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