284 lines
7.1 KiB
Plaintext
Executable File
284 lines
7.1 KiB
Plaintext
Executable File
**************************************************************
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*
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* Software: Jamie Rivett
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* Initiated: 3/8/94
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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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******************************************************************************
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*
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* ANIMATION COMMANDS
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ANI_ZIP equ 0 + 8000h
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ANI_REPEAT equ 1 + 8000h
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ANI_SETMODE equ 2 + 8000h
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ANI_ZEROVELS equ 3 + 8000h
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ANI_SETPLYRMODE equ 4 + 8000h
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ANI_SET_YVEL equ 5 + 8000h
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ANI_ATTACK_ON equ 6 + 8000h
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ANI_ATTACK_OFF equ 7 + 8000h
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ANI_LEAPATOPP equ 8 + 8000h
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ANI_ATTACH equ 9 + 8000h
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ANI_DETACH equ 10 + 8000h
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ANI_WAITHITGND equ 11 + 8000h
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ANI_XFLIP equ 12 + 8000h
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ANI_BOUNCE equ 13 + 8000h
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ANI_ATTACK_ON_Z equ 14 + 8000h
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ANI_GRAVITY_ON equ 15 + 8000h
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ANI_GRAVITY_OFF equ 16 + 8000h
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ANI_GOTO equ 17 + 8000h
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ANI_ATTACHZ equ 18 + 8000h
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ANI_SLOWMO equ 19 + 8000h
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ANI_WAITRELEASE equ 20 + 8000h
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ANI_OFFSET equ 21 + 8000h
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ANI_FRICTION equ 22 + 8000h
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ANI_MIN_YVEL equ 23 + 8000h
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ANI_ATTACHVEL equ 24 + 8000h
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ANI_THROW1 equ 25 + 8000h
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ANI_SOUND equ 26 + 8000h
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ANI_SETFACING equ 27 + 8000h
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ANI_PAUSE equ 28 + 8000h
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ANI_IFSTATUS equ 29 + 8000h
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ANI_CODE equ 30 + 8000h
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ANI_SHAKER equ 31 + 8000h
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ANI_CHANGEANIM equ 32 + 8000h
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ANI_FACEUP equ 33 + 8000h
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ANI_FACEDOWN equ 34 + 8000h
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ANI_BOUNCEROPE equ 35 + 8000h
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ANI_SHAKEROPES equ 36 + 8000h
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ANI_BENDROPE equ 37 + 8000h
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ANI_SETSPEED equ 38 + 8000h
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ANI_LEAPATPOS equ 39 + 8000h
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ANI_ZERO_XZVELS equ 40 + 8000h
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ANI_ROPE_Z equ 41 + 8000h
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ANI_LOOP equ 42 + 8000h
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;ANI_UNUSED equ 43 + 8000h
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ANI_SET_XVEL equ 44 + 8000h
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ANI_IFNOTSTATUS equ 45 + 8000h
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ANI_SLIDE_BACK equ 46 + 8000h
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ANI_CLR_DAMAGE equ 47 + 8000h
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ANI_SET_ZVEL equ 48 + 8000h
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ANI_CHECKWORD equ 49 + 8000h
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ANI_FACE equ 50 + 8000h
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ANI_SETWORD equ 51 + 8000h
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ANI_GETUP equ 52 + 8000h
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ANI_GETUP_WAIT equ 53 + 8000h
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ANI_CLR_STARS equ 54 + 8000h
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ANI_SHAKEALL equ 55 + 8000h
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ANI_DAMAGE equ 56 + 8000h
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ANI_START_DIZZY equ 57 + 8000h
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ANI_CLR_STATUS equ 58 + 8000h
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ANI_SET_TARGET equ 59 + 8000h
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ANI_MAX_X equ 60 + 8000h
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ANI_MAX_Z equ 61 + 8000h
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ANI_MAX_Y_VEL equ 62 + 8000h
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ANI_SUPERSLAVE equ 63 + 8000h
