************************************************************** * * 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