wwf-wrestlemania/BACKUP/LEXSEQ2.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: 7/15/94
*
* COPYRIGHT (C) 1992 WILLIAMS ELECTRONICS GAMES, INC.
*
**************************************************************
.file "lexseq2.asm"
.title "Lex Luger animation sequences"
.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 "leximg.h"
.include "takerimg.h" ;<-- temp!
.include "damage.equ"
******************************************************************************
* EXTERNAL REFERENCES
.REF DO_CROWD_CHEER
.ref SET_DIR_FACE,no_bk_xvel,start_run_anim,CALL_MISSES
.ref ckzpos,ck_dizzy
.ref check_xvel
******************************************************************************
* SYMBOLS DEFINED IN THIS FILE
******************************************************************************
* EQUATES FOR THIS FILE
#*****************************************************************************
*
* #2 BLOCK & HITBLOCK
SUBR lex_2_block_anim
.word ANI_SETMODE,MODE_UNINT+MODE_NOAUTOFLIP
.word ANI_FRICTION,3000h
WLW ANI_SET_ZVEL,0,AM_ABS
.word ANI_SETSPEED,100h
.word ANI_SETFACING ;ANI_XFLIP <- not primary anim
.word ANI_SET_WRESTLER_XFLIP
;Rotate toward opponent if needed!
.word ANI_SETPLYRMODE,MODE_BLOCK
WL 4,L2BK3A+FR1
WL 4,L2BK3A+FR2
WL 10,L2BK3A+FR5
#2block
.word ANI_SETMODE,MODE_NOAUTOFLIP
WL 1,L2BK3A+FR5
.word ANI_ZERO_XZVELS
.word ANI_WAITRELEASE,PLAYER_BLOCK_BIT
.word ANI_SETPLYRMODE,MODE_NORMAL
.word ANI_SETMODE,MODE_UNINT+MODE_NOAUTOFLIP
WL 4,L2BK3A+FR2
WL 4,L2BK3A+FR1
.word ANI_SETMODE,MODE_NORMAL
.word ANI_END
SUBR lex_2_hitblock_anim
.word ANI_SETMODE,MODE_UNINT+MODE_NOAUTOFLIP
WL 4,L2BK3B+FR2
WL 4,L2BK3B+FR1
WL ANI_GOTO,#2block
#************
*
* #4 BLOCK & HITBLOCK
SUBR lex_4_block_anim
.word ANI_SETMODE,MODE_UNINT+MODE_NOAUTOFLIP
.word ANI_FRICTION,3000h
WLW ANI_SET_ZVEL,0,AM_ABS
.word ANI_SETSPEED,100h
.word ANI_SETFACING ;ANI_XFLIP <- not primary anim
.word ANI_SET_WRESTLER_XFLIP
;Rotate toward opponent if needed!
.word ANI_SETPLYRMODE,MODE_BLOCK
WL 4,L4BK3B+FR1
WL 4,L4BK3B+FR3
WL 10,L4BK3B+FR5
#4block
.word ANI_SETMODE,MODE_NOAUTOFLIP
WL 1,L4BK3B+FR5
.word ANI_ZERO_XZVELS
.word ANI_WAITRELEASE,PLAYER_BLOCK_BIT
.word ANI_SETPLYRMODE,MODE_NORMAL
.word ANI_SETMODE,MODE_UNINT+MODE_NOAUTOFLIP
WL 4,L4BK3B+FR3
WL 4,L4BK3B+FR1
.word ANI_SETMODE,MODE_NORMAL
.word ANI_END
SUBR lex_4_hitblock_anim
.word ANI_SETMODE,MODE_UNINT+MODE_NOAUTOFLIP
WL 4,L4BK3C+FR2
WL 4,L4BK3C+FR1
WL ANI_GOTO,#4block
#*****************************************************************************
*
* #2 NORMAL PUNCH
SUBR lex_2_punch_anim
.word ANI_SETMODE,MODE_UNINT+MODE_NOAUTOFLIP
.word ANI_SETSPEED,100h
.word ANI_ZEROVELS
WL 3,L2PU2B+FR1
WWL ANI_IFBUTTONS,PLAYER_PUNCH_VAL|PLAYER_KICK_VAL,start_run_anim
.word ANI_STARTATTACK,AT_PUNCH,6
WL 3,L2PU2B+FR2
WL 3,L2PU2B+FR3
.word ANI_ATTACK_ON, AMODE_PUNCH,20,81,54,19 ;mode,x,y,w,h
WL 3,L2PU2B+FR4
.word ANI_ATTACK_OFF
WWL ANI_SLIDE_BACK,30h,-30000h,#no_hit
WL ANI_SET_YVEL,30000h
WL 3,L2PU2B+FR4
#no_hit
WL 3,L2PU2B+FR5
WL 3,L2PU2B+FR6
WL 3,L2PU2B+FR7
WL 2,L2PU2B+FR8
WL 2,L2PU2B+FR9
.word ANI_SETMODE,MODE_NORMAL
.word ANI_END
#************
*
* #4 NORMAL PUNCH
SUBR lex_4_punch_anim
.word ANI_SETMODE,MODE_UNINT+MODE_NOAUTOFLIP
.word ANI_SETSPEED,100h
.word ANI_ZEROVELS
WL 3,L4PU3B+FR1
WWL ANI_IFBUTTONS,PLAYER_PUNCH_VAL|PLAYER_KICK_VAL,start_run_anim
.word ANI_STARTATTACK,AT_PUNCH,6
WL 3,L4PU3B+FR2
WL 3,L4PU3B+FR3
.word ANI_ATTACK_ON, AMODE_PUNCH,20,81,54,19 ;mode,x,y,w,h
WL 3,L4PU3B+FR4
