wwf-wrestlemania/BACKUP/BAMSEQ4.ASM

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*************************
*
* WE NEED TO INSERT THIS AT THE BEGINNING
*
* OF EACH 'ATTACK' SEQUENCE
*
* EQUATES ARE DEFINED IN DAMAGE.EQU
*
*
* .word ANI_STARTATTACK,AT_PUNCH,8 ;type, #ticks 'til attack on
*
*
*
*************************
**************************************************************
*
* Software: Jamie Rivett
* Initiated: 12/8/94
*
* COPYRIGHT (C) 1992 WILLIAMS ELECTRONICS GAMES, INC.
*
**************************************************************
.file "bamseq4.asm"
.title "Bam Bam animation sequences"
.width 132
.option b,d,l,t
.mnolist
.include "macros.h"
.include "mproc.equ"
.include "sys.equ"
.include "game.equ"
.include "plyr.equ"
.include "anim.equ"
.include "sound.h"
.include "bamimg.h"
.include "damage.equ"
******************************************************************************
* EXTERNAL REFERENCES
.REF HIT_THE_MAT,SMALL_BOUNCE
.REF CALL_MISSES
.ref am_I_dizzy
.ref am_I_dead
.ref ckzpos
.ref ck_dizzy
.ref start_run_anim
.ref bam_faceup_getup_anim
******************************************************************************
* SYMBOLS DEFINED IN THIS FILE
******************************************************************************
* EQUATES FOR THIS FILE
#*****************************************************************************
*
* GENERIC BOUNCE
SUBR bam_slambounce_anim
.word ANI_SETMODE,MODE_UNINT | MODE_NOAUTOFLIP
.word ANI_ZEROVELS
.word ANI_SETSPEED,100h
.word ANI_SETPLYRMODE,MODE_ONGROUND
.word ANI_DEBRIS,300,1,0,8,0 ;%chance, tbl index, x,y,z off
WL 1,B3CP3B+FR1
.ref ckzpos
WL ANI_CODE,ckzpos
WL ANI_SET_YVEL,040000h
WL 3,B3CP3B+FR1
WL 4,B3CP3B+FR2
WL 4,B3CP3B+FR3
WL 4,B3CP3B+FR4
WL 4,B3CP3B+FR5
.word ANI_WAITHITGND
.word ANI_ZERO_XZVELS
WL 2,B3CP3B+FR7
WL 10,B3RL1A+FR1 ;1st frame of roll
.word ANI_WAITROLL
WL ANI_CHANGEANIM,bam_faceup_getup_anim
SUBR bam_slambounce2_anim
.word ANI_SETMODE,MODE_UNINT | MODE_NOAUTOFLIP
.word ANI_ZEROVELS
.word ANI_SETSPEED,100h
.word ANI_SETPLYRMODE,MODE_ONGROUND
.word ANI_DEBRIS,300,1,0,8,0 ;%chance, tbl index, x,y,z off
WL 1,B4UC3Z+FR8
WL ANI_CODE,ckzpos
WL 3,B4UC3Z+FR8
.word ANI_WAITHITGND
.word ANI_ZEROVELS
WL ANI_CODE,HIT_THE_MAT
.word ANI_XFLIP
WL ANI_SET_YVEL,030000h
WL 4,B3CP3B+FR1
WL 4,B3CP3B+FR2
WL 4,B3CP3B+FR3
WL 4,B3CP3B+FR4
WL 4,B3CP3B+FR5
.word ANI_WAITHITGND
.word ANI_ZERO_XZVELS
WL 2,B3CP3B+FR7
WL 10,B3RL1A+FR1 ;1st frame of roll
.word ANI_WAITROLL
WL ANI_CHANGEANIM,bam_faceup_getup_anim
#*****************************************************************************
SUBR bam_breakneck2_anim
.word ANI_SETMODE,MODE_UNINT | MODE_NOAUTOFLIP
.word ANI_ZEROVELS
.word ANI_SETSPEED,100h
;; .word ANI_OFFSET,0,51,0 ;x,y,z
WL 6,B4UC3B+FR3
WL 6,B4UC3B+FR4
WL 6,B4UC3B+FR5
WL 1,B4UC3B+FR6
.word ANI_WAITHITGND
WL ANI_CODE,HIT_THE_MAT
.word ANI_SHAKEALL,2
.word ANI_SHAKER,20
WL 3,B3FD3C+FR1
WL 3,B3FD3C+FR2
WL 3,B3FD3C+FR3
WL 3,B3FD3C+FR4
WL 3,B3FD3C+FR5
.word ANI_ZERO_XZVELS
;;; .word ANI_XFLIP
WL 8,B3RL1A+FR7
.word ANI_WAITROLL
WL ANI_CHANGEANIM,bam_faceup_getup_anim
******************************************************************************
.end