wwf-wrestlemania/BACKUP/HRTSEQ2.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: 5/17/94
*
* COPYRIGHT (C) 1992 WILLIAMS ELECTRONICS GAMES, INC.
*
**************************************************************
.file "hrtseq2.asm"
.title "routine punches and kicks"
.width 132
.option b,d,l,t
.mnolist
.include "macros.h"
.include "mproc.equ" ;Mproc equates
.include "sys.equ"
.include "game.equ"
.include "plyr.equ"
.include "anim.equ"
.include "sound.h"
.include "ring.equ"
.include "bretimg.h"
.include "bamimg.h"
.include "takerimg.h" ;<---temp!!!
.include "doinkimg.h" ;<---temp!!!
.include "damage.equ"
******************************************************************************
* EXTERNAL REFERENCES
.ref SET_DIR_FACE
.ref D4YR3B,D3RN3B
.ref H4YR3A,H3RN3A
.ref R4YR3A,R3RN3D
.ref U4YR3B,U3RN3A
.ref Y4YR3A,Y3RN3C
.ref S4YR3A,S3RN3A
.ref B4YR3A,B3RN3A
.ref L4YR3B,L3RN3B
.ref start_run_anim,CALL_MISSES,start_run_flung
.ref no_bk_xvel,hrt_4_faceup_getup2_anim,check_xvel
.REF DO_CROWD_CHEER
******************************************************************************
* SYMBOLS DEFINED IN THIS FILE
******************************************************************************
* EQUATES FOR THIS FILE
#*****************************************************************************
*
* #2 NORMAL PUNCH
SUBR hrt_2_punch_anim
.word ANI_SETMODE,MODE_UNINT+MODE_NOAUTOFLIP ;uninterruptable
.word ANI_SETSPEED,100h
.word ANI_ZEROVELS
WL 3,H2PL3B+FR1
WWL ANI_IFBUTTONS,PLAYER_PUNCH_VAL|PLAYER_KICK_VAL,start_run_anim
.word ANI_STARTATTACK,AT_PUNCH,6
WL 3,H2PL3B+FR2
WL 3,H2PL3B+FR3
; .word ANI_ATTACK_ON_Z, AMODE_PUNCH,30,91,-45,50,15,45 ;mode,x,y,z,w,h,d
;Temp knock down to test hair pickup
;But it is cool to knock somebody down with a punch, figure a way it makes
;sense....
.word ANI_ATTACK_ON_Z, AMODE_FLYKICK,30,91,-45,50,15,45 ;mode,x,y,z,w,h,d
WL 3,H2PL3B+FR4
.word ANI_ATTACK_OFF
WL 3,H2PL3B+FR4
; WL ANI_IFNOHITBLOCK,#noblock
; WL 10,H2PL3B+FR4
;#noblock
WL 3,H2PL3B+FR5
WL 3,H2PL3B+FR6
WL 3,H2PL3B+FR7
WL 3,H2PL3B+FR8
.word ANI_SETMODE,MODE_NORMAL
.word ANI_END
#************
*
* #4 NORMAL PUNCH
SUBR hrt_4_punch_anim
.word ANI_SETMODE,MODE_UNINT+MODE_NOAUTOFLIP ;uninterruptable
.word ANI_SETSPEED,100h
.word ANI_ZEROVELS
WL 3,H4PL3X+FR1
WWL ANI_IFBUTTONS,PLAYER_PUNCH_VAL|PLAYER_KICK_VAL,start_run_anim
.word ANI_STARTATTACK,AT_PUNCH,6
WL 3,H4PL3X+FR2
WL 3,H4PL3X+FR3
.word ANI_ATTACK_ON_Z, AMODE_PUNCH,30,91,0,50,15,45 ;mode,x,y,z,w,h,d
WL 3,H4PL3X+FR4
.word ANI_ATTACK_OFF
WL 3,H4PL3X+FR4
; WL ANI_IFNOHITBLOCK,#noblock
; WL 10,H4PL3X+FR4
;#noblock
WL 3,H4PL3X+FR5
WL 3,H4PL3X+FR6
WL 3,H4PL3X+FR7
WL 3,H4PL3X+FR8
.word ANI_SETMODE,MODE_NORMAL
.word ANI_END
#*****************************************************************************
*
* #2 PUSH
SUBR hrt_2_push2_anim ;From head held
.word ANI_SETPLYRMODE,MODE_NORMAL
.word ANI_SETMODE,MODE_UNINT|MODE_NOCOLLIS+MODE_NOAUTOFLIP ;uninterruptable
.word ANI_ZEROVELS
.word ANI_SETSPEED,100h
WL 3,H3HB3A+FR1
WLW ANI_SET_ZVEL,10000h,AM_ABS
WL ANI_GOTO,#tag
SUBR hrt_2_push_anim
.word ANI_SETPLYRMODE,MODE_NORMAL
.word ANI_SETMODE,MODE_UNINT|MODE_NOCOLLIS+MODE_NOAUTOFLIP ;uninterruptable
.word ANI_ZEROVELS
.word ANI_SETSPEED,100h
#tag
.word ANI_STARTATTACK,AT_PUSH,12
WL 4,H2PS3A+FR1
WL 4,H2PS3A+FR2
WL 4,H2PS3A+FR3
.word ANI_ATTACK_ON, AMODE_PUSH,11,83,70,20 ;mode,x,y,w,h
WL 4,H2PS3A+FR4
.word ANI_ATTACK_OFF
WWL ANI_SLIDE_BACK,40h,-60000h,#no_hit ;range,vel,addr
WL 15,H2PS3A+FR4
#no_hit
WL 4,H2PS3A+FR5
WL 4,H2PS3A+FR6
WL 4,H2PS3A+FR7
WL 4,H2PS3A+FR8
.word ANI_SETMODE,MODE_NORMAL
.word ANI_END
#************
*
* #4 PUSH
SUBR hrt_4_push_anim
.word ANI_SETPLYRMODE,MODE_NORMAL
.word ANI_SETMODE,MODE_UNINT|MODE_NOCOLLIS+MODE_NOAUTOFLIP ;uninterruptable
.word ANI_ZEROVELS
.word ANI_SETSPEED,100h
.word ANI_STARTATTACK,AT_PUSH,12
WL 4,H4PS3A+FR1
WL 4,H4PS3A+FR2
WL 4,H4PS3A+FR3
.word ANI_ATTACK_ON, AMODE_PUSH,11,83,70,20 ;mode,x,y,w,h
WL 4,H4PS3A+FR4
.word ANI_ATTACK_OFF
WWL ANI_SLIDE_BACK,40h,-60000h,#no_hit ;range,vel,addr
WL 15,H4PS3A+FR4
#no_hit
WL 4,H4PS3A+FR5
WL 4,H4PS3A+FR6
WL 4,H4PS3A+FR7
WL 4,H4PS3A+FR8
.word ANI_SETMODE,MODE_NORMAL
.word ANI_END
#*****************************************************************************
*
* #2 PUNCH FALLEN OPPONENT
SUBR hrt_2_ground_punch_anim
.word ANI_SETMODE,MODE_UNINT|MODE_NOAUTOFLIP|MODE_OVERLAP
.word ANI_ZEROVELS