.word ANI_ATTACK_OFF
WWL ANI_SLIDE_BACK,30h,-30000h,#no_hit2
WL ANI_SET_YVEL,30000h
WL 3,L4PU3B+FR4
#no_hit2
WL 3,L4PU3B+FR5
WL 3,L4PU3B+FR6
WL 3,L4PU3B+FR7
WL 2,L4PU3B+FR8
WL 2,L4PU3B+FR9
.word ANI_SETMODE,MODE_NORMAL
.word ANI_END
;#*****************************************************************************
;*
;* #2 TURBO PUNCH
;
;; SUBR lex_2_turbopunch_anim
;
; .word ANI_SETMODE,MODE_UNINT+MODE_NOAUTOFLIP
; .word ANI_SETSPEED,100h
; .word ANI_ZEROVELS
;
; .word ANI_SETMODE,MODE_NORMAL
; .word ANI_END
;
;#************
;*
;* #4 TURBO PUNCH
;
; SUBR lex_2_turbopunch_anim
; SUBR lex_4_turbopunch_anim
;
; .word ANI_SETMODE,MODE_UNINT+MODE_NOAUTOFLIP
; .word ANI_SETSPEED,100h
; .word ANI_ZEROVELS
;
; WL 5,L4BZ3C+FR1
; WL 5,L4BZ3C+FR2
; WL 5,L4BZ3C+FR3
;
; ; ticks,range max,hiX,hiZ,hiYvel,tgt,Xoff,Yoff,Zoff
; LEAPATOPP 15-1,999,80,20,90000h,TGT_HEAD,77,0,10
; WL ANI_SET_YVEL,0
;
; WL 5,L4BZ3C+FR4
; WL 5,L4BZ3C+FR5
; WL 5,L4BZ3C+FR6
;
; .word ANI_ZERO_XZVELS
;
; WL 15,L4BZ3C+FR6
;
; WL 5,L4BZ3C+FR7
; WL 5,L4BZ3C+FR8
; WL 5,L4BZ3C+FR9
; WL 5,L4BZ3C+FR10
;
; .word ANI_SETMODE,MODE_NORMAL
; .word ANI_END
#*****************************************************************************
*
* #2 PUSH
SUBR lex_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
.word ANI_STARTATTACK,AT_PUSH,9
WL 3,L2PS3A+FR2
WL 3,L2PS3A+FR3
WL 3,L2PS3A+FR4
.word ANI_ATTACK_ON, AMODE_PUSH,41,77,61,20 ;mode,x,y,w,h
WL 3,L2PS3A+FR6
.word ANI_ATTACK_OFF
; WL ANI_IFNOTSTATUS,#missed
; WL ANI_IFBLOCKED,#missedb ;Yes, I hit blocker
WWL ANI_SLIDE_BACK,40h,-60000h,#no_hit ;range,vel,addr
WL 15,L2PS3A+FR6
#no_hit
WL 3,L2PS3A+FR6
WL 3,L2PS3A+FR7
WL 3,L2PS3A+FR8
.word ANI_SETMODE,MODE_NORMAL
.word ANI_END
#************
*
* #4 PUSH
SUBR lex_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,9
WL 3,L4PS3A+FR1
WL 3,L4PS3A+FR2
WL 3,L4PS3A+FR3
.word ANI_ATTACK_ON, AMODE_PUSH,41,77,61,20 ;mode,x,y,w,h
WL 3,L4PS3A+FR4
.word ANI_ATTACK_OFF
WWL ANI_SLIDE_BACK,40h,-60000h,#no_hit ;range,vel,addr
WL 15,L4PS3A+FR4
#no_hit
WL 4,L4PS3A+FR4
WL 3,L4PS3A+FR3
WL 3,L4PS3A+FR2
WL 3,L4PS3A+FR1
.word ANI_SETMODE,MODE_NORMAL
.word ANI_END
******************************************************************************
*
* #4 LOSE BALANCE
SUBR lex_4_losebal_anim
.word ANI_SETMODE,MODE_UNINT+MODE_NOAUTOFLIP
.word ANI_ZEROVELS
.word ANI_FRICTION,3000h
.word ANI_SETSPEED,100h
WLW ANI_SET_XVEL,-50000h,AM_HIT_REL
WL 4,L3PB3A+FR3
WL 4,L3PB3A+FR4
WL 4,L3PB3A+FR5
WL 4,L3PB3A+FR6
WL 4,L3PB3A+FR7
WL 4,L3PB3A+FR8
WL 4,L3PB3A+FR9
.word ANI_FACE,MOVE_RIGHT|MOVE_DOWN
.word ANI_SETMODE,MODE_NORMAL
.word ANI_END
#*****************************************************************************
*
* #2 PUNCH FALLEN OPPONENT
SUBR lex_2_ground_punch_anim
.word ANI_SETMODE,MODE_UNINT|MODE_NOAUTOFLIP|MODE_OVERLAP
.word ANI_SETPLYRMODE,MODE_NORMAL
.word ANI_SETSPEED,100h
.word ANI_ZEROVELS
WL 3,L2PT2B+FR1
WWL ANI_IFBUTTONS,PLAYER_PUNCH_VAL|PLAYER_KICK_VAL,start_run_anim
.word ANI_STARTATTACK,AT_LBDROP,11
WL 3,L2PT2B+FR2
;if we're going to miss, do a leapat
.word ANI_ATTACK_ON_Z,AMODE_HITCHECK,-4,-6,-40,37,36,50
WL 1,L2PT2B+FR2
.word ANI_ATTACK_OFF
WL ANI_IFNOTSTATUS,#leapat_stomp
WL ANI_SET_YVEL,20000h
WL 3,L2PT2B+FR3
WL 3,L2PT2B+FR4
WL 1,L2PT2B+FR5
.word ANI_WAITHITGND
.word ANI_ZEROVELS
WL 3,L2PT2B+FR6
WL 3,L2PT2B+FR7
.word ANI_ATTACK_ON_Z,AMODE_STOMP,-4,-6,-40,37,36,50
WL 1,L2PT2B+FR8
.word ANI_ATTACK_OFF
WL ANI_IFSTATUS,#hit
WL ANI_GOTO,#missed
#leapat_stomp
;too far. leap at the chest.
