolist
.include "macros.h"
.include "mproc.equ" ;Mproc equates
.include "display.equ" ;Display proc equates
.include "gsp.equ" ;Gsp asm equates
.include "sys.equ"
.include "game.equ"
.include "plyr.equ"
.include "anim.equ"
.include "audit.equ"
.include "sound.h"
.include "ring.equ"
.include "lifebar.h"
******************************************************************************
* EXTERNAL REFERENCES
;BAM BAM
.ref bam_2_head_hit_anim,bam_4_head_hit_anim
.ref bam_head_hit_dizzy_anim
;DOINK
.ref dnk_fall_back_anim,dnk_2_head_hit_anim
.ref dnk_head_hit_dizzy_anim,dnk_4_head_hit_anim
;BRET
.ref hrt_fall_back_anim,hrt_4_head_hit_dizzy_anim
.ref hrt_4_head_hit_anim,hrt_2_head_hit_anim
;LEX
.ref lex_fall_back_anim,lex_2_head_hit_anim
.ref lex_4_head_hit_anim,lex_head_hit_dizzy_anim
;RAZOR
.ref rzr_fall_back_anim,rzr_2_head_hit_anim
.ref rzr_4_head_hit_dizzy_anim,rzr_4_head_hit_anim
;SHAWN
.ref shn_fall_back_anim,shn_4_head_hit_dizzy_anim
.ref shn_2_head_hit_anim,shn_4_head_hit_anim
;TAKER
.ref und_fall_back_anim,und_head_hit_dizzy_anim
.ref und_2_head_hit_anim,und_4_head_hit_anim
;YOKO
.ref yok_fall_back_anim,yok_2_head_hit_anim
.ref yok_4_head_hit_dizzy_anim,yok_4_head_hit_anim
;MISC
.ref block_hit_flail
.ref change_anim1a,wres_collis_off,block_hit,CALL_NASTY_MOVE
.ref set_getup_time
;,check_dizzy
.ref wres_slave_anim,hit_flykick,hit_damage_pending
******************************************************************************
* SYMBOLS DEFINED IN THIS FILE
******************************************************************************
* EQUATES FOR THIS FILE
#*****************************************************************************
#*****************************************************************************
;AMODE_ATT35 35
SUBR hit_shnbfkik
;This has to be a separate attack mode so damage can be different,
; but the reaction is same as for a flying kick.
jauc hit_flykick
#*****************************************************************************
;AMODE_SHNSPDKIK 36 (shawn speedkick)
SUBR hit_shnspdkik
move *a13(PLYRMODE),a1
cmpi MODE_BLOCK,a1
jrnz #noblock
; move *a13(FACING_DIR),a0 ;check for hit
; move *a13(NEW_FACING_DIR),a1 ;from behind
; and a0,a1
; andi MOVE_LEFT|MOVE_RIGHT,a1
; jrz #noblock
calla block_hit_flail
rets
#noblock
GETLIFE
jrz #isdead
; calla create_damage_points
WRSNDX KICK_L1,KICK_L2
; move *a13(PLYR_DIZZY),a0
; jrnz #diz
;
; calla check_dizzy
; jrz #not_dizzy
;
; movi 5*TSEC,a0
; move a0,*a13(GETUP_TIME)
;
;#diz
; FACE24TBL #head_hit_dizzy
; calla change_anim1a
;
;#isdead
; calla wres_collis_off
;
; rets
;
;#not_dizzy
; calla inc_burnout
SETMODE NORMAL
#do_hit
FACE24TBL #head_hit
calla change_anim1a
#isdead
calla wres_collis_off
rets
#head_hit
.long hrt_2_head_hit_anim,hrt_4_head_hit_anim ;0 Bret Hart
.long rzr_2_head_hit_anim,rzr_4_head_hit_anim ;1 Razor Ramon
.long und_2_head_hit_anim,und_4_head_hit_anim ;2 Undertaker
.long yok_2_head_hit_anim,yok_4_head_hit_anim ;3 Yokozuna
.long shn_2_head_hit_anim,shn_4_head_hit_anim ;4 Shawn Michaels
.long bam_2_head_hit_anim,bam_4_head_hit_anim ;5 Bam Bam