.word ANI_SETSPEED,100h
.word ANI_STARTATTACK,AT_LBDROP,14
WL 4,H2PF2B+FR1
WL 3,H2PF2B+FR2
.word ANI_ATTACK_ON_Z,AMODE_HITCHECK,5-10,-8,-40,32,32,50
WL 1,H2PF2B+FR2
.word ANI_ATTACK_OFF
WL ANI_IFNOTSTATUS,#leapat
WL 4,H2PF2B+FR3
WL 3,H2PF2B+FR4
.word ANI_ATTACK_ON_Z,AMODE_LBOWDROP,5,-8,-40,32,32,50
WL 3,H2PF2B+FR5
.word ANI_ATTACK_OFF
WL ANI_GOTO,#common
#leapat
.word ANI_TARGET,TGT_HEAD,TGT_GROIN,ATM_CLOSEST
; ticks,range max,hiX,hiZ,hiYvel,tgt,Xoff,Yoff,Zoff
LEAPATOPP 16,999,112,96,40000h,TGT_USER,13,0,-30
WL ANI_CODE,no_bk_xvel
.word ANI_STARTATTACK,AT_LBDROP,14
WL 10,H2PF2B+FR3
WL 4,H2PF2B+FR4
.word ANI_ATTACK_ON_Z,AMODE_LBOWDROP,5,-8,-40,32,32,50
WL 1,H2PF2B+FR5
.word ANI_ATTACK_OFF
.word ANI_WAITHITGND
.word ANI_ZEROVELS
#common
WL ANI_IFNOTSTATUS,#missed
.word ANI_SHAKER,15
.word ANI_SHAKEALL,1
WL ANI_GOTO,#hit
#missed
WL ANI_CODE,CALL_MISSES
#hit
WL 3,H2PF2B+FR5
WL 3,H2PF2B+FR6
WL 3,H2PF2B+FR7
WL 3,H2PF2B+FR8
.word ANI_SETMODE,MODE_NORMAL
.word ANI_END
#************
*
* #4 PUNCH FALLEN OPPONENT
SUBR hrt_4_ground_punch_anim
.word ANI_SETMODE,MODE_UNINT|MODE_NOAUTOFLIP|MODE_OVERLAP
.word ANI_ZEROVELS
.word ANI_SETSPEED,100h
WL 4,H4PF4B+FR1
WL 3,H4PF4B+FR2
.word ANI_ATTACK_ON_Z,AMODE_HITCHECK,5,-6,-10,36,30,50
WL 1,H4PF4B+FR2
.word ANI_ATTACK_OFF
WL ANI_IFNOTSTATUS,#leapat
.word ANI_STARTATTACK,AT_LBDROP,7
WL 4,H4PF4B+FR3
WL 3,H4PF4B+FR4
.word ANI_ATTACK_ON_Z,AMODE_LBOWDROP,5,-6,-10,36,30,50
WL 3,H4PF4B+FR5
.word ANI_ATTACK_OFF
WL ANI_GOTO,#common
#leapat
.word ANI_TARGET,TGT_HEAD,TGT_GROIN,ATM_CLOSEST
; ticks,range max,hiX,hiZ,hiYvel,tgt,Xoff,Yoff,Zoff
LEAPATOPP 16,999,112,96,40000h,TGT_USER,0,0,30
WL ANI_CODE,no_bk_xvel
.word ANI_STARTATTACK,AT_LBDROP,14
WL 1,H4PF4B+FR3
.word ANI_WAITHITGND
.word ANI_ZEROVELS
WL 2,H4PF4B+FR4
.word ANI_ATTACK_ON_Z,AMODE_LBOWDROP,5,-6,-10,36,30,50
WL 1,H4PF4B+FR5
.word ANI_ATTACK_OFF
#common
WL ANI_IFNOTSTATUS,#missed
.word ANI_SHAKER,15
.word ANI_SHAKEALL,1
WL ANI_GOTO,#hit
#missed
WL ANI_CODE,CALL_MISSES
#hit
WL 3,H4PF4B+FR5
WL 3,H4PF4B+FR6
WL 3,H4PF4B+FR7
WL 3,H4PF4B+FR8
.word ANI_SETMODE,MODE_NORMAL
.word ANI_END
#*****************************************************************************
*
* #2 HEADBUTT
SUBR hrt_2_butt_anim
.word ANI_SETMODE,MODE_UNINT+MODE_NOAUTOFLIP ;uninterruptable
.word ANI_ZEROVELS
.word ANI_SETSPEED,100h
WL 3,H2BC3A+FR1
WL 3,H2BC3A+FR2
WWL ANI_IFBUTTONS,PLAYER_PUNCH_VAL|PLAYER_KICK_VAL,start_run_anim
.word ANI_STARTATTACK,AT_HDBUTT,3
WL 3,H2BC3A+FR3
.word ANI_ATTACK_ON, AMODE_HDBUTT,19,75,35,24 ;mode,x,y,w,h
WL 3,H2BC3A+FR4
.word ANI_ATTACK_OFF
WL 6,H2BC3A+FR4
WL ANI_IFNOHITBLOCK,#noblock
WL 10,H2BC3A+FR4
#noblock
WL 3,H2BC3A+FR5
WL 3,H2BC3A+FR6
WL 3,H2BC3A+FR7
WL 3,H2BC3A+FR8
.word ANI_SETMODE,MODE_NORMAL
.word ANI_END
#************
*
* #4 HEADBUTT
SUBR hrt_4_butt_anim
.word ANI_SETMODE,MODE_UNINT+MODE_NOAUTOFLIP ;uninterruptable
.word ANI_ZEROVELS
.word ANI_SETSPEED,100h
WL 3,H4BC3A+FR1
WL 3,H4BC3A+FR2
WWL ANI_IFBUTTONS,PLAYER_PUNCH_VAL|PLAYER_KICK_VAL,start_run_anim
.word ANI_STARTATTACK,AT_HDBUTT,3
WL 3,H4BC3A+FR3
.word ANI_ATTACK_ON, AMODE_HDBUTT,19,75,35,24 ;mode,x,y,w,h
WL 3,H4BC3A+FR4
.word ANI_ATTACK_OFF
WL 6,H4BC3A+FR4
WL ANI_IFNOHITBLOCK,#noblock
WL 10,H4BC3A+FR4
#noblock
WL 3,H4BC3A+FR5
WL 3,H4BC3A+FR6
WL 3,H4BC3A+FR7
WL 3,H4BC3A+FR8
.word ANI_SETMODE,MODE_NORMAL
.word ANI_END
#*****************************************************************************
*
* #2 KICK
SUBR hrt_2_kick_anim
.word ANI_SETMODE,MODE_UNINT+MODE_NOAUTOFLIP ;uninterruptable
.word ANI_SETSPEED,100h
.word ANI_ZEROVELS
WL 3,H2KM3A+FR1
WWL ANI_IFBUTTONS,PLAYER_PUNCH_VAL|PLAYER_KICK_VAL,start_run_anim
.word ANI_STARTATTACK,AT_KICK,6
WL 3,H2KM3A+FR2
WL 3,H2KM3A+FR3
WL 3,H2KM3A+FR4
.word ANI_ATTACK_ON, AMODE_KICK,23,73,50,17 ;mode,x,y,w,h
WL 3,H2KM3A+FR5
.word ANI_ATTACK_OFF
WL 6,H2KM3A+FR5
WL 3,H2KM3A+FR6
WL 3,H2KM3A+FR7
WL 3,H2KM3A+FR8
WL 3,H2KM3A+FR9
WL 3,H2KM3A+FR10
WL 3,H2KM3A+FR11
.word ANI_SETMODE,MODE_NORMAL
.word ANI_END
#************
*
* #4 KICK
SUBR hrt_4_kick_anim
.word ANI_SETMODE,MODE_UNINT+MODE_NOAUTOFLIP ;uninterruptable
.word ANI_SETSPEED,100h
.word ANI_ZEROVELS
WL 3,H4KM3B+FR1
WWL ANI_IFBUTTONS,PLAYER_PUNCH_VAL|PLAYER_KICK_VAL,start_run_anim
.word ANI_STARTATTACK,AT_KICK,9
WL 3,H4KM3B+FR2
WL 3,H4KM3B+FR3
WL 3,H4KM3B+FR4
.word ANI_ATTACK_ON, AMODE_KICK,23,73,50,17 ;mode,x,y,w,h
WL 3,H4KM3B+FR5