.word ANI_TARGET,TGT_CHEST,TGT_KNEES,ATM_CLOSEST
; ticks,range max,hiX,hiZ,hiYvel,tgt,Xoff,Yoff,Zoff
LEAPATOPP 16,999,112,96,90000h,TGT_USER,13,0,-40
WL ANI_CODE,no_bk_xvel
.word ANI_STARTATTACK,AT_LBDROP,16
WL 3,L2PT2B+FR3
WL 3,L2PT2B+FR4
WL 1,L2PT2B+FR5
.word ANI_WAITHITGND
.word ANI_ZEROVELS
WL 2,L2PT2B+FR6
WL 2,L2PT2B+FR7
.word ANI_ATTACK_ON_Z,AMODE_STOMP,-4,-6,-40,37,36,50
WL 1,L2PT2B+FR8
.word ANI_ATTACK_OFF
WL ANI_IFSTATUS,#hit
WL ANI_GOTO,#missed
#hit
.word ANI_SHAKER,18
.word ANI_SHAKEALL,1
WL 7,L2PT2B+FR8
WL 3,L2PT2B+FR9
WL 3,L2PT2B+FR10
WL 3,L2PT2B+FR11
.word ANI_SETMODE,MODE_NORMAL
.word ANI_END
#missed
WL ANI_CODE,CALL_MISSES
WL 7,L2PT2B+FR8
WL 3,L2PT2B+FR9
WL 3,L2PT2B+FR10
WL 3,L2PT2B+FR11
.word ANI_SETMODE,MODE_NORMAL
.word ANI_END
#*****************************************************************************
*
* #4 PUNCH FALLEN OPPONENT
SUBR lex_4_ground_punch_anim
.word ANI_SETMODE,MODE_UNINT|MODE_NOAUTOFLIP|MODE_OVERLAP
.word ANI_SETPLYRMODE,MODE_NORMAL
.word ANI_SETSPEED,100h
.word ANI_ZEROVELS
WL 3,L4PT4B+FR1
WWL ANI_IFBUTTONS,PLAYER_PUNCH_VAL|PLAYER_KICK_VAL,start_run_anim
.word ANI_STARTATTACK,AT_STOMP,18
WL 3,L4PT4B+FR2
WL 2,L4PT4B+FR3
;if we're going to miss, do a leapat
.word ANI_ATTACK_ON_Z,AMODE_HITCHECK,-3,-1,-10,29,28,50
WL 1,L4PT4B+FR3
.word ANI_ATTACK_OFF
WL ANI_IFNOTSTATUS,#leapat_stomp
WL ANI_SET_YVEL,20000h
WL 3,L4PT4B+FR4
WL 3,L4PT4B+FR5
.word ANI_WAITHITGND ;just in case OFFSET left us in air
WL 3,L4PT4B+FR6
WL 3,L4PT4B+FR7
.word ANI_ATTACK_ON_Z,AMODE_STOMP,-3,-1,-10,29,28,50
WL 1,L4PT4B+FR8
.word ANI_ATTACK_OFF
WL ANI_IFSTATUS,#hit
WL ANI_GOTO,#missed
#leapat_stomp
.word ANI_TARGET,TGT_CHEST,TGT_GROIN,ATM_CLOSEST
; ticks,range max,hiX,hiZ,hiYvel,tgt,Xoff,Yoff,Zoff
LEAPATOPP 16,999,112,96,90000h,TGT_USER,15,0,50
WL ANI_CODE,no_bk_xvel
.word ANI_STARTATTACK,AT_STOMP,16
WL 3,L4PT4B+FR4
WL 3,L4PT4B+FR5
.word ANI_WAITHITGND
.word ANI_ZEROVELS
WL 2,L4PT4B+FR6
WL 2,L4PT4B+FR7
.word ANI_ATTACK_ON_Z,AMODE_STOMP,-3,-1,-10,29,28,50
WL 1,L4PT4B+FR8
.word ANI_ATTACK_OFF
WL ANI_IFSTATUS,#hit
WL ANI_GOTO,#missed
#hit
.word ANI_SHAKER,18
.word ANI_SHAKEALL,1
WL 7,L4PT4B+FR8
WL 4,L4PT4B+FR9
WL 4,L4PT4B+FR10
WL 4,L4PT4B+FR11
.word ANI_SETMODE,MODE_NORMAL
.word ANI_END
#missed
WL ANI_CODE,CALL_MISSES
WL 7,L4PT4B+FR8
WL 4,L4PT4B+FR9
WL 4,L4PT4B+FR10
WL 4,L4PT4B+FR11
.word ANI_SETMODE,MODE_NORMAL
.word ANI_END
#*****************************************************************************
*
* #2 HEADBUTT
SUBR lex_2_butt_anim
.word ANI_SETMODE,MODE_UNINT+MODE_NOAUTOFLIP ;uninterruptable
.word ANI_ZEROVELS
.word ANI_SETSPEED,100h
WL 3,L2BC3E+FR2
WWL ANI_IFBUTTONS,PLAYER_PUNCH_VAL|PLAYER_KICK_VAL,start_run_anim
.word ANI_STARTATTACK,AT_HDBUTT,6
WL 3,L2BC3E+FR3
WL 3,L2BC3E+FR4
.word ANI_ATTACK_ON, AMODE_HDBUTT,8,85,30,18 ;mode,x,y,w,h
WL 3,L2BC3E+FR5
.word ANI_ATTACK_OFF
WL 3,L2BC3E+FR5
WL 3,L2BC3E+FR6
.word ANI_SETMODE,MODE_NORMAL
.word ANI_END
#************
*
* #4 HEADBUTT
SUBR lex_4_butt_anim
.word ANI_SETMODE,MODE_UNINT+MODE_NOAUTOFLIP ;uninterruptable
.word ANI_ZEROVELS
.word ANI_SETSPEED,100h
WL 3,L4BC3D+FR1
WWL ANI_IFBUTTONS,PLAYER_PUNCH_VAL|PLAYER_KICK_VAL,start_run_anim
.word ANI_STARTATTACK,AT_HDBUTT,6
WL 3,L4BC3D+FR3
WL 3,L4BC3D+FR4
.word ANI_ATTACK_ON, AMODE_HDBUTT,8,85,30,18 ;mode,x,y,w,h
WL 3,L4BC3D+FR5
.word ANI_ATTACK_OFF
WL 3,L4BC3D+FR5
WL 3,L4BC3D+FR6
.word ANI_SETMODE,MODE_NORMAL
.word ANI_END
#*****************************************************************************
*
* #2 KICK
SUBR lex_2_kick_anim
.word ANI_SETMODE,MODE_UNINT+MODE_NOAUTOFLIP ;uninterruptable
.word ANI_ZEROVELS
.word ANI_SETSPEED,100h
WL 2,L2KM3A+FR1
WL 1,L2KM3A+FR2
WWL ANI_IFBUTTONS,PLAYER_PUNCH_VAL|PLAYER_KICK_VAL,start_run_anim