.long dnk_2_head_hit_anim,dnk_4_head_hit_anim ;6 Doink
.long dnk_2_head_hit_anim,dnk_4_head_hit_anim ;7 spare
.long lex_2_head_hit_anim,lex_4_head_hit_anim ;8 Lex Luger
.long dnk_2_head_hit_anim,dnk_4_head_hit_anim ;9 Referee
;#head_hit_dizzy
; .long hrt_4_head_hit_dizzy_anim,hrt_4_head_hit_dizzy_anim ;0 Bret Hart
; .long rzr_4_head_hit_dizzy_anim,rzr_4_head_hit_dizzy_anim ;1 Razor Ramon
; .long und_head_hit_dizzy_anim,und_head_hit_dizzy_anim ;2 Undertaker
; .long yok_4_head_hit_dizzy_anim,yok_4_head_hit_dizzy_anim ;3 Yokozuna
; .long shn_4_head_hit_dizzy_anim,shn_4_head_hit_dizzy_anim ;4 Shawn Michaels
; .long bam_head_hit_dizzy_anim,bam_head_hit_dizzy_anim ;5 Bam Bam
; .long dnk_head_hit_dizzy_anim,dnk_head_hit_dizzy_anim ;6 Doink
; .long dnk_head_hit_dizzy_anim,dnk_head_hit_dizzy_anim ;7 spare
; .long lex_head_hit_dizzy_anim,lex_head_hit_dizzy_anim ;8 Lex Luger
; .long dnk_head_hit_dizzy_anim,dnk_head_hit_dizzy_anim ;9 Referee
#*****************************************************************************
;AMODE_ATT37 37 (shawn speed kick, third hit)
SUBR hit_shnspdkik2
move *a13(PLYRMODE),a1
cmpi MODE_BLOCK,a1
jrnz #noblock
calla block_hit_flail
rets
#noblock
;Any hit mode which does a fall back sequence onto the ground
;will not check dizzy at the start.
;The check dizzy happens in the sequence.
WRSNDX FLYKICK_L1,FLYKICK_L2
GETLIFE
jrz #skip
; calla inc_burnout
SETMODE NORMAL
#skip
clr a0
move a0,*a10(OBJ_ZVEL),L ;Zero zvel after collis
move a0,*a13(ROLL_POS)
calla set_getup_time
FACETBL #fall_back
calla change_anim1a
movi [4,0],a2
move *a10(OBJ_XPOSINT),a0
move *a13(OBJ_XPOSINT),a1
cmp a0,a1 ;offx - defx
jrgt #fall_right ;attacker on left
neg a2
#fall_right
move a2,*a13(OBJ_XVEL),L
#isdead
calla wres_collis_off
rets
#fall_back
.long hrt_fall_back_anim ;0 Bret Hart
.long rzr_fall_back_anim ;1 Razor Ramon
.long und_fall_back_anim ;2 Undertaker
.long yok_fall_back_anim ;3 Yokozuna
.long shn_fall_back_anim ;4 Shawn Michaels
.ref bam_fall_back_anim
.long bam_fall_back_anim ;5 Bam Bam
.long dnk_fall_back_anim ;6 Doink
.long dnk_fall_back_anim ;7 spare
.long lex_fall_back_anim ;8 Lex Luger
.long dnk_fall_back_anim ;9 Referee
#*****************************************************************************
;AMODE_ATT38 38
SUBR hit_hitcheck
;clear hit_damage_pending, just to be safe.
clr a14
move a14,@hit_damage_pending
calla wres_collis_off
rets
#*****************************************************************************
;AMODE_FLYELBOW 39
SUBR hit_flyelbow
;do a normal hit_flykick. It'll return carry if the victim was
; blocking, or clear carry if hit hit normally, in which case
; it will also muck about with our x velocity, which we'll want
; to undo.
calla hit_flykick
jrc #done
;okay, we've hit, done all that stuff, and had our velocity
; negated and halfed. negate it again, 'cuz we don't want to
; bounce off with a flying elbow. it looks goofy.
move *a10(OBJ_XVEL),a14,L
neg a14
move a14,*a10(OBJ_XVEL),L
#done rets
******************************************************************************
.end