.word ANI_ATTACK_OFF
WL 6,H4KM3B+FR5
WL 3,H4KM3B+FR6
WL 3,H4KM3B+FR7
WL 3,H4KM3B+FR8
WL 3,H4KM3B+FR9
WL 3,H4KM3B+FR10
WL 3,H4KM3B+FR11
.word ANI_SETMODE,MODE_NORMAL
.word ANI_END
#*****************************************************************************
*
* #2 & #4 TURBO KICK
SUBR hrt_4_jumpkick_anim
.word ANI_SETMODE,MODE_UNINT+MODE_NOAUTOFLIP ;uninterruptable
.word ANI_SETSPEED,100h
.word ANI_ZEROVELS
.word ANI_SETMODE,MODE_NORMAL
.word ANI_END
#*****************************************************************************
*
* #3 FLYING KICK
SUBR hrt_flying_kick_anim
.word ANI_SETMODE,MODE_UNINT+MODE_NOAUTOFLIP ;uninterruptable
.word ANI_SETPLYRMODE,MODE_NORMAL
.word ANI_SETSPEED,100h
.word ANI_STARTATTACK,AT_FLYKICK,16
WL 4,H3DC3A+FR1
WL 4,H3DC3A+FR2
.word ANI_OFFSET,0,57,0 ;x,y,z
LEAPATOPP 8,100,32,16,080000h,TGT_HEAD,-51,-38,0
WL 4,H3DC3A+FR3
WL 4,H3DC3A+FR4
.word ANI_ATTACK_ON, AMODE_FLYKICK,-3,26,61,21 ;mode,x,y,w,h
WL 3,H3DC3A+FR5
.word ANI_ATTACK_OFF
WL 5,H3DC3A+FR5
WL 1,H3DC3A+FR6
.word ANI_WAITHITGND
.word ANI_ZEROVELS
WL 8,H3DC3A+FR8
WL 8,H3DC3A+FR9
WL 8,H3DC3A+FR10
.word ANI_SETMODE,MODE_NORMAL
.word ANI_END
#*****************************************************************************
*
* #2 STOMP ON FALLEN OPPONENT
SUBR hrt_2_stomp_anim
.word ANI_SETMODE,MODE_UNINT|MODE_NOAUTOFLIP|MODE_OVERLAP
.word ANI_SETPLYRMODE,MODE_NORMAL
.word ANI_SETSPEED,100h
.word ANI_ZEROVELS
WL 4,H2MP2B+FR1
WWL ANI_IFBUTTONS,PLAYER_PUNCH_VAL|PLAYER_KICK_VAL,start_run_anim
WL 3,H2MP2B+FR2
.word ANI_ATTACK_ON_Z,AMODE_HITCHECK,7,-10,-40,28,31,50
WL 1,H2MP2B+FR2
.word ANI_ATTACK_OFF
WL ANI_IFSTATUS,#no_leapat
.word ANI_TARGET,TGT_CHEST,TGT_GROIN,ATM_CLOSEST
; ticks,range max,hiX,hiZ,hiYvel,tgt,Xoff,Yoff,Zoff
LEAPATOPP 16,999,112,96,40000h,TGT_USER,22,0,-30
WL ANI_CODE,no_bk_xvel
#no_leapat
.word ANI_STARTATTACK,AT_STOMP,5
WL 4,H2MP2B+FR3
WL 1,H2MP2B+FR4
.word ANI_WAITHITGND
.word ANI_ZEROVELS
.word ANI_ATTACK_ON_Z,AMODE_STOMP,7,-10,-40,28,31,50
WL 1,H2MP2B+FR5
.word ANI_ATTACK_OFF
WL ANI_IFNOTSTATUS,#missed
.word ANI_SHAKER,20
.word ANI_SHAKEALL,1
WL ANI_GOTO,#hit
#missed
WL ANI_CODE,CALL_MISSES
#hit
WL 3,H2MP2B+FR5
WL 4,H2MP2B+FR6
WL 4,H2MP2B+FR7
WL 4,H2MP2B+FR8
.word ANI_SETMODE,MODE_NORMAL
.word ANI_END
#************
*
* #4 STOMP ON FALLEN OPPONENT
SUBR hrt_4_stomp_anim
.word ANI_SETMODE,MODE_UNINT|MODE_NOAUTOFLIP|MODE_OVERLAP
.word ANI_SETPLYRMODE,MODE_NORMAL
.word ANI_SETSPEED,100h
.word ANI_ZEROVELS
WL 4,H4MP4A+FR1
WWL ANI_IFBUTTONS,PLAYER_PUNCH_VAL|PLAYER_KICK_VAL,start_run_anim
WL 3,H4MP4A+FR2
.word ANI_ATTACK_ON_Z,AMODE_HITCHECK,7,-12,-10,29,35,50
WL 1,H4MP4A+FR2
.word ANI_ATTACK_OFF
WL ANI_IFSTATUS,#no_leapat
.word ANI_TARGET,TGT_CHEST,TGT_GROIN,ATM_CLOSEST
; ticks,range max,hiX,hiZ,hiYvel,tgt,Xoff,Yoff,Zoff
LEAPATOPP 16,999,112,96,40000h,TGT_USER,21,0,30
WL ANI_CODE,no_bk_xvel
#no_leapat
.word ANI_STARTATTACK,AT_STOMP,5
WL 4,H4MP4A+FR3
WL 1,H4MP4A+FR4
.word ANI_WAITHITGND
.word ANI_ZEROVELS
.word ANI_ATTACK_ON_Z,AMODE_STOMP,7,-12,-10,29,35,50
WL 1,H4MP4A+FR5
.word ANI_ATTACK_OFF
WL ANI_IFNOTSTATUS,#missed
.word ANI_SHAKER,20
.word ANI_SHAKEALL,1
WL ANI_GOTO,#hit
#missed
WL ANI_CODE,CALL_MISSES
#hit
WL 3,H4MP4A+FR5
WL 4,H4MP4A+FR6
WL 4,H4MP4A+FR7
WL 4,H4MP4A+FR8
.word ANI_SETMODE,MODE_NORMAL
.word ANI_END
#*****************************************************************************
*
* RUNNING GROUND PUNCH
#yoff equ 50
SUBR hrt_running_ground_punch_anim
.word ANI_SETMODE,MODE_UNINT|MODE_NOAUTOFLIP|MODE_OVERLAP
.word ANI_SETSPEED,100h
WL 3,H4JK4C+FR1
WL 3,H4JK4C+FR2
.word ANI_TARGET,TGT_HEAD,TGT_CHEST,ATM_FARTHEST
; ticks,range max,hiX,hiZ,hiYvel,tgt,Xoff,Yoff,Zoff
LEAPATOPP 26,200,100,90,90000h,TGT_USER,-22,#yoff,30
.word ANI_STARTATTACK,AT_STOMP,26
.word ANI_SETPLYRMODE,MODE_INAIR
WL ANI_CODE,no_bk_xvel
.word ANI_OFFSET,0,#yoff,0
WL 3,H4JK4C+FR3
WL 3,H4JK4C+FR4
WL 3,H4JK4C+FR5
.word ANI_WAITHITGND
.word ANI_ZEROVELS
.word ANI_ATTACK_ON,AMODE_BUTTSTOMP,-50,-6,36,23
WL 2,H4JK4C+FR6
.word ANI_ATTACK_OFF
WL 8,H4JK4C+FR7
.word ANI_SHAKER,30
.word ANI_SHAKEALL,1
WL ANI_CODE,HIT_THE_MAT
WL ANI_IFSTATUS,#hit
WL ANI_CODE,CALL_MISSES
#hit
.word ANI_SETPLYRMODE,MODE_ONGROUND
WL 4,H4JK4C+FR8
.word ANI_FACEUP
.word ANI_SETMODE,MODE_NORMAL
WL ANI_CHANGEANIM,hrt_4_faceup_getup2_anim
#*****************************************************************************
*
* TURNBUCKLE ELBOW SLAM