.word ANI_STARTATTACK,AT_KICK,6
WL 2,L2KM3A+FR2
WL 2,L2KM3A+FR3
WL 2,L2KM3A+FR4
.word ANI_ATTACK_ON, AMODE_KICK,27,59,68,20 ;mode,x,y,w,h
WL 3,L2KM3A+FR5
.word ANI_ATTACK_OFF
WWL ANI_SLIDE_BACK,30h,-40000h,#no_hit
WL ANI_SET_YVEL,30000h
WL 3,L2KM3A+FR5
#no_hit
WL 3,L2KM3A+FR5
WL 2,L2KM3A+FR6
WL 2,L2KM3A+FR7
WL 3,L2KM3A+FR8
WL 3,L2KM3A+FR9
.word ANI_SETMODE,MODE_NORMAL
.word ANI_END
#************
*
* #4 KICK
SUBR lex_4_kick_anim
.word ANI_SETMODE,MODE_UNINT+MODE_NOAUTOFLIP ;uninterruptable
.word ANI_ZEROVELS
WL 2,L4KM3B+FR1
WL 1,L4KM3B+FR2
WWL ANI_IFBUTTONS,PLAYER_PUNCH_VAL|PLAYER_KICK_VAL,start_run_anim
.word ANI_STARTATTACK,AT_KICK,6
WL 2,L4KM3B+FR2
WL 2,L4KM3B+FR3
WL 2,L4KM3B+FR4
.word ANI_ATTACK_ON, AMODE_KICK,27,59,68,20 ;mode,x,y,w,h
WL 3,L4KM3B+FR5
.word ANI_ATTACK_OFF
WWL ANI_SLIDE_BACK,30h,-40000h,#no_hit2
WL ANI_SET_YVEL,30000h
WL 3,L4KM3B+FR5
#no_hit2
WL 3,L4KM3B+FR5
WL 2,L4KM3B+FR6
WL 2,L4KM3B+FR7
WL 3,L4KM3B+FR8
WL 3,L4KM3B+FR9
.word ANI_SETMODE,MODE_NORMAL
.word ANI_END
#*****************************************************************************
*
* #3 FLYING KICK (FLYING ELBOW)
SUBR lex_flying_kick_anim
.word ANI_SETMODE,MODE_UNINT+MODE_NOAUTOFLIP ;uninterruptable
.word ANI_SETPLYRMODE,MODE_NORMAL
.word ANI_SETSPEED,100h
.word ANI_ZEROVELS
WL 3,L3DC3B+FR1
WL 3,L3DC3B+FR2
WL 3,L3DC3B+FR3
WLW ANI_SET_XVEL,50000h,AM_FACE_REL
WL ANI_SET_YVEL,60000h
.word ANI_OFFSET,24,44,0 ;x,y,z
WL 8,L3DC3B+FR5
WL 4,L3DC3B+FR6
.word ANI_WAITHITGND
.word ANI_ZEROVELS
WL 10,L3DC3B+FR7
.word ANI_SETMODE,MODE_NORMAL
.word ANI_SETPLYRMODE,MODE_NORMAL
.word ANI_END
#*****************************************************************************
*
* #2 STOMP ON FALLEN OPPONENT
SUBR lex_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,L2MP2A+FR1
WWL ANI_IFBUTTONS,PLAYER_PUNCH_VAL|PLAYER_KICK_VAL,start_run_anim
WL 3,L2MP2A+FR2
;if we're going to miss, do a leapat
.word ANI_ATTACK_ON_Z,AMODE_HITCHECK,7,-2,-40,23,32,50
WL 1,L2MP2A+FR2
.word ANI_ATTACK_OFF
WL ANI_IFNOTSTATUS,#leapat_stomp
.word ANI_STARTATTACK,AT_STOMP,12
WL 4,L2MP2A+FR3
WL 4,L2MP2A+FR5
WL 4,L2MP2A+FR6
.word ANI_ATTACK_ON_Z,AMODE_STOMP,3,-6,-40,31,40,50
WL 3,L2MP2A+FR7
.word ANI_ATTACK_OFF
WL ANI_IFSTATUS,#hit
WL ANI_CODE,CALL_MISSES
#hit
WL 3,L2MP2A+FR8
WL 3,L2MP2A+FR10
.word ANI_SETMODE,MODE_NORMAL
.word ANI_END
#leapat_stomp
.word ANI_TARGET,TGT_GROIN,TGT_CHEST,ATM_CLOSEST
;too far. leap at the chest.
; ticks,range max,hiX,hiZ,hiYvel,tgt,Xoff,Yoff,Zoff
LEAPATOPP 14,999,112,96,90000h,TGT_USER,17,0,-50
WL ANI_CODE,no_bk_xvel
.word ANI_STARTATTACK,AT_STOMP,14
WL 3,L2MP2A+FR3
WL 3,L2MP2A+FR5
.word ANI_WAITHITGND
.word ANI_ZEROVELS
WL 2,L2MP2A+FR6
.word ANI_ATTACK_ON_Z,AMODE_STOMP,3,-6,-40,31,40,50
WL 3,L2MP2A+FR7
.word ANI_ATTACK_OFF
WL ANI_IFSTATUS,#leapat_hit
WL ANI_CODE,CALL_MISSES
#leapat_hit
WL 3,L2MP2A+FR8
WL 3,L2MP2A+FR10
.word ANI_SETMODE,MODE_NORMAL
.word ANI_END
#*****************************************************************************
*
* #4 STOMP ON FALLEN OPPONENT
SUBR lex_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 3,L4MP3A+FR2
WWL ANI_IFBUTTONS,PLAYER_PUNCH_VAL|PLAYER_KICK_VAL,start_run_anim
;if we're going to miss, do a leapat
.word ANI_ATTACK_ON_Z,AMODE_HITCHECK,1,-9,-10,31,30,50
WL 1,L4MP3A+FR2
.word ANI_ATTACK_OFF
WL ANI_IFNOTSTATUS,#leapat_stomp
.word ANI_STARTATTACK,AT_STOMP,14
WL 4,L4MP3A+FR3
WL 4,L4MP3A+FR4
WL 4,L4MP3A+FR5
WL 2,L4MP3A+FR6
.word ANI_ATTACK_ON_Z,AMODE_STOMP,-3,-13,-10,39,38,50
WL 4,L4MP3A+FR7
.word ANI_ATTACK_OFF
WL ANI_IFSTATUS,#hit
WL ANI_CODE,CALL_MISSES
#hit
WL 4,L4MP3A+FR9
WL 4,L4MP3A+FR10
.word ANI_SETMODE,MODE_NORMAL
.word ANI_END
#leapat_stomp
.word ANI_TARGET,TGT_KNEES,TGT_CHEST,ATM_CLOSEST
;too far. leap at the chest.