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ANI_SLAVEANIM equ 64 + 8000h
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ANI_RAWSOUND equ 65 + 8000h
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ANI_DAMAGEOPP equ 66 + 8000h
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ANI_RNDPER equ 67 + 8000h
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ANI_WAITHITOPP equ 68 + 8000h
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ANI_ATTCHIMAGE equ 69 + 8000h
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ANI_IFOPPMODE equ 70 + 8000h
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ANI_IFBUTTONS equ 71 + 8000h
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ANI_IFNOHITBLOCK equ 72 + 8000h
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ANI_END equ 73 + 8000h
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ANI_IFROPE equ 74 + 8000h
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ANI_IFNOTROPE equ 75 + 8000h
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ANI_OPP_GETUP equ 76 + 8000h
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ANI_SHAKECORNER equ 77 + 8000h
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ANI_SINGLESTEP equ 78 + 8000h
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ANI_SUPERSLAVE2 equ 79 + 8000h
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ANI_SETOPPMODE equ 80 + 8000h
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ANI_CLROPPMODE equ 81 + 8000h
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ANI_OPPOFFSET equ 82 + 8000h
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ANI_IFBLOCKED equ 83 + 8000h
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ANI_WAITROLL equ 84 + 8000h
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ANI_SETOPPFACING equ 85 + 8000h
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ANI_IFOPP equ 86 + 8000h
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ANI_SNOT equ 87 + 8000h
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ANI_IF_BUTCOUNT_GE equ 88 + 8000h
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ANI_IF_BUTCOUNT_LT equ 89 + 8000h
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ANI_IF_RPTCOUNT equ 90 + 8000h
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ANI_IFNOT_RPTCOUNT equ 91 + 8000h
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ANI_RINGCHECK equ 92 + 8000h
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ANI_DEBRISAT equ 93 + 8000h
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ANI_DEBRIS equ 94 + 8000h
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ANI_SET_WRESTLER_XFLIP equ 95 + 8000h
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ANI_SLIDEATOPP equ 96 + 8000h
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ANI_CLR_BUTCOUNT equ 97 + 8000h
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ANI_SET_RPTCOUNT equ 98 + 8000h
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ANI_DEC_RPTCOUNT equ 99 + 8000h
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ANI_SHADOWTRAIL equ 100 + 8000h
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ANI_CREATEPROC equ 101 + 8000h
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ANI_TARGET equ 102 + 8000h
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ANI_HMBWAIT equ 103 + 8000h
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ANI_SAFE_TIME equ 104 + 8000h
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;
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ANI_SETOPP_PLYRMODE equ 105 + 8000h
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ANI_XFLIP_OPP equ 106 + 8000h
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ANI_SETLONG equ 107 + 8000h
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ANI_IMMOBILIZE equ 108 + 8000h
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ANI_XFLIP_TBL equ 109 + 8000h
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;
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ANI_SETOPPVELS equ 110 + 8000h
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ANI_WAITHITGND2 equ 111 + 8000h
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ANI_SET_OPP_XVEL equ 112 + 8000h
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ANI_SET_ATTACH equ 113 + 8000h
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ANI_INC_COMBO equ 114 + 8000h
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ANI_CLEAR_COMBO equ 115 + 8000h
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ANI_ADD_MOVE equ 116 + 8000h
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ANI_STARTATTACK equ 117 + 8000h
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ANI_CHANGEANIM_TBL equ 118 + 8000h
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ANI_IF_RPTCOUNT_GE equ 119 + 8000h
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ANI_IF_RPTCOUNT_LT equ 120 + 8000h
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ANI_WAITHITANY equ 121 + 8000h
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ANI_DRAW_NAME equ 122 + 8000h
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ANI_SET_IDIOT equ 123 + 8000h
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ANI_ATTCHIMAGE2 equ 124 + 8000h
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ANI_GROUND equ 125 + 8000h
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ANI_ROT equ 126 + 8000h
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ANI_SCROLL_CTRL equ 127 + 8000h
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ANI_CLEAR_CLIMB equ 128 + 8000h
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ANI_FACE_OPP equ 129 + 8000h
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ANI_SETFLAG equ 130 + 8000h
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******************************************************************************
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*
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* HUGE MACROS!