#xoff equ 19
#yoff equ 37
SUBR hrt_tbukl_leap_anim
.word ANI_SETMODE,MODE_UNINT|MODE_NOAUTOFLIP|MODE_OVERLAP|MODE_NOCONFINE|MODE_NOCOLLIS|MODE_NOGRAVITY
.word ANI_ZEROVELS
.word ANI_SETSPEED,100h
.word ANI_SETFACING
WL 3,H4JP4C+FR1
WL 3,H4JP4C+FR2
.word ANI_OFFSET,#xoff,#yoff,0
; ticks,range max,hiX,hiZ,hiYvel,tgt,Xoff,Yoff,Zoff
LEAPATOPP 36,190,190,190,90000h,TGT_GROIN,22,-9,20
.word ANI_STARTATTACK,AT_BSTOMP,36
.word ANI_SETPLYRMODE,MODE_INAIR2
.word ANI_GRAVITY_ON
.word ANI_SHAKECORNER
WL ANI_CODE,check_xvel
WL 3,H4JP4C+FR3
WL 3,H4JP4C+FR4
;attack box dimensions (that means size) depends on opp mode
.word ANI_ATTACK_ON_Z,AMODE_BSTOMP,0,-1+5,-10,36,52,70
WWL ANI_IFOPPMODE,MODE_ONGROUND,#opp_onground
.word ANI_ATTACK_ON_Z,AMODE_BSTOMP,0,-1+15,-10,36,52,70
#opp_onground
WWL ANI_WAITHITOPP,30,H4JP4C+FR5
.word ANI_ZERO_XZVELS
.word ANI_WAITHITGND
.word ANI_ZEROVELS
.word ANI_ATTACK_OFF
.word ANI_SHAKER,30
.word ANI_SHAKEALL,1
WL ANI_CODE,HIT_THE_MAT
.word ANI_SETPLYRMODE,MODE_ONGROUND
WL ANI_IFNOTSTATUS,#missed
;hit
.word ANI_BOUNCE,5
WL 1,H4JP4C+FR6
.word ANI_WAITHITGND
WL ANI_CODE,HIT_THE_MAT
.word ANI_SHAKER,18
.word ANI_ZEROVELS
WL ANI_GOTO,#common
#missed
WL ANI_CODE,CALL_MISSES
WL ANI_CODE,SMALL_BOUNCE
.word ANI_BOUNCE,4
.word ANI_WAITHITGND
#common
WL 4,H4JP4C+FR6
.word ANI_FACEDOWN
.word ANI_OFFSET,10,0,-5
WL ANI_CHANGEANIM,hrt_4_faceup_getup2_anim
#*****************************************************************************
*
* #2 BIG BOOT
SUBR hrt_2_bigboot_anim
.word ANI_SETMODE,MODE_UNINT+MODE_NOAUTOFLIP ;uninterruptable
.word ANI_SETSPEED,100h
.word ANI_ZEROVELS
.word ANI_STARTATTACK,AT_BIGBOOT,12
WL 3,H2KM3A+FR1
WL 3,H2KM3A+FR2
WL 3,H2KM3A+FR3
WL ANI_CODE,#clrcnt
WL 3,H2KM3A+FR4
.word ANI_ATTACK_ON, AMODE_BIGBOOT,23,73,50,17 ;mode,x,y,w,h
WL 2,H2KM3A+FR5
#lp0
WL 2,H2KM3A+FR5
WL ANI_CODE,#holdup
WL ANI_IFSTATUS,#lp0
.word ANI_ATTACK_OFF
WL 3,H2KM3A+FR6
WL 3,H2KM3A+FR7
WL 3,H2KM3A+FR8
WL 3,H2KM3A+FR9
WL 3,H2KM3A+FR10
WL 3,H2KM3A+FR11
.word ANI_SETMODE,MODE_NORMAL
.word ANI_END
SUBR hrt_4_bigboot_anim
.word ANI_SETMODE,MODE_UNINT+MODE_NOAUTOFLIP ;uninterruptable
.word ANI_SETSPEED,100h
.word ANI_ZEROVELS
.word ANI_STARTATTACK,AT_BIGBOOT,12
WL 3,H4KM3B+FR1
WL 3,H4KM3B+FR2
WL 3,H4KM3B+FR3
WL ANI_CODE,#clrcnt
WL 3,H4KM3B+FR4
.word ANI_ATTACK_ON, AMODE_BIGBOOT,23,73,50,17 ;mode,x,y,w,h
WL 2,H4KM3B+FR5
#lp1
WL 2,H4KM3B+FR5
WL ANI_CODE,#holdup
WL ANI_IFSTATUS,#lp1
.word ANI_ATTACK_OFF
WL 3,H4KM3B+FR6
WL 3,H4KM3B+FR7
WL 3,H4KM3B+FR8
WL 3,H4KM3B+FR9
WL 3,H4KM3B+FR10
WL 3,H4KM3B+FR11
.word ANI_SETMODE,MODE_NORMAL
.word ANI_END
#clrcnt
;We are re-using BUT_COUNT in the player process
clr a0
move a0,*a13(BUT_COUNT)
rets
#holdup
move *a13(BUT_COUNT),a0
inc a0
move a0,*a13(BUT_COUNT)
;Max time to hold up in air (*2 ticks)
cmpi 25,a0
jrgt #button_up
move *a13(PLYRNUM),a0
.ref get_but_val_cur
calla get_but_val_cur
btst PLAYER_SKICK_BIT,a0 ;still down?
jrz #button_up
;Still holding...
move *a13(ANIMODE),a1
ori MODE_STATUS,a1
move a1,*a13(ANIMODE)
rets
#button_up
move *a13(ANIMODE),a1
andni MODE_STATUS,a1
move a1,*a13(ANIMODE)
rets
#*****************************************************************************
*
* #4 KNEE
SUBR hrt_4_knee_anim
;The artwork is labeled wrong... 2=4, It is okay!
.word ANI_SETMODE,MODE_UNINT+MODE_NOAUTOFLIP ;uninterruptable
.word ANI_ZEROVELS
.word ANI_SETSPEED,100h
WL 3,H2NM3A+FR2
WWL ANI_IFBUTTONS,PLAYER_PUNCH_VAL|PLAYER_KICK_VAL,start_run_anim
.word ANI_OFFSET,23,0,0 ;x,y,z
; ticks,range max,hiX,hiZ,hiYvel,tgt,Xoff,Yoff,Zoff
LEAPATOPP 12h,999,20h,20,90000h,TGT_CHEST,40,20,-10
.word ANI_STARTATTACK,AT_KNEE,18
WL 3,H2NM3A+FR3
.word ANI_ATTACK_ON, AMODE_KNEE,11,44,51,49 ;mode,x,y,w,h
WL 3,H2NM3A+FR4
.word ANI_ATTACK_OFF
WWL ANI_SLIDE_BACK,28h,-58000h,#no_hit
WL ANI_SET_YVEL,50000h
WLW ANI_SET_ZVEL,-8000h,AM_ABS
WL 1,H2NM3A+FR4
.word ANI_WAITHITGND
.word ANI_ZEROVELS
WL ANI_GOTO,#cont
#no_hit
WL ANI_IFNOTSTATUS,#nodrft
WLW ANI_SET_ZVEL,-4000h,AM_ABS
; WLW ANI_SET_XVEL,20000h,AM_HIT_REL
; WLW ANI_SET_XVEL,4000h,AM_ABS
#nodrft
; WL 0ch,H2NM3A+FR4
; .word ANI_ZERO_XZVELS
WL 1,H2NM3A+FR4
.word ANI_WAITHITGND
.word ANI_ZEROVELS
#cont
WL 3,H2NM3A+FR5
WL 3,H2NM3A+FR6
; WL 3,H2NM3A+FR7
; .word ANI_OFFSET,26,0,0 ;x,y,z
.word ANI_FACEDOWN
.word ANI_SETMODE,MODE_NORMAL
.word ANI_END
* #2 KNEE
SUBR hrt_2_knee_anim
;The artwork is labeled wrong... 2=4, It is okay!