; ticks,range max,hiX,hiZ,hiYvel,tgt,Xoff,Yoff,Zoff
LEAPATOPP 14,999,112,96,90000h,TGT_USER,13,0,50
WL ANI_CODE,no_bk_xvel
.word ANI_STARTATTACK,AT_STOMP,14
WL 3,L4MP3A+FR3
WL 3,L4MP3A+FR4
WL 3,L4MP3A+FR5
.word ANI_WAITHITGND
.word ANI_ZEROVELS
WL 2,L4MP3A+FR6
.word ANI_ATTACK_ON_Z,AMODE_STOMP,-3,-13,-10,39,38,50
WL 4,L4MP3A+FR7
.word ANI_ATTACK_OFF
WL ANI_IFSTATUS,#leapat_hit
WL ANI_CODE,CALL_MISSES
#leapat_hit
WL 4,L4MP3A+FR9
WL 4,L4MP3A+FR10
.word ANI_SETMODE,MODE_NORMAL
.word ANI_END
#*****************************************************************************
*
* #3 FLYING GROUND-PUNCH
#yoff equ 25
SUBR lex_flying_ground_punch_anim
.word ANI_SETMODE,MODE_UNINT|MODE_NOAUTOFLIP|MODE_OVERLAP
.word ANI_SETSPEED,100h
WL 3,L3PJ3F+FR1
.word ANI_TARGET,TGT_CHEST,TGT_GROIN,ATM_FARTHEST
; ticks,range max,hiX,hiZ,hiYvel,tgt,Xoff,Yoff,Zoff
LEAPATOPP 25,200,150,90,90000h,TGT_USER,56,#yoff,50
.word ANI_SETPLYRMODE,MODE_INAIR
WL ANI_CODE,no_bk_xvel
.word ANI_STARTATTACK,AT_BUTTSTOMP,25
.word ANI_OFFSET,0,#yoff,0
WL 3,L3PJ3F+FR3
WL 3,L3PJ3F+FR4
WL 3,L3PJ3F+FR5
WL 4,L3PJ3F+FR6
.word ANI_WAITHITGND
.word ANI_ZEROVELS
WL 2,L3PJ3F+FR7
.word ANI_ATTACK_ON_Z,AMODE_BUTTSTOMP,5,-11,-10,50,34,70
WL 1,L3PJ3F+FR9
.word ANI_ATTACK_OFF
.word ANI_SHAKER,30
.word ANI_SHAKEALL,1
WL ANI_CODE,HIT_THE_MAT
.word ANI_SETPLYRMODE,MODE_ONGROUND
WL 7,L3PJ3F+FR9
.word ANI_WAITHITGND
.word ANI_ZEROVELS
WL 4,L3PJ3F+FR10
WL 4,L3GU4B+FR8
WL 4,L3GU4B+FR9
WL 4,L3GU4B+FR10
.word ANI_ZEROVELS
WL ANI_CODE,SMALL_BOUNCE
.word ANI_FACEDOWN
.word ANI_SETMODE,MODE_NORMAL
.word ANI_SETPLYRMODE,MODE_NORMAL
.word ANI_END
#*****************************************************************************
*
* BUTT-KICKIN' TWO-FISTED OVERHEAD PUNCH TURNBUCKLE LEAP ATTACK SEQUENCE
#yoff equ 25
SUBR lex_buckle_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,L3PJ3F+FR1
; ticks,range max,hiX,hiZ,hiYvel,tgt,Xoff,Yoff,Zoff
LEAPATOPP 31,190,190,190,90000h,TGT_GROIN,25,11+#yoff,50
.word ANI_SETPLYRMODE,MODE_INAIR2
.word ANI_GRAVITY_ON
.word ANI_SHAKECORNER
.word ANI_STARTATTACK,AT_BSTOMP,31
;Check x vel to make sure we aren't going to land on ropes!