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LEAPATOPP .macro w1,w2,w3,w4,l1,w5,w6,w7,w8
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.word ANI_LEAPATOPP
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.word :w1:,:w2:,:w3:,:w4:
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.long :l1:
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.word :w5:,:w6:,:w7:,:w8:
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.endm
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******************************************************************************
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*
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* MISC EQUATES
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AM_ABS equ 0
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AM_FACE_REL equ 1
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AM_HIT_REL equ 2
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AM_NEWFACE_REL equ 3
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RC_FRONT equ 0
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RC_BACK equ 1
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RC_EITHER equ 2
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RC_PLAYER equ 0
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RC_OPPONENT equ 0100h
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ATM_CLOSEST equ 0
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ATM_FARTHEST equ 1
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******************************************************************************
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*
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* ANIMATION MODE BITS
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MODE_NORMAL equ 0
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MODE_END equ 01h ;animation has ended
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MODE_END_BIT equ 0
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MODE_INTURN equ 02h ;in a standing or walking turn (this is sort
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MODE_INTURN_BIT equ 1 ; of a low-powered UNINT bit.
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MODE_UNINT equ 04h ;uninterruptable
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MODE_UNINT_BIT equ 2
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MODE_NOAUTOFLIP equ 08h ;don't set xflip automatically
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MODE_NOAUTOFLIP_BIT equ 3 ;(based on facing dir)
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MODE_CHECKHIT equ 10h ;do offensive collision check
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MODE_CHECKHIT_BIT equ 4
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MODE_NOGRAVITY equ 20h ;gravity status 0=on 1=off
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MODE_NOGRAVITY_BIT equ 5
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MODE_FRICTION equ 40h ;friction on floor
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MODE_FRICTION_BIT equ 6
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MODE_NOCONFINE equ 80h ;don't confine player to ring
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MODE_NOCONFINE_BIT equ 7
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MODE_NOCOLLIS equ 100h ;throw out player-player collisions
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MODE_NOCOLLIS_BIT equ 8
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MODE_STATUS equ 200h ;general purpose status flag
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MODE_STATUS_BIT equ 9
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MODE_OVERLAP equ 400h ;allow player-player overlap
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MODE_OVERLAP_BIT equ 10
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MODE_GHOST equ 800h ;may fall through floor if attached
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MODE_GHOST_BIT equ 11
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MODE_NOSHADOW equ 1000h ;turn off shadow
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MODE_NOSHADOW_BIT equ 12
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MODE_KEEPATTACHED equ 2000h ;automatically keep opponent attached
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MODE_KEEPATTACHED_BIT equ 13
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MODE_WAITHITOPP equ 4000h ;zero ANICNT upon hitting opponent
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MODE_WAITHITOPP_BIT equ 14
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MODE_INVISIBLE equ 8000h ;don't display wrestler
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MODE_INVISIBLE_BIT equ 15
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******************************************************************************
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*
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* SLAVE IMAGE MODES
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S2_GRAPPLE equ 0
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S4_GRAPPLE equ 1
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S3_GRAP_TO_HH equ 2
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S3_PILE_DRIVEN equ 3
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S3_HIP_TOSSED equ 4
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S_CHOKE_SLAMMED equ 5
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******************************************************************************
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*
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* LONG IMAGE OFFSETS FOR ANIMATION SEQUENCES
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FR1 equ 1*20h
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FR2 equ 2*20h
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FR3 equ 3*20h
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FR4 equ 4*20h
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FR5 equ 5*20h
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FR6 equ 6*20h
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FR7 equ 7*20h
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FR8 equ 8*20h
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FR9 equ 9*20h
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FR10 equ 10*20h
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FR11 equ 11*20h
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FR12 equ 12*20h
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FR13 equ 13*20h
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FR14 equ 14*20h
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FR15 equ 15*20h
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FR16 equ 16*20h
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FR17 equ 17*20h
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FR18 equ 18*20h
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FR19 equ 19*20h
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FR20 equ 20*20h
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FR21 equ 21*20h
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FR22 equ 22*20h
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FR23 equ 23*20h
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FR24 equ 24*20h
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FR25 equ 25*20h
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FR26 equ 26*20h
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FR27 equ 27*20h
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FR28 equ 28*20h
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FR29 equ 29*20h
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FR30 equ 30*20h
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******************************************************************************
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