.word ANI_SETMODE,MODE_UNINT+MODE_NOAUTOFLIP ;uninterruptable
.word ANI_ZEROVELS
.word ANI_SETSPEED,100h
WL 3,H4NM3A+FR2
WWL ANI_IFBUTTONS,PLAYER_PUNCH_VAL|PLAYER_KICK_VAL,start_run_anim
.word ANI_OFFSET,23,0,0 ;x,y,z
; ticks,range max,hiX,hiZ,hiYvel,tgt,Xoff,Yoff,Zoff
LEAPATOPP 21,999,36,20,90000h,TGT_CHEST,46,20,0
.word ANI_STARTATTACK,AT_KNEE,21
WL 3,H4NM3A+FR3
.word ANI_ATTACK_ON, AMODE_KNEE,11,44,51,49 ;mode,x,y,w,h
WL 3,H4NM3A+FR4
.word ANI_ATTACK_OFF
WWL ANI_SLIDE_BACK,28h,-58000h,#no_hit2
WL ANI_SET_YVEL,60000h
WLW ANI_SET_ZVEL,4000h,AM_ABS
WL 3,H4NM3A+FR4
.word ANI_WAITHITGND
.word ANI_ZEROVELS
WL ANI_GOTO,#cont2
#no_hit2
WL ANI_IFNOTSTATUS,#nodrft2
WLW ANI_SET_ZVEL,4000h,AM_ABS
; WLW ANI_SET_XVEL,20000h,AM_HIT_REL
#nodrft2
; WL 12h,H4NM3A+FR4
; .word ANI_ZERO_XZVELS
WL 6,H4NM3A+FR4
.word ANI_WAITHITGND
.word ANI_ZEROVELS
#cont2
WL 3,H4NM3A+FR5
WL 3,H4NM3A+FR6
WL 3,H4NM3A+FR7
;If Bret should be facing #2, just exit to a faceup
; WL 3,H4NM3A+FR8
; .word ANI_OFFSET,26,0,0 ;x,y,z
.word ANI_FACEUP
.word ANI_SETMODE,MODE_NORMAL
.word ANI_END
#*****************************************************************************
*
* GRAB & FLING OPPONENT (INTO A RUN)
SUBR hrt_2_grabfling_anim
.word ANI_SETMODE,MODE_UNINT+MODE_NOAUTOFLIP ;uninterruptable
.word ANI_ZEROVELS
.word ANI_SETSPEED,100h
WL 3,H1TL5A+FR3
WL 3,H1TL5A+FR4
WL ANI_GOTO,#cont
SUBR hrt_4_grabfling_anim
.word ANI_SETMODE,MODE_UNINT+MODE_NOAUTOFLIP ;uninterruptable
.word ANI_ZEROVELS
.word ANI_SETSPEED,100h
#cont
; ticks,range max,hiX,hiZ,hiYvel,tgt,Xoff,Yoff,Zoff
LEAPATOPP 8,40,40,40,90000h,TGT_CHEST,40,0,25
.word ANI_STARTATTACK,AT_PUPPET,8
WL ANI_SET_YVEL,0000h
WL 4,H3HT3X+FR1
.word ANI_ATTACK_ON, AMODE_PUPPET,31h,56,44,18 ;mode,x,y,w,h
WWL ANI_WAITHITOPP,4,H3GF7B+FR2
; WL 4,H3GF7B+FR2
.word ANI_ZERO_XZVELS
.word ANI_ATTACK_OFF
WL ANI_IFNOTSTATUS,#missed
WL ANI_IFBLOCKED,#missedb
;got him
; out of control time for fling?
.word ANI_ATTACHZ,0,0,10 ;x & y don't matter.
.word ANI_SETOPPMODE,MODE_GHOST
.word ANI_SETMODE,MODE_UNINT|MODE_NOAUTOFLIP|MODE_OVERLAP|MODE_KEEPATTACHED
; attacker sequence
WWLLW ANI_SUPERSLAVE2,8,H3GF7B+FR2,#puppet_tbl,0
WWLLW ANI_SUPERSLAVE2,6,H3GF7B+FR3,#puppet_tbl,1
WWLLW ANI_SUPERSLAVE2,4,H3GF7B+FR4,#puppet_tbl,2
WWLLW ANI_SUPERSLAVE2,4,H3GF7B+FR5,#puppet_tbl,3
WWLLW ANI_SUPERSLAVE2,4,H3GF7B+FR6,#puppet_tbl,4
WWLLW ANI_SUPERSLAVE2,4,H3GF7B+FR7,#puppet_tbl,5
WL ANI_SLAVEANIM,#strt_run_tbl
.word ANI_CLROPPMODE,MODE_GHOST
.word ANI_SETMODE,MODE_UNINT|MODE_NOAUTOFLIP|MODE_OVERLAP
.word ANI_DETACH
WL 10,H3GF7B+FR8
WL 4,H3GF7B+FR9
.word ANI_OFFSET,-10,0,0 ;x,y,z
.word ANI_SETFACING
.word ANI_SETMODE,MODE_NORMAL
.word ANI_END
#missedb
WL 25,H3GF7B+FR2
#missed
WL ANI_CODE,CALL_MISSES
WL 8,H3GF7B+FR2
WL 4,H3HT3X+FR1
.word ANI_FACEDOWN
.word ANI_SETMODE,MODE_NORMAL
.word ANI_END
#puppet_tbl
.long #Bret
.long #Razor
.long #Taker
.long #Yokozuna
.long #Shawn
.long #BamBam
.long #Doink
.long #Adam
.long #Lex
#Bret
LWWW H4YR3A+FR1,48,11,1
LWWW H4YR3A+FR2,39,6,1
LWWW H4YR3A+FR3,31,7,1
LWWW H4YR3A+FR5,14,15,1
LWWW H3RN3A+FR1,9,18,0
LWWW H3RN3A+FR2,-18,20,0
#Razor
LWWW R4YR3A+FR1,41,16,0
LWWW R4YR3A+FR2,30,9,0
LWWW R4YR3A+FR3,1,4,0
LWWW R4YR3A+FR4,-23,11,0
LWWW R3RN3D+FR10,14,25,0
LWWW R3RN3D+FR11,-18,27,0
#Taker
LWWW U4YR3B+FR2,25,18,0
LWWW U4YR3B+FR3,27,8,0
LWWW U4YR3B+FR4,15,14,0
LWWW U4YR3B+FR5,0,18,0
LWWW U3RN3A+FR2,-12,29,0
LWWW U3RN3A+FR2,-52,29,0
#Yokozuna
LWWW Y4YR3A+FR1,45,13,1
LWWW Y4YR3A+FR4,20,8,1
LWWW Y4YR3A+FR5,9,8,1
LWWW Y4YR3A+FR7,-17,4,1
LWWW Y3RN3C+FR7,28,26,0
LWWW Y3RN3C+FR8,5,26,0
#Shawn
LWWW S4YR3A+FR2,28,4,1
LWWW S4YR3A+FR3,42,-11,1
LWWW S4YR3A+FR5,9,4,1
LWWW S4YR3A+FR6,2,7,1
LWWW S3RN3A+FR2,11,22,0
LWWW S3RN3A+FR3,-18,25,0
#BamBam
LWWW B4YR3A+FR3,38,12,0
LWWW B4YR3A+FR4,45,1,0
LWWW B4YR3A+FR5,49,3,0
LWWW B4YR3A+FR7,-15,5,0
LWWW B3RN3A+FR1,26,28,0
LWWW B3RN3A+FR2,-7,30,0
#Doink
LWWW D4YR3B+FR1,50,13,1
LWWW D4YR3B+FR2,46,10,1
LWWW D4YR3B+FR3,28,10,1
LWWW D4YR3B+FR4,13,16,1
LWWW D3RN3B+FR3,19,29,0
LWWW D3RN3B+FR4,-20,30,0
#Adam
.long 0
#Lex
LWWW L4YR3B+FR1,56,12,1
LWWW L4YR3B+FR2,41,0,1
LWWW L4YR3B+FR3,13,6,1
LWWW L4YR3B+FR4,-21,8,1
LWWW L3RN3B+FR2,11,31,0
LWWW L3RN3B+FR3,-4,28,0
#strt_run_tbl
.long start_run_flung,start_run_flung,start_run_flung