WL ANI_CODE,check_xvel
.word ANI_OFFSET,0,#yoff,0
WL 3,L3PJ3F+FR3
WL 3,L3PJ3F+FR4
WL 3,L3PJ3F+FR5
;attack box dimensions (that means size) depends on opp mode
.word ANI_ATTACK_ON_Z,AMODE_BSTOMP,-2,12,-10,31,76,70
WWL ANI_IFOPPMODE,MODE_ONGROUND,#opp_onground
.word ANI_ATTACK_ON_Z,AMODE_BSTOMP,3,70,-10,39,27,70
#opp_onground
WL 1,L3PJ3F+FR6
.word ANI_WAITHITGND
.word ANI_ZEROVELS
.word ANI_ATTACK_OFF
WL 2,L3PJ3F+FR7
WL 4,L3PJ3F+FR9
.word ANI_SHAKER,30
.word ANI_SHAKEALL,1
WL ANI_CODE,HIT_THE_MAT
.word ANI_SETPLYRMODE,MODE_ONGROUND
WL ANI_IFSTATUS,#hit
;missed
WL ANI_CODE,CALL_MISSES
.word ANI_BOUNCE,5
#hit
WL 7,L3PJ3F+FR9
.word ANI_WAITHITGND
.word ANI_ZEROVELS
WL 4,L3PJ3F+FR10
WL 4,L3GU4B+FR8
WL 4,L3GU4B+FR9
WL 4,L3GU4B+FR10
.word ANI_ZEROVELS
WL ANI_CODE,SMALL_BOUNCE
.word ANI_FACEDOWN
.word ANI_SETMODE,MODE_NORMAL
.word ANI_SETPLYRMODE,MODE_NORMAL
.word ANI_END
#*****************************************************************************
*
* #2 KNEE
SUBR lex_2_knee_anim
.word ANI_SETMODE,MODE_UNINT+MODE_NOAUTOFLIP ;uninterruptable
.word ANI_ZEROVELS
.word ANI_SETSPEED,100h
WL 3,L2NM3A+FR1
WWL ANI_IFBUTTONS,PLAYER_PUNCH_VAL|PLAYER_KICK_VAL,start_run_anim
WL 3,L2NM3A+FR2
WL 3,L2NM3A+FR3
WL 3,L2NM3A+FR4
WL 3,L2NM3A+FR5
WL 3,L2NM3A+FR6
WL 3,L2NM3A+FR7
.word ANI_SETMODE,MODE_NORMAL
.word ANI_END
#************
*
* #4 KNEE
SUBR lex_4_knee_anim
.word ANI_SETMODE,MODE_UNINT+MODE_NOAUTOFLIP ;uninterruptable
.word ANI_ZEROVELS
.word ANI_SETSPEED,100h
WL 3,L4NM3B+FR1
WWL ANI_IFBUTTONS,PLAYER_PUNCH_VAL|PLAYER_KICK_VAL,start_run_anim
WL 3,L4NM3B+FR2
WL 3,L4NM3B+FR3
WL 3,L4NM3B+FR4
WL 3,L4NM3B+FR5
WL 3,L4NM3B+FR6
WL 3,L4NM3B+FR7
.word ANI_SETMODE,MODE_NORMAL
.word ANI_END
#*****************************************************************************
*
* GRAB & FLING OPPONENT (INTO A RUN)
SUBR lex_2_grabfling_anim
.word ANI_SETMODE,MODE_UNINT+MODE_NOAUTOFLIP ;uninterruptable
.word ANI_ZEROVELS
.word ANI_SETSPEED,100h
.word ANI_STARTATTACK,AT_PUPPET,14
WL 3,L1TT5A+FR4
WL 3,L1TT5A+FR5
WL ANI_GOTO,#cont
SUBR lex_4_grabfling_anim
.word ANI_SETMODE,MODE_UNINT+MODE_NOAUTOFLIP ;uninterruptable
.word ANI_ZEROVELS
.word ANI_SETSPEED,100h
#cont
.word ANI_STARTATTACK,AT_PUPPET,8
; ticks,range max,hiX,hiZ,hiYvel,tgt,Xoff,Yoff,Zoff
LEAPATOPP 8,40,40,40,90000h,TGT_CHEST,40,0,25
WL ANI_SET_YVEL,0000h
WL 4,L4GF3B+FR1
.word ANI_ATTACK_ON, AMODE_PUPPET,33,56,54,18 ;mode,x,y,w,h
WWL ANI_WAITHITOPP,4,L4GF3B+FR2
; WL 4,L4GF3B+FR2
.word ANI_ZERO_XZVELS
WWL ANI_WAITHITOPP,4,L4GF3B+FR3
; WL 4,L4GF3B+FR3
.word ANI_ATTACK_OFF
WL ANI_IFNOTSTATUS,#missed
WL ANI_IFBLOCKED,#missedb ;Yes, I hit blocker
;got him
.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_SUPERSLAVE2,10,L4GF3B+FR3,#puppet_tbl,0
WWLLW ANI_SUPERSLAVE2,6,L4GF3B+FR4,#puppet_tbl,1
WWLLW ANI_SUPERSLAVE2,4,L4GF3B+FR5,#puppet_tbl,2
WWLLW ANI_SUPERSLAVE2,4,L4GF3B+FR6,#puppet_tbl,3
WWLLW ANI_SUPERSLAVE2,4,L4GF3B+FR7,#puppet_tbl,4
WWLLW ANI_SUPERSLAVE2,4,L4GF3B+FR8,#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 16,L4GF3B+FR8
.word ANI_OFFSET,-3,0,0 ;x,y,z
.word ANI_SETFACING
.word ANI_SETMODE,MODE_NORMAL
.word ANI_END
#missedb
WL 25,L4GF3B+FR3
#missed
WL ANI_CODE,CALL_MISSES
WL 8,L4GF3B+FR3
WL 4,L4GF3B+FR2
WL 4,L4GF3B+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
.ref H4YR3A,H3RN3A
.ref R4YR3A,R3RN3D
.ref U4YR3B,U3RN3A
.ref Y4YR3A,Y3RN3C
.ref S4YR3A,S3RN3A
.ref B4YR3A,B3RN3A
.ref L4YR3B,L3RN3B
.ref D4YR3B,D3RN3B
#Bret
LWWW H4YR3A+FR1,56,8,1
LWWW H4YR3A+FR2,48,9,1
LWWW H4YR3A+FR3,40,4,1
LWWW H4YR3A+FR5,19,4,1
LWWW H3RN3A+FR1,-4,-5,0
LWWW H3RN3A+FR2,-21,-5,0
#Razor
LWWW R4YR3A+FR1,36,20,0
LWWW R4YR3A+FR2,22,22,0
LWWW R4YR3A+FR3,2,6,0
LWWW R4YR3A+FR4,-15,4,0
LWWW R3RN3D+FR10,-15,4,0
LWWW R3RN3D+FR11,-21,7,0
#Taker
LWWW U4YR3B+FR2,42,19,0
LWWW U4YR3B+FR3,43,16,0
