************************************************************** * * Software: Jamie Rivett * Initiated: 8/8/94 * * COPYRIGHT (C) 1992 WILLIAMS ELECTRONICS GAMES, INC. * ************************************************************** .file "react5.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" .include "damage.equ" ****************************************************************************** * EXTERNAL REFERENCES .ref change_anim1a .ref wres_collis_off ; .ref inc_burnout .ref block_hit_flail .ref block_hit ; .ref create_damage_points .ref slide_offscr ; .ref check_dizzy .ref wres_slave_anim .ref triple_sound,CALL_AVERAGE_MOVE .ref CALL_NASTY_MOVE,PCNT ****************************************************************************** * EXTERNAL ANIM SEQUENCES ;BAM BAM .ref bam_2_head_hit2_anim .ref bam_4_head_hit2_anim .ref bam_4_losebal_anim .ref bam_fall_back_anim .ref bam_get_buzz_anim ;DOINK .ref dnk_2_bncoff_anim .ref dnk_4_bncoff_dizzy_anim .ref dnk_4_bncoff_anim .ref dnk_4_losebal_anim .ref dnk_4_losebal_dizzy_anim .ref dnk_get_buzz_anim .ref dnk_head_hit2_anim .ref dnk_head_hit_dizzy_anim .ref dnk_2_head_hit2_anim,dnk_4_head_hit2_anim .ref dnk_fall_back_anim ;BRET .ref hrt_fall_back_anim,hrt_4_losebal_dizzy_anim .ref hrt_2_head_hit2_anim,hrt_4_head_hit2_anim .ref hrt_4_head_hit_dizzy_anim .ref hrt_get_buzz_anim,hrt_4_losebal_anim ;LEX .ref lex_2_head_hit2_anim,lex_4_head_hit2_anim .ref lex_head_hit_dizzy_anim .ref lex_4_losebal_anim .ref lex_fall_back_anim .ref lex_get_buzz_anim ;RAZOR .ref rzr_2_head_hit2_anim,rzr_4_head_hit2_anim .ref rzr_4_losebal_anim .ref rzr_fall_back_anim .ref rzr_get_buzz_anim ;SHAWN .ref shn_4_head_hit_dizzy_anim .ref shn_2_head_hit3_anim,shn_4_head_hit3_anim .ref shn_fall_back_anim .ref shn_4_losebal_anim .ref shn_get_buzz_anim ;TAKER .ref und_fall_back_anim .ref und_get_buzz_anim .ref und_2_head_hit2_anim,und_4_head_hit2_anim .ref und_head_hit_dizzy_anim .ref und_4_losebal_dizzy_anim .ref und_4_losebal_anim .ref und_4_bncoff_dizzy_anim .ref und_2_bncoff_anim,und_4_bncoff_anim ;YOKO .ref yok_fall_back_anim .ref yok_get_buzz_anim .ref yok_4_losebal_anim ****************************************************************************** * SYMBOLS DEFINED IN THIS FILE ****************************************************************************** * EQUATES FOR THIS FILE #***************************************************************************** #***************************************************************************** ;AMODE_RUN 20 ;Return carry set if the run hit is good and will count, clear if it's going ; to be discarded anyway. SUBR good_run_hit ;Ignore most running collisions move *a13(OBJ_ZPOS),a0,L move *a10(OBJ_ZPOS),a1,L sub a0,a1 abs a1 srl 16,a1 ;FIXX!! Unless it is Yoko! move *a10(WRESTLERNUM),a0 cmpi 3,a0 jrnz #notyok ;Yoko ;This fixes YOKO gut hitting you after he is flung move *a10(GETUP_TIME),a0 ;delay b4 gaining control jrnz #bad cmpi 5,a1 ;if yoko ;15 jrlt #good #notyok cmpi 2,a1 ;6 jrgt #bad #good setc rets #bad clrc rets SUBR hit_run ;Tell running wrestler to stop running, and push other guy out of the way. callr good_run_hit jrnc #skip move *a13(PLYRMODE),a1 cmpi MODE_INAIR,a1 jrz #isdead cmpi MODE_INAIR2,a1 jrz #isdead 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 movi [3,0],a0 move a0,*a13(OBJ_YVEL),L jruc #gotblk #noblock ;If player is on ground, ignore running collisions! move *a13(PLYRMODE),a0 cmpi MODE_ONGROUND,a0 jrz #isdead GETLIFE jrz #isdead WRSNDX LBOWDROP_L1,LBOWDROP_L2 SETMODE NORMAL FACETBL #losebal move *a10(WRESTLERNUM),a1 cmpi 3,a1 jrnz #notyok2 ;Yoko ran into me! .ref fall_back_tbl FACETBL fall_back_tbl calla change_anim1a .ref hit_damage_pending movi -D_GUTPUSH,a0 move a0,@hit_damage_pending movi [3,0],a2 move *a10(OBJ_XPOSINT),a0 move *a13(OBJ_XPOSINT),a1 cmp a0,a1 ;offx - defx jrgt #fall_right ;attacker on left movi [-3,0],a2 #fall_right move a2,*a13(OBJ_XVEL),L jruc #gotblk ; move *a13(PLYR_DIZZY),a1 ; jrz #notdiz ;;Guy is dizzy, need to stay in dizzy after losing balance ; FACETBL #losebal_dizzy ; ;#notdiz #notyok2 calla change_anim1a #gotblk calla wres_collis_off ;This is what happens to running wrestler. movi [3,0],a0 move a0,*a10(OBJ_YVEL),L movi MODE_NORMAL,a0 move a0,*a10(PLYRMODE) move *a10(PLYR_DIZZY),a0 jrz #notdiz0 ;Running guy is in dizzy mode, bounce off and stay dizzy! clr a0 move a0,*a10(RUN_TIME) SWAP a10,a13 FACETBL #bncoff_dizzy jruc #cnt #notdiz0 move *a10(GETUP_TIME),a0 jrz #skipm ;Cause getup meter to slide off screen. move *a10(METER_PROC),a0,L jrz #skipm ;skip if we don't have a getup meter PUSH a8,a9,a10 move *a0(PA8),a8,L move *a0(PA9),a9,L move *a0(PA10),a10,L movi GETUP_PID,a1 movi slide_offscr,a7 calla XFERPROC PULL a8,a9,a10 #skipm clr a0 move a0,*a10(RUN_TIME) move a0,*a13(RUN_TIME) move a0,*a10(GETUP_TIME) SWAP a10,a13 FACE24TBL bncoff #cnt calla change_anim1a SWAP a10,a13 movi [3,0],a2 move *a10(OBJ_XPOSINT),a0 move *a13(OBJ_XPOSINT),a1 cmp a0,a1 ;offx - defx jrlt #right neg a2 #right move a2,*a10(OBJ_XVEL),L #isdead calla wres_collis_off rets #skip move *a13(MOVE_DIR),a14 .ref new_victim_movedir move a14,@new_victim_movedir calla wres_collis_off rets #losebal .long hrt_4_losebal_anim ;0 Bret Hart .long rzr_4_losebal_anim ;1 Razor Ramon .long und_4_losebal_anim ;2 Undertaker .long yok_4_losebal_anim ;3 Yokozuna .long shn_4_losebal_anim ;4 Shawn Michaels .long bam_4_losebal_anim ;5 Bam Bam .long dnk_4_losebal_anim ;6 Doink .long dnk_4_losebal_anim ;7 spare .long lex_4_losebal_anim ;8 Lex Luger .long dnk_4_losebal_anim ;9 Referee ;Fix!!! ;#losebal_dizzy ; .long hrt_4_losebal_dizzy_anim ;0 Bret Hart ; .long