.long start_run_flung,start_run_flung,start_run_flung
.long start_run_flung,start_run_flung,start_run_flung
.long start_run_flung,start_run_flung,start_run_flung
#*****************************************************************************
SUBR hrt_roll_frames
.word 8 ;speed
.long 30000h ;z velocity
.long 10000h*12/255 ;inv multiply (0-255 -> 0-12)
.long H3RL1A+FR1 ;0
.long H3RL1A+FR13 ;1
.long H3RL1A+FR12 ;2
.long H3RL1A+FR11 ;3
.long H3RL1A+FR10 ;4
.long H3RL1A+FR9 ;5
.long H3RL1A+FR8 ;6
.long H3RL1A+FR7 ;7
.long H3RL1A+FR6 ;8
.long H3RL1A+FR5 ;9
.long H3RL1A+FR4 ;10
.long H3RL1A+FR3 ;11
.long H3RL1A+FR2 ;12
.long 0,0,0,0,0,0
#*****************************************************************************
SUBR hrt_leap_test
.word ANI_SETMODE,MODE_NORMAL
.word ANI_END
.ref HIT_THE_MAT,SMALL_BOUNCE,hrt_faceup_getup_anim
.ref ck_dizzy,ckzpos
;FIX!! Make throw out of ring if close to ropes
#*****************************************************************************
*
* FLIP/FALL FROM HIPTOSS
SUBR hrt_tossed_anim
.word ANI_SETMODE,MODE_UNINT|MODE_NOAUTOFLIP
.word ANI_SETSPEED,100h
WL ANI_CODE,ckzpos
.word ANI_SETPLYRMODE,MODE_ONGROUND
.word ANI_GETUP,300
WL ANI_CODE,HIT_THE_MAT
WLW ANI_SET_XVEL,20000h,AM_HIT_REL
WL ANI_SET_YVEL,50000h
WL 4,H2CP3A+FR1
WL 4,H2CP3A+FR2
WL 4,H2CP3A+FR3
WL 4,H2CP3A+FR4
WL 4,H2CP3A+FR5
WL 4,H2CP3A+FR6
WL 4,H2CP3A+FR7
.word ANI_WAITHITGND
WL ANI_CODE,SMALL_BOUNCE
.word ANI_ZEROVELS
WL 3,H2CP3A+FR8
.word ANI_WAITROLL
WL ANI_CHANGEANIM,hrt_faceup_getup_anim
.word ANI_END
;FIX!! Make throw out of ring if close to ropes
#*****************************************************************************
*
* FLIP/FALL FROM BAM BAM DUCK TOSS
SUBR hrt_tossed2_anim
.word ANI_SETMODE,MODE_UNINT|MODE_NOAUTOFLIP
.word ANI_SETSPEED,100h
WL ANI_CODE,ckzpos
WLW ANI_SET_XVEL,60000h,AM_HIT_REL
WL ANI_SET_YVEL,30000h
.word ANI_OFFSET,20,20,0 ;x,y,z
WL 4,H3FR3A+FR4
.word ANI_WAITHITGND
.word ANI_ZEROVELS
WL ANI_CODE,HIT_THE_MAT
.word ANI_SOUND,0C1h ;plywood crash #3
.word ANI_SHAKEALL,2
.word ANI_SHAKER,30
.word ANI_GETUP,300
.word ANI_DAMAGE,D_HIPTOSS
WL 4,H3FR3A+FR5
.word ANI_XFLIP
.word ANI_OFFSET,15,0,0 ;x,y,z
WL 3,H2CP3A+FR8
WLW ANI_SET_XVEL,20000h,AM_HIT_REL
WL ANI_SET_YVEL,50000h
WL 4,H2CP3A+FR1
WL 4,H2CP3A+FR2
WL 4,H2CP3A+FR3
WL 4,H2CP3A+FR4
WL 4,H2CP3A+FR5
WL 4,H2CP3A+FR6
WL 4,H2CP3A+FR7
.word ANI_WAITHITGND
WL ANI_CODE,SMALL_BOUNCE
.word ANI_ZEROVELS
WL 3,H2CP3A+FR8
.word ANI_WAITROLL
WL ANI_CHANGEANIM,hrt_faceup_getup_anim
.word ANI_END
#*****************************************************************************
*
SUBR hrt_knockdwn_anim
.word ANI_SETMODE,MODE_UNINT+MODE_NOAUTOFLIP ;uninterruptable
.word ANI_ZEROVELS
.word ANI_SETPLYRMODE,MODE_ONGROUND
.word ANI_SETSPEED,100h
.word ANI_XFLIP
WL 2,H3GU4A+FR10
WL 2,H3GU4A+FR8
WL 2,H3GU4A+FR3
WL ANI_SET_YVEL,39000h
WL 3,H2CP3A+FR1
.word ANI_DEBRIS,400,1,0,8,0 ;%chance, tbl index, x,y,z off
WL 3,H2CP3A+FR2
WL 3,H2CP3A+FR3
WL 3,H2CP3A+FR4
WL 3,H2CP3A+FR5
WL 3,H2CP3A+FR6
WL 3,H2CP3A+FR7
WL 3,H2CP3A+FR8
;MJT Start
.ref am_I_dead
WL ANI_CODE,am_I_dead
;If I'm dead, goto fall back
WL ANI_IFNOTSTATUS,#nodead
.word ANI_SETPLYRMODE,MODE_DEAD
.word ANI_END
#nodead
;MJT End
.word ANI_WAITROLL
WL ANI_CHANGEANIM,hrt_faceup_getup_anim
#*****************************************************************************
SUBR hrt_climbthru_side_anim
.word ANI_SETMODE,MODE_UNINT+MODE_NOAUTOFLIP+MODE_NOCONFINE
.word ANI_SETSPEED,100h
.word ANI_ZEROVELS
WLW ANI_SET_XVEL,2000h,AM_FACE_REL
.word ANI_OFFSET,16,0,0
WL 4,H4CR3D+FR1
WL 4,H4CR3D+FR2
.word ANI_BENDROPE,0
.word ANI_OFFSET,3,0,0 ;*****
WL 4,H4CR3D+FR3
WL 4,H4CR3D+FR4
.word ANI_BENDROPE,2
.word ANI_ROPE_Z,R_TOP,RZ_HIGH
.word ANI_ROPE_Z,R_MIDDLE,RZ_HIGH
.word ANI_OFFSET,5,0,0 ;*****
WL 4,H4CR3D+FR5
.word ANI_BENDROPE,2
.word ANI_OFFSET,4+6,0,0 ;*****
WL 4,H4CR3D+FR8
.word ANI_ROPE_Z,R_MIDDLE,RZ_NORM
.word ANI_BENDROPE,3
.word ANI_OFFSET,10,0,0 ;*****
WL 4,H4CR3D+FR9
.word ANI_ZEROVELS
.word ANI_BENDROPE,-1
.word ANI_OFFSET,5,0,0 ;*****
WL 4,H4CR3D+FR10
.word ANI_OFFSET,10,-3,0
WL 4,H4CR3D+FR11
.word ANI_OFFSET,2,0,0 ;*****
WL 4,H4CR3D+FR12
.word ANI_ROPE_Z,R_MIDDLE,RZ_HIGH
.word ANI_ROPE_Z,R_BOTTOM,RZ_HIGH
;now jump off...