LWWW U4YR3B+FR4,22,17,0
LWWW U4YR3B+FR5,5,13,0
LWWW U3RN3A+FR2,-14,5,0
LWWW U3RN3A+FR2,-36,4,0
#Yokozuna
LWWW Y4YR3A+FR1,56,15,1
LWWW Y4YR3A+FR4,30,17,1
LWWW Y4YR3A+FR5,16,11,1
LWWW Y4YR3A+FR7,-26,-4,1
LWWW Y3RN3C+FR7,8,4,0
LWWW Y3RN3C+FR8,7,2,0
#Shawn
LWWW S4YR3A+FR2,50,5,1
LWWW S4YR3A+FR3,61,-4,1
LWWW S4YR3A+FR5,15,3,1
LWWW S4YR3A+FR6,-12,-1,1
LWWW S3RN3A+FR1,-3,-5,0
LWWW S3RN3A+FR2,-32,-6,0
#BamBam
LWWW B4YR3A+FR3,33,13,0
LWWW B4YR3A+FR4,43,8,0
LWWW B4YR3A+FR5,41,4,0
LWWW B4YR3A+FR7,-6,-2,0
LWWW B3RN3A+FR1,10,5,0
LWWW B3RN3A+FR2,-8,6,0
#Doink
LWWW D4YR3B+FR1,69,16,1
LWWW D4YR3B+FR2,58,20,1
LWWW D4YR3B+FR3,39,14,1
LWWW D4YR3B+FR4,16,12,1
LWWW D3RN3B+FR3,5,9,0
LWWW D3RN3B+FR4,-16,8,0
#Adam
.long 0
#Lex
LWWW L4YR3B+FR1,63,16,1
LWWW L4YR3B+FR2,43,9,1
LWWW L4YR3B+FR3,18,7,1
LWWW L4YR3B+FR4,-25,0,1
LWWW L3RN3B+FR2,-8,7,0
LWWW L3RN3B+FR3,-14,1,0
#strt_run_tbl
.ref 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
.long start_run_flung,start_run_flung,start_run_flung
#*****************************************************************************
*
* #2 HEAD HIT
SUBR lex_2_head_hit_anim
.word ANI_SETMODE,MODE_UNINT+MODE_NOAUTOFLIP ;uninterruptable
.word ANI_ZEROVELS
.word ANI_SETSPEED,100h
.word ANI_DEBRIS,150,3,-21,100,0 ;%chance, tbl index, x,y,z off
WL 3,L2AH2A+FR3
WL 3,L2AH2A+FR4
WL 3,L2AH2A+FR5
WL 3,L2AH2A+FR6
WL 3,L2AH2A+FR7
.word ANI_SETMODE,MODE_NORMAL
.word ANI_END
;From spin kick
SUBR lex_2_head_hit3_anim
.word ANI_SETMODE,MODE_UNINT+MODE_NOAUTOFLIP ;uninterruptable
.word ANI_ZEROVELS
.word ANI_SETSPEED,100h
WLW ANI_SET_XVEL,-28000h,AM_HIT_REL
WLW ANI_SET_ZVEL,20000h,AM_HIT_REL
WL ANI_SET_YVEL,40000h
WL 3,L2AH2A+FR3
.word ANI_DEBRIS,300,2,-23,102,0 ;%chance, tbl index, x,y,z off
WL 4,L2AH2A+FR4
WL 4,L2AH2A+FR5
.word ANI_WAITHITGND
.word ANI_ZEROVELS
WL 4,L2AH2A+FR6
WL 4,L2AH2A+FR7
.word ANI_SETMODE,MODE_NORMAL
.word ANI_END
#************
*
* #4 HEAD HIT
SUBR lex_4_head_hit_anim
.word ANI_SETMODE,MODE_UNINT+MODE_NOAUTOFLIP ;uninterruptable
.word ANI_ZEROVELS
.word ANI_SETSPEED,100h
WL 3,L4AH4A+FR1
.word ANI_DEBRIS,150,3,-21,100,0 ;%chance, tbl index, x,y,z off
WL 3,L4AH4A+FR2
WL 3,L4AH4A+FR3
WL 3,L4AH4A+FR4
WL 3,L4AH4A+FR5
WL 3,L4AH4A+FR6
WL 3,L4AH4A+FR7
.word ANI_SETMODE,MODE_NORMAL
.word ANI_END
;From spin kick
SUBR lex_4_head_hit3_anim
.word ANI_SETMODE,MODE_UNINT+MODE_NOAUTOFLIP ;uninterruptable
.word ANI_ZEROVELS
.word ANI_SETSPEED,100h
WLW ANI_SET_XVEL,-28000h,AM_HIT_REL
WLW ANI_SET_ZVEL,-20000h,AM_ABS
WL ANI_SET_YVEL,40000h
WL 3,L4AH4A+FR1
WL 3,L4AH4A+FR2
WL 3,L4AH4A+FR3
.word ANI_WAITHITGND
.word ANI_ZEROVELS
WL 3,L4AH4A+FR4
WL 3,L4AH4A+FR5
WL 3,L4AH4A+FR6
WL 3,L4AH4A+FR7
.word ANI_FACEDOWN
.word ANI_SETPLYRMODE,MODE_NORMAL
.word ANI_SETMODE,MODE_NORMAL
.word ANI_END
SUBR lex_4_head_hit4_anim
;From earslap
.word ANI_SETMODE,MODE_UNINT+MODE_NOAUTOFLIP ;uninterruptable
.word ANI_ZEROVELS
.word ANI_SETSPEED,100h
WL ANI_SET_YVEL,40000h
WL 4,L4AH4A+FR3
WL 4,L4AH4A+FR4
WL 4,L4AH4A+FR5
WL 4,L4AH4A+FR6
WL 4,L4AH4A+FR7
.word ANI_FACEDOWN
.word ANI_SETPLYRMODE,MODE_NORMAL
.word ANI_SETMODE,MODE_NORMAL
.word ANI_END
******************************************************************************
*
* #2 RUNNING BOUNCE OFF OF OPPONENT
SUBR lex_2_bncoff_anim
.word ANI_SETMODE,MODE_UNINT+MODE_NOAUTOFLIP ;uninterruptable
.word ANI_SETSPEED,100h
.word ANI_FRICTION,3000h
WL 3,L2AH2A+FR3
WL 15,L2AH2A+FR4
WL 4,L2AH2A+FR5
.word ANI_SETMODE,MODE_NORMAL
.word ANI_END
* #4 RUNNING BOUNCE OFF OF OPPONENT
SUBR lex_4_bncoff_anim
.word ANI_SETMODE,MODE_UNINT+MODE_NOAUTOFLIP ;uninterruptable
.word ANI_SETSPEED,100h
.word ANI_FRICTION,3000h
WL 3,L4AH4A+FR1
WL 3,L4AH4A+FR2
WL 14,L4AH4A+FR3
WL 2,L4AH4A+FR4
.word ANI_SETMODE,MODE_NORMAL
.word ANI_END
* #4 RUNNING BOUNCE OFF OF OPPONENT
;Bounce off but stay dizzy!