dnk_4_losebal_dizzy_anim ;1 Razor Ramon ; .long und_4_losebal_dizzy_anim ;2 Undertaker ; .long dnk_4_losebal_dizzy_anim ;3 Yokozuna ; .long dnk_4_losebal_dizzy_anim ;4 Shawn Michaels ; .long dnk_4_losebal_dizzy_anim ;5 Bam Bam ; .long dnk_4_losebal_dizzy_anim ;6 Doink ; .long dnk_4_losebal_dizzy_anim ;7 spare ; .long dnk_4_losebal_dizzy_anim ;8 Lex Luger ; .long dnk_4_losebal_dizzy_anim ;9 Referee SUBR bncoff .ref rzr_2_bncoff_anim,rzr_4_bncoff_anim .ref hrt_2_bncoff_anim,hrt_4_bncoff_anim .ref bam_2_bncoff_anim,bam_4_bncoff_anim .ref yok_2_bncoff_anim,yok_4_bncoff_anim .ref shn_2_bncoff_anim,shn_4_bncoff_anim .ref lex_2_bncoff_anim,lex_4_bncoff_anim .ref und_2_bncoff_anim,und_4_bncoff_anim .long hrt_2_bncoff_anim,hrt_4_bncoff_anim ;0 Bret Hart .long rzr_2_bncoff_anim,rzr_4_bncoff_anim ;1 Razor Ramon .long und_2_bncoff_anim,und_4_bncoff_anim ;2 Undertaker .long yok_2_bncoff_anim,yok_4_bncoff_anim ;3 Yokozuna .long shn_2_bncoff_anim,shn_4_bncoff_anim ;4 Shawn Michaels .long bam_2_bncoff_anim,bam_4_bncoff_anim ;5 Bam Bam .long dnk_2_bncoff_anim,dnk_4_bncoff_anim ;6 Doink .long dnk_2_bncoff_anim,dnk_4_bncoff_anim ;7 spare .long lex_2_bncoff_anim,lex_4_bncoff_anim ;8 Lex Luger .long dnk_2_bncoff_anim,dnk_4_bncoff_anim ;9 Referee SUBR bncoff_gate .ref yok_2_bncoff_gate_anim,yok_4_bncoff_gate_anim .long hrt_2_bncoff_anim,hrt_4_bncoff_anim ;0 Bret Hart .long rzr_2_bncoff_anim,rzr_4_bncoff_anim ;1 Razor Ramon .long und_2_bncoff_anim,und_4_bncoff_anim ;2 Undertaker .long yok_2_bncoff_gate_anim,yok_4_bncoff_gate_anim ;3 Yokozuna .long shn_2_bncoff_anim,shn_4_bncoff_anim ;4 Shawn Michaels .long bam_2_bncoff_anim,bam_4_bncoff_anim ;5 Bam Bam .long dnk_2_bncoff_anim,dnk_4_bncoff_anim ;6 Doink .long dnk_2_bncoff_anim,dnk_4_bncoff_anim ;7 spare .long lex_2_bncoff_anim,lex_4_bncoff_anim ;8 Lex Luger .long dnk_2_bncoff_anim,dnk_4_bncoff_anim ;9 Referee #bncoff_dizzy .ref rzr_4_bncoff_dizzy_anim .ref hrt_4_bncoff_dizzy_anim .ref bam_4_bncoff_dizzy_anim .ref yok_4_bncoff_dizzy_anim .ref shn_4_bncoff_dizzy_anim .ref und_4_bncoff_dizzy_anim .ref lex_4_bncoff_dizzy_anim .long hrt_4_bncoff_dizzy_anim ;0 Bret Hart .long rzr_4_bncoff_dizzy_anim ;1 Razor Ramon .long und_4_bncoff_dizzy_anim ;2 Undertaker .long yok_4_bncoff_dizzy_anim ;3 Yokozuna .long shn_4_bncoff_dizzy_anim ;4 Shawn Michaels .long bam_4_bncoff_dizzy_anim ;5 Bam Bam .long dnk_4_bncoff_dizzy_anim ;6 Doink .long dnk_4_bncoff_dizzy_anim ;7 spare .long lex_4_bncoff_dizzy_anim ;8 Lex Luger .long dnk_4_bncoff_dizzy_anim ;9 Referee #***************************************************************************** ;AMODE_PUPPET 21 SUBR hit_puppet move *a13(PLYRMODE),a1 cmpi MODE_BLOCK,a1 jrnz #noblock calla block_hit rets #noblock ;no need for this check now. AMODE_PUPPET vs. dead guy won't even ; register a collision now. ; ;don't