WL 4,H4JD4B+FR1
WL 4,H4JD4B+FR2
WL 3,H4JD4B+FR3
WL 3,H4JD4B+FR4
WL 3,H4JD4B+FR5
WL 3,H4JD4B+FR6
WL ANI_SET_YVEL,60000h
WLW ANI_SET_XVEL,30000h,AM_FACE_REL
WL 3,H4JD4B+FR7
.word ANI_WAITHITGND
.word ANI_ROPE_Z,R_TOP,RZ_NORM
.word ANI_ROPE_Z,R_MIDDLE,RZ_NORM
.word ANI_ROPE_Z,R_BOTTOM,RZ_NORM
.word ANI_ZEROVELS
WL 6,H4JD4B+FR8
WL 3,H4JD4B+FR9
WL 3,H4JD4B+FR10
WL 3,H4JD4B+FR11
.word ANI_FACEDOWN
.word ANI_SETMODE,MODE_NOCONFINE
.word ANI_END
#*****************************************************************************
SUBR hrt_climbin_side_anim
.word ANI_SETMODE,MODE_UNINT+MODE_NOAUTOFLIP+MODE_NOCONFINE+MODE_OVERLAP
.word ANI_SETSPEED,100h
.word ANI_ZEROVELS
WL ANI_CODE,SET_DIR_FACE
.word ANI_SETFACING
.WORD ANI_SET_WRESTLER_XFLIP
;jump in
WL 4,H4JD4B+FR1
WL 4,H4JD4B+FR2
WL 4,H4JD4B+FR3
WL 4,H4JD4B+FR4
WL 4,H4JD4B+FR5
WL 4,H4JD4B+FR6
WL ANI_CODE,#set_trgt
; ticks,range max,hiX,hiZ,hiYvel,tgt,Xoff,Yoff,Zoff
.word ANI_LEAPATPOS,1ch,200,0,0,0 ;#ticks,dist,xoff,yoff,zoff
WL 4,H4JD4B+FR7
.word ANI_WAITHITGND
.word ANI_ZEROVELS
.word ANI_ROPE_Z,R_TOP,RZ_HIGH
.word ANI_ROPE_Z,R_MIDDLE,RZ_HIGH
.word ANI_ROPE_Z,R_BOTTOM,RZ_HIGH
.word ANI_OFFSET,13,0,0 ;*****
WL 3,H4JD4B+FR8
WL 3,H4JD4B+FR9
WL 3,H4JD4B+FR10
WL 3,H4JD4B+FR11
WL ANI_CODE,#set_z
WLW ANI_SET_XVEL,2000h,AM_FACE_REL
;climb through
WL 3,H4CR3D+FR1
.word ANI_OFFSET,3,0,0 ;*****
WL 3,H4CR3D+FR2
.word ANI_BENDROPE,0
.word ANI_OFFSET,3,0,0 ;*****
WL 3,H4CR3D+FR3
.word ANI_ROPE_Z,R_MIDDLE,RZ_NORM
.word ANI_ROPE_Z,R_BOTTOM,RZ_NORM
.word ANI_OFFSET,3,0,0 ;*****
WL 3,H4CR3D+FR4
.word ANI_OFFSET,3,0,0 ;*****
WL 3,H4CR3D+FR5
.word ANI_ROPE_Z,R_MIDDLE,RZ_HIGH
.word ANI_BENDROPE,2
.word ANI_OFFSET,5+8,0,0 ;*****
WL 3,H4CR3D+FR8
.word ANI_ROPE_Z,R_BOTTOM,RZ_NORM
.word ANI_OFFSET,5,0,0 ;*****
WL 3,H4CR3D+FR9
.word ANI_OFFSET,5,0,0 ;*****
WL 3,H4CR3D+FR10
.word ANI_ROPE_Z,R_MIDDLE,RZ_NORM
.word ANI_BENDROPE,-1
.word ANI_OFFSET,10,-3,0
WL 3,H4CR3D+FR11
WL 3,H4CR3D+FR12
.word ANI_ZEROVELS
WL ANI_CODE,clr_climb
;done
.word ANI_ROPE_Z,R_TOP,RZ_NORM
.word ANI_ROPE_Z,R_MIDDLE,RZ_NORM
.word ANI_ROPE_Z,R_BOTTOM,RZ_NORM
.word ANI_SETMODE,MODE_NOCONFINE
.word ANI_END
#set_trgt
movi RING_X_CENTER-0f8h-60,a0 ;Jump onto left side apron
move *a13(OBJ_XPOSINT),a14
cmpi RING_X_CENTER,a14
jrlt #onlft
;On right side
movi RING_X_CENTER+0f8h+60,a0 ;Jump onto right side apron
#onlft
move a0,*a13(TGT_XOFF)
movi RING_Z_CENTER,a0
move a0,*a13(TGT_ZOFF)
movi MAT_Y,a0
move a0,*a13(TGT_YOFF)
rets
#set_z
clr_climb
clr a0
move a0,*a13(CLIMBING_THRU) ;1=Climbing thru ropes flag
rets
#*****************************************************************************
SUBR hrt_climbthru_bot_anim
.word ANI_SETMODE,MODE_UNINT+MODE_NOAUTOFLIP+MODE_NOCONFINE+MODE_OVERLAP
.word ANI_SETSPEED,100h
.word ANI_ZEROVELS
;Must rotate toward ropes!
;Do a different sequence
;lie down
WL ANI_CODE,#ckspin
WL 3,H3GU4A+FR10
WL 3,H3GU4A+FR9
WL 3,H3GU4A+FR8
WL 3,H3GU4A+FR7
WL 3,H3GU4A+FR6
WL 3,H3GU4A+FR5
WL 3,H3GU4A+FR4
WL 3,H3GU4A+FR2
WL 3,H3GU4A+FR1
;roll over once
WLW ANI_SET_ZVEL,80000h,AM_ABS
WL 3,H3RL1A+FR13
WL 3,H3RL1A+FR12
WL 3,H3RL1A+FR11
WL 3,H3RL1A+FR10
WL 3,H3RL1A+FR9
WL 3,H3RL1A+FR8
WL 3,H3RL1A+FR7
WL 3,H3RL1A+FR6
.word ANI_SETMODE,MODE_UNINT+MODE_NOAUTOFLIP+MODE_NOCONFINE+MODE_OVERLAP+MODE_NOSHADOW
;climb through
.WORD ANI_XFLIP
WL ANI_CODE,NOT_IN_RING
.word ANI_OFFSET,0,-37h,0 ;x,y,z
WL 3,H4KM3B+FR7
WL 3,H4KM3B+FR8
WL 3,H4KM3B+FR9
.WORD ANI_XFLIP
.word ANI_FACEUP
.word ANI_SETMODE,MODE_NOCONFINE
.word ANI_SETPLYRMODE,MODE_NORMAL
.word ANI_END
#ckspin
move *a13(FACING_DIR),a14
btst 0,a14
jrnz #faceup
move *a13(ANIMODE),a0
ori MODE_STATUS,a0
move a0,*a13(ANIMODE)
RETS
#faceup
move *a13(ANIMODE),a0
ANDI 0FFFFH-MODE_STATUS,a0
move a0,*a13(ANIMODE)
rets
NOT_IN_RING
MOVK 1,A0
MOVE A0,*A13(INRING)
RETS
#*****************************************************************************
SUBR hrt_climbin_bot_anim
.word ANI_SETMODE,MODE_UNINT+MODE_NOAUTOFLIP+MODE_NOCONFINE+MODE_OVERLAP
.word ANI_SETSPEED,100h
.word ANI_ZEROVELS
;climb in
.word ANI_GRAVITY_OFF
.WORD ANI_XFLIP
WL 3,H4KM3B+FR9
WL 3,H4KM3B+FR8
WL 3,H4KM3B+FR7
.word ANI_OFFSET,0,37h,-60
.WORD ANI_XFLIP
;roll
WLW ANI_SET_ZVEL,-70000h,AM_ABS
.word ANI_FRICTION,3000h
WL 3,H3RL1A+FR6
WL 3,H3RL1A+FR7
WL 3,H3RL1A+FR8
WL 3,H3RL1A+FR9
WL 3,H3RL1A+FR10
WL 3,H3RL1A+FR11
.word ANI_ZEROVELS
.word ANI_GRAVITY_ON
;get up
WL 3,H3GU4A+FR1
WL 3,H3GU4A+FR2
WL 3,H3GU4A+FR3
WL 3,H3GU4A+FR4
WL 3,H3GU4A+FR5
WL 3,H3GU4A+FR6
WL 3,H3GU4A+FR7
WL 3,H3GU4A+FR8
WL 3,H3GU4A+FR9
WL 3,H3GU4A+FR10
WL ANI_CODE,clr_climb
.word ANI_FACEDOWN
.word ANI_ZEROVELS
.word ANI_SETMODE,MODE_NOCONFINE
.word ANI_END
#*****************************************************************************
SUBR hrt_climbthru_top_anim
.word ANI_SETMODE,MODE_UNINT+MODE_NOAUTOFLIP+MODE_NOCONFINE+MODE_OVERLAP
.word ANI_SETSPEED,100h
.word ANI_ZEROVELS
;lie down
WL ANI_CODE,#set_zvel1
WL ANI_IFSTATUS,#dir4
;Facing #2, spin first!