grab dead guys ; move *a13(PLYRMODE),a14 ; cmpi MODE_DEAD,a14 ; jreq #done SUBR hit_puppet_even_if_dead SETMODE PUPPET move a10,*a13(ATTACH_PROC),L ;proc attached to move a13,*a10(ATTACH_PROC),L movi wres_slave_anim,a0 calla change_anim1a clr a0 move a0,*a13(GETUP_TIME) #done calla wres_collis_off rets #***************************************************************************** ;AMODE_PUPPET 53 SUBR hit_puppet_noflail ;Used for puppet moves that will not flail opponent ;just cause them to do regular hit block move *a13(PLYRMODE),a1 cmpi MODE_BLOCK,a1 jrnz #noblock calla block_hit rets #noblock ;don't grab dead guys move *a13(PLYRMODE),a14 cmpi MODE_DEAD,a14 jreq #done SETMODE PUPPET move a10,*a13(ATTACH_PROC),L ;proc attached to move a13,*a10(ATTACH_PROC),L movi wres_slave_anim,a0 calla change_anim1a clr a0 move a0,*a13(GETUP_TIME) #done calla wres_collis_off rets #***************************************************************************** ;AMODE_PUPPET2 31 SUBR hit_puppet2 ;A puppet mode for ignoring puppet move if getup time is zero ;Used for hair pickup against a rolling/getting up opponent! move *a13(GETUP_TIME),a0 jrz #out ;don't grab dead guys move *a13(PLYRMODE),a14 cmpi MODE_DEAD,a14 jreq #done SETMODE PUPPET move a10,*a13(ATTACH_PROC),L ;proc attached to move a13,*a10(ATTACH_PROC),L movi wres_slave_anim,a0 calla change_anim1a clr a0 move a0,*a13(GETUP_TIME) calla wres_collis_off rets #out move *a10(ANIMODE),a1 andni MODE_STATUS,a1 move a1,*a10(ANIMODE) #done calla wres_collis_off rets #***************************************************************************** ;AMODE_PUPPET 32 SUBR hit_puppet_hdgrab ;This is a special attack mode which ignores blocking opponents! ;UNLESS they've got a safe time set. move *a13(SAFE_TIME),a0 jrz #noblock move *a13(PLYRMODE),a1 cmpi MODE_BLOCK,a1 jrne #noblock calla block_hit_flail rets #noblock ;don't grab dead guys move *a13(PLYRMODE),a14 cmpi MODE_DEAD,a14 jreq #done clr a14 move a14,*a10(HITBLOCKER) move @PCNT,a14 move a14,*a13(HEAD_GRAB_TIME) SETMODE PUPPET move a10,*a13(ATTACH_PROC),L ;proc attached to move a13,*a10(ATTACH_PROC),L movi wres_slave_anim,a0 calla change_anim1a clr a0 move a0,*a13(GETUP_TIME) #done calla wres_collis_off rets #***************************************************************************** ;AMODE_PUPPET 54 SUBR hit_puppet_toss ;This is a special attack mode which ignores blocking opponents! move *a13(SAFE_TIME),a0 jrz #noblock ;If safe time is set, just holding block will suffice move *a13(PLYRMODE),a1 cmpi MODE_BLOCK,a1 jrnz #noblock2 calla block_hit rets #noblock move *a13(PLYRMODE),a1 cmpi MODE_BLOCK,a1 jrnz #noblock2 ;If stick is down & away - skip toss move *a13(STICK_VAL_CUR),a14 andi 0ch,a14 jrz #noblock2 move *a13(NEW_FACING_DIR),a1 andi 0ch,a1 cmp a14,a1 jrz #noblock2 move *a13(STICK_VAL_CUR),a14 btst 1,a14 jrz #noblock2 ;Pulling down & away! ;Don't allow hiptoss calla block_hit rets #noblock2 ;;don't grab dead guys ; move *a13(PLYRMODE),a14 ; cmpi MODE_DEAD,a14 ; jreq #done clr a14 move a14,*a10(HITBLOCKER) ; move @PCNT,a14 ; move a14,*a13(HEAD_GRAB_TIME) SETMODE PUPPET move a10,*a13(ATTACH_PROC),L ;proc attached to move a13,*a10(ATTACH_PROC),L movi wres_slave_anim,a0 calla change_anim1a clr a0 move a0,*a13(GETUP_TIME) #done calla wres_collis_off rets #***************************************************************************** ;AMODE_BACKHAND 22 - SLAP SUBR hit_backhand move *a13(PLYRMODE),a1 cmpi MODE_BLOCK,a1 jrnz #noblock calla block_hit_flail rets #noblock ;if it's shawn, do 33h instead of 43h movi 33h,a0 move *a10(WRESTLERNUM),a14 subk W_SHAWN,a14 jrz #snd_ok movi 43h,a0 #snd_ok calla triple_sound calla CALL_AVERAGE_MOVE GETLIFE jrz #isdead WRSNDX UPRCUT_L2 ; WRSNDX HDBUTT_L1,HDBUTT_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 ; ; ;#not_dizzy SETMODE NORMAL move *a13(OBJ_YPOSINT),a14 move *a13(GROUND_Y),a0 sub a0,a14 cmpi 20,a14 jrge #fall_back FACE24TBL #head_hit2 calla change_anim1a calla wres_collis_off rets #isdead calla wres_collis_off rets #fall_back FACETBL fall_back_tbl calla change_anim1a calla wres_collis_off movi [3,0],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 rets #head_hit2 ;No z float.. .ref lex_2_head_hit3_anim,lex_4_head_hit3_anim .ref rzr_2_head_hit3_anim,rzr_4_head_hit3_anim .ref yok_2_head_hit3_anim,yok_4_head_hit3_anim .ref hrt_2_head_hit3_anim,hrt_4_head_hit3_anim .long hrt_2_head_hit3_anim,hrt_4_head_hit3_anim ;0 Bret Hart .long rzr_2_head_hit3_anim,rzr_4_head_hit3_anim ;1 Razor Ramon .long und_2_head_hit2_anim,und_4_head_hit2_anim ;2 Undertaker .long yok_2_head_hit3_anim,yok_4_head_hit3_anim ;3 Yokozuna .long shn_2_head_hit3_anim,shn_4_head_hit3_anim ;4 Shawn Michaels .long bam_2_head_hit2_anim,bam_4_head_hit2_anim ;5 Bam Bam .long dnk_2_head_hit2_anim,dnk_4_head_hit2_anim ;6 Doink .long 0,0 ;7 spare .long lex_2_head_hit3_anim,lex_4_head_hit3_anim ;8 Lex Luger .long 0,0 ;9 Referee ;#head_hit_dizzy ; .ref bam_head_hit_dizzy_anim,rzr_4_head_hit_dizzy_anim ; .ref und_head_hit_dizzy_anim,yok_4_head_hit_dizzy_anim ; ; .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 0,0 ;7 spare ; .long lex_head_hit_dizzy_anim,lex_head_hit_dizzy_anim ;8 Lex Luger ; .long 0,0 ;9 Referee ; #***************************************************************************** ;AMODE_EARSLAP 28 - SLAP SUBR hit_earslap move *a13(PLYRMODE),a1 cmpi MODE_BLOCK,a1 jrnz #noblock calla block_hit rets #noblock movi 43h,a0 calla triple_sound GETLIFE jrz #isdead WRSNDX HDBUTT_L2 ; move *a13(PLYR_DIZZY),a0 ; jrnz #diz ; ; calla check_dizzy ; jrz #not_dizzy ; ; movi 5*TSEC,a0 ; move a0,*a13(GETUP_TIME) ; ;#diz ; FACETBL #head_hit_dizzy ; calla change_anim1a ; ;#isdead ; calla wres_collis_off ; rets ;#not_dizzy SETMODE NORMAL FACETBL #head_hit2 calla change_anim1a #isdead calla wres_collis_off rets #head_hit2 ;No z float.. .ref lex_4_head_hit4_anim .ref rzr_4_head_hit4_anim .ref yok_4_head_hit4_anim .ref hrt_4_head_hit4_anim .ref und_4_head_hit4_anim .ref bam_4_head_hit4_anim .ref dnk_4_head_hit4_anim .ref shn_4_head_hit4_anim .long hrt_4_head_hit4_anim ;0 Bret Hart .long rzr_4_head_hit4_anim ;1 Razor Ramon .long und_4_head_hit4_anim ;2 Undertaker .long yok_4_head_hit4_anim ;3 Yokozuna .long shn_4_head_hit4_anim ;4 Shawn Michaels .long bam_4_head_hit4_anim ;5 Bam Bam .long dnk_4_head_hit4_anim ;6 Doink .long 0 ;7 spare .long lex_4_head_hit4_anim ;8 Lex Luger .long 0 ;9 Referee ;#head_hit_dizzy ; ; .long hrt_4_head_hit_dizzy_anim ; .long rzr_4_head_hit_dizzy_anim ; .long und_head_hit_dizzy_anim ; .long yok_4_head_hit_dizzy_anim ; .long shn_4_head_hit_dizzy_anim ; .long bam_head_hit_dizzy_anim ; .long dnk_head_hit_dizzy_anim ; .long 0 ;7 spare ; .long lex_head_hit_dizzy_anim ; .long 0 ;9 Referee #***************************************************************************** ;AMODE_BUZZ 23 SUBR hit_buzz move *a13(PLYRMODE),a1 cmpi MODE_BLOCK,a1 jrnz #noblock calla block_hit rets #noblock ;All of the damage amounts need to be in lookup tables linked to the wrestler ;who actually struck the blow. ; calla CALL_NASTY_MOVE GETLIFE ;Bug! We want to see the electrocution! ;FIX!! jrz #isdead SETMODE NORMAL #isdead move a10,*a13(ATTACH_PROC),L ;proc attached to move a13,*a10(ATTACH_PROC),L ; movi wres_slave_anim,a0 ; calla change_anim1a ; calla create_damage_points ;Buzz sound WRSNDX PUNCH_L1,PUNCH_L2 FACETBL #get_buzz calla change_anim1a calla wres_collis_off rets #get_buzz .long hrt_get_buzz_anim ;0 Bret Hart .long rzr_get_buzz_anim ;1 Razor Ramon .long und_get_buzz_anim ;2 Undertaker .long yok_get_buzz_anim ;3 Yokozuna .long shn_get_buzz_anim ;4 Shawn Michaels .long bam_get_buzz_anim ;5 Bam Bam .long dnk_get_buzz_anim ;6 Doink .long 0 ;7 spare .long lex_get_buzz_anim ;8 Lex Luger .long 0 ;9 Referee #***************************************************************************** ;AMODE_HAYMAKER 24 SUBR hit_haymaker move *a13(PLYRMODE),a1 cmpi MODE_BLOCK,a1 jrnz #noblock calla block_hit_flail rets #noblock ; movi 40,a0 ; calla inc_getup_time ;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 SETMODE NORMAL #skip 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 #go_rgt ;attacker on left neg a2 #go_rgt 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 .long bam_fall_back_anim ;5 Bam Bam .long dnk_fall_back_anim ;6 Doink .long 0 ;7 spare .long lex_fall_back_anim ;8 Lex Luger .long 0 ;9 Referee ****************************************************************************** .end