WL 3,H1TT5A+FR3
WL 3,H1TT5A+FR4
#dir4
WL 3,H3GU4A+FR10
WL 3,H3GU4A+FR9
WL 3,H3GU4A+FR8
WL 3,H3GU4A+FR7
WL 3,H3GU4A+FR6
WL 3,H3GU4A+FR5
WL 3,H3GU4A+FR4
WL 3,H3GU4A+FR3
WL 3,H3GU4A+FR2
WL 3,H3GU4A+FR1
;roll over once
WL ANI_CODE,#set_zvel2
#cont
WL 3,H3RL1A+FR13
.word ANI_SETMODE,MODE_UNINT+MODE_NOAUTOFLIP+MODE_NOCONFINE+MODE_OVERLAP+MODE_NOSHADOW
WL 3,H3RL1A+FR1
WL 3,H3RL1A+FR2
WL 3,H3RL1A+FR3
WL 3,H3RL1A+FR4
;climb through
.word ANI_OFFSET,0,-61,0
.word ANI_ZEROVELS
WL 3,H3MS3Z+FR4
WL 3,H3MS3Z+FR3
WL 3,H3MS3Z+FR2
.word ANI_ZERO_XZVELS
.WORD ANI_FACEDOWN
.word ANI_SETMODE,MODE_NOCONFINE
.word ANI_END
#set_zvel1
move *a13(FACING_DIR),a14
btst 0,a14
jrz #facedwn
move *a13(ANIMODE),a0
ANDI 0FFFFH-MODE_STATUS,a0
move a0,*a13(ANIMODE)
rets
#facedwn
move *a13(ANIMODE),a0
ori MODE_STATUS,a0
move a0,*a13(ANIMODE)
rets
#set_zvel2
movi -50000h,a0
move a0,*a13(OBJ_ZVEL),L
rets
#*****************************************************************************
SUBR hrt_climbin_top_anim
.word ANI_SETMODE,MODE_UNINT+MODE_NOAUTOFLIP+MODE_NOCONFINE+MODE_OVERLAP
.word ANI_SETSPEED,100h
.word ANI_ZEROVELS
;climb in
WL 3,H3MS3Z+FR2
WL 3,H3MS3Z+FR3
WL 3,H3MS3Z+FR4
.word ANI_OFFSET,0,61,0
;roll over
WL ANI_CODE,#set_zvel2
WL 3,H3RL1A+FR3
WL 3,H3RL1A+FR2
WL 3,H3RL1A+FR1
WL 3,H3RL1A+FR13
.word ANI_ZEROVELS
;get up
WL 3,H3GU4A+FR1
WL 3,H3GU4A+FR2
WL 3,H3GU4A+FR3
WL 3,H3GU4A+FR4
WL 3,H3GU4A+FR5
WL 3,H3GU4A+FR6
WL 3,H3GU4A+FR7
WL 3,H3GU4A+FR8
WL 3,H3GU4A+FR9
WL 3,H3GU4A+FR10
WL ANI_CODE,clr_climb
.WORD ANI_FACEDOWN
.word ANI_SETMODE,MODE_NOCONFINE
.word ANI_END
#set_zvel2
movi 52000h,a0
move a0,*a13(OBJ_ZVEL),L
rets
#****************************************************************************
*
* PIN OPPONENT AND RAISE ARM IN VICTORY
;Need to have this guy walk toward fallen opponent so he
;can get closer!
;This pin must be started only when opponent is on the ground!
SUBR hrt_2_pin_anim
.word ANI_SETMODE,MODE_UNINT|MODE_NOAUTOFLIP|MODE_OVERLAP
.word ANI_ZEROVELS
.word ANI_SETSPEED,100h
;Rotate!
WL 3,H1TL5A+FR3 ;2.5
WL 3,H1TL5A+FR4 ;3.5
WL ANI_GOTO,#cont
SUBR hrt_4_pin_anim
.word ANI_SETMODE,MODE_UNINT|MODE_NOAUTOFLIP|MODE_OVERLAP
.word ANI_ZEROVELS
.word ANI_SETSPEED,100h
#cont
; ticks,range max,hiX,hiZ,hiYvel,tgt,Xoff,Yoff,Zoff
LEAPATOPP 29,999,80h,50h,90000h,TGT_CHEST,0,57,-15
WL 3,H3PN5A+FR1
WL 4,H3PN5A+FR2
WL 4,H3PN5A+FR3
.word ANI_OFFSET,0,48,0 ;x,y,z
WL 18,H3PN5A+FR4
; .word ANI_WAITHITGND
.word ANI_ATTACK_ON_Z, AMODE_STOMP,-40,-8,0,76,20,30 ;mode,x,y,z,w,h,d
.word ANI_ZEROVELS
WL 5,H3PN5A+FR7
WL ANI_CODE,DO_CROWD_CHEER
.word ANI_ATTACK_OFF
WL ANI_CODE,HIT_THE_MAT
.word ANI_BOUNCE,4
WL 4,H3PN5A+FR8
.word ANI_WAITHITGND
WL ANI_CODE,SMALL_BOUNCE
WL 4,H3PN5A+FR8
.ref win_announce
WL ANI_CODE,win_announce
.word ANI_OFFSET,0,0,0 ;x,y,z
WL 40,H3PN5A+FR8
;???? IS THIS WHERE IT GOES ?
.word ANI_LOOP
;Do another ground hit on opponent
.ref grnd_hit
WL ANI_CODE,grnd_hit
WL ANI_SET_YVEL,42000h
WLW ANI_SET_ZVEL,22000h,AM_ABS
WL 3,H3GU4A+FR6
WL 3,H3GU4A+FR7
WL 3,H3GU4A+FR8
WL 3,H3GU4A+FR9
WL 3,H3GU4A+FR10
.word ANI_WAITHITGND
.word ANI_ZEROVELS
WL 5,H4SL4C+FR1
WL 5,H4SL4C+FR2
WL 5,H4SL4C+FR3
WL 5,H4SL4C+FR4
WL 5,H4SL4C+FR5
WL 5,H4SL4C+FR6
WL 5,H4SL4C+FR5
WL 5,H4SL4C+FR4
WL 5,H4SL4C+FR7
WL 5,H4SL4C+FR8
WL 5,H4SL4C+FR9
WL 5,H4SL4C+FR8
WL 5,H4SL4C+FR7
WL 5,H4SL4C+FR4
WL 5,H4SL4C+FR5
WL 5,H4SL4C+FR6
WL 5,H4SL4C+FR5
WL 5,H4SL4C+FR4
WL 5,H4SL4C+FR7
WL 5,H4SL4C+FR8
WL 5,H4SL4C+FR9
WL 5,H4SL4C+FR8
WL 5,H4SL4C+FR7
WL 5,H4SL4C+FR4
WL 5,H4SL4C+FR5
WL 5,H4SL4C+FR6
WL 5,H4SL4C+FR5
WL 5,H4SL4C+FR4
WL 5,H4SL4C+FR7
WL 5,H4SL4C+FR8
WL 5,H4SL4C+FR9
WL 5,H4SL4C+FR8
WL 5,H4SL4C+FR7
WL 5,H4SL4C+FR4
WL 5,H4SL4C+FR5
WL 5,H4SL4C+FR6
WL 5,H4SL4C+FR5
WL 5,H4SL4C+FR4
WL 5,H4SL4C+FR7
WL 1000,H4SL4C+FR3
; WL 5,H4SL4C+FR2
; WL 1000,H4SL4C+FR1
.word ANI_FACEDOWN
.word ANI_SETMODE,MODE_NORMAL
.word ANI_END
******************************************************************************
* END