SUBR lex_4_bncoff_dizzy_anim
.word ANI_SETMODE,MODE_UNINT+MODE_NOAUTOFLIP ;uninterruptable
.word ANI_SETSPEED,100h
.word ANI_FRICTION,3000h
.word ANI_SETPLYRMODE,MODE_DIZZY
WL 3,L4AH4A+FR1
WL 3,L4AH4A+FR2
WL 14,L4AH4A+FR3
WL 2,L4AH4A+FR4
; .word ANI_SETPLYRMODE,MODE_DIZZY
WL ANI_CHANGEANIM,lex_dizzy_anim
.word ANI_END
#*****************************************************************************
*
* #2 HEAD HIT2 (HANDS ON FACE)
SUBR lex_2_head_hit2_anim
.word ANI_SETMODE,MODE_UNINT+MODE_NOAUTOFLIP ;uninterruptable
.word ANI_ZEROVELS
.word ANI_SETSPEED,100h
WLW ANI_SET_XVEL,-40000h,AM_HIT_REL
WL ANI_SET_YVEL,30000h
.word ANI_FRICTION,3000h
WL 3,L2AE2A+FR1
WL 3,L2AE2A+FR2
WL 3,L2AE2A+FR3
WL 3,L2AE2A+FR4
WL 3,L2AE2A+FR5
WL 3,L2AE2A+FR6
WL 3,L2AE2A+FR7
WL 3,L2AE2A+FR8
.word ANI_FACEUP
.word ANI_SETMODE,MODE_NORMAL
.word ANI_END
#************
*
* #4 HEAD HIT2 (HANDS ON FACE)
SUBR lex_4_head_hit2_anim
.word ANI_SETMODE,MODE_UNINT+MODE_NOAUTOFLIP ;uninterruptable
.word ANI_ZEROVELS
.word ANI_SETSPEED,100h
WLW ANI_SET_XVEL,-40000h,AM_HIT_REL
WL ANI_SET_YVEL,30000h
.word ANI_FRICTION,3000h
WL 4,L4AE4A+FR1
WL 4,L4AE4A+FR2
WL 4,L4AE4A+FR3
WL 4,L4AE4A+FR4
WL 4,L4AE4A+FR5
.word ANI_FACEDOWN
.word ANI_SETMODE,MODE_NORMAL
.word ANI_END
#*****************************************************************************
*
* HEAD HIT2 (ENDS IN DIZZY)
SUBR lex_head_hit_dizzy_anim
.word ANI_SETMODE,MODE_UNINT+MODE_NOAUTOFLIP ;uninterruptable
.word ANI_ZEROVELS
.word ANI_SETSPEED,100h
WLW ANI_SET_XVEL,-40000h,AM_HIT_REL
WL ANI_SET_YVEL,20000h
.word ANI_FRICTION,3000h
.word ANI_SETPLYRMODE,MODE_DIZZY
WL 4,L4AE4A+FR1
WL 4,L4AE4A+FR2
WL 4,L4AE4A+FR3
WL 4,L4AE4A+FR4
WL 4,L4AE4A+FR5
.word ANI_FACEDOWN
; .word ANI_SETPLYRMODE,MODE_DIZZY
WL ANI_CHANGEANIM,lex_dizzy_anim
.word ANI_END
#*****************************************************************************
*
* #2 BODY HIT
SUBR lex_2_body_hit_anim
.word ANI_SETMODE,MODE_UNINT+MODE_NOAUTOFLIP ;uninterruptable
.word ANI_ZEROVELS
.word ANI_SETSPEED,100h
WL ANI_SET_YVEL,48000h
WLW ANI_SET_XVEL,-30000h,AM_HIT_REL
WL 3,L2AM2B+FR2
.word ANI_DEBRIS,100,0,6,72,0 ;%chance, tbl index, x,y,z off
WL 3,L2AM2B+FR3
WL 3,L2AM2B+FR4
WL 3,L2AM2B+FR5
WL 3,L2AM2B+FR6
WL 3,L2AM2B+FR7
.word ANI_WAITHITGND
.word ANI_ZEROVELS
WL 3,L2AM2B+FR8
.word ANI_FACEUP
.word ANI_SETMODE,MODE_NORMAL
.word ANI_END
SUBR lex_2_knee_hit_anim
.word ANI_SETMODE,MODE_UNINT+MODE_NOAUTOFLIP ;uninterruptable
.word ANI_ZEROVELS
.word ANI_SETSPEED,100h
WL ANI_SET_YVEL,78000h
WLW ANI_SET_XVEL,-30000h,AM_HIT_REL
WLW ANI_SET_ZVEL,4000h,AM_ABS
WL 3,L2AM2B+FR2
.word ANI_DEBRIS,100,0,6,72,0 ;%chance, tbl index, x,y,z off
WL 3,L2AM2B+FR3
WL 3,L2AM2B+FR4
WL 3,L2AM2B+FR5
WL 3,L2AM2B+FR6
WL 3,L2AM2B+FR7
.word ANI_WAITHITGND
.word ANI_ZEROVELS
WL 3,L2AM2B+FR8
.word ANI_FACEUP
.word ANI_SETMODE,MODE_NORMAL
.word ANI_END
#************
*
* #4 BODY HIT
SUBR lex_4_body_hit_anim
.word ANI_SETMODE,MODE_UNINT+MODE_NOAUTOFLIP ;uninterruptable
.word ANI_ZEROVELS
.word ANI_SETSPEED,100h
WL ANI_SET_YVEL,48000h
WLW ANI_SET_XVEL,-30000h,AM_HIT_REL
WL 3,L4AM4B+FR2
.word ANI_DEBRIS,100,0,6,72,0 ;%chance, tbl index, x,y,z off
WL 3,L4AM4B+FR3
WL 3,L4AM4B+FR4
WL 3,L4AM4B+FR5
WL 3,L4AM4B+FR6
WL 3,L4AM4B+FR7
.word ANI_WAITHITGND
.word ANI_ZEROVELS
WL 3,L4AM4B+FR8
.word ANI_FACEDOWN
.word ANI_SETMODE,MODE_NORMAL
.word ANI_END
SUBR lex_4_body_hit_dizzy_anim
.word ANI_SETMODE,MODE_UNINT+MODE_NOAUTOFLIP ;uninterruptable
.word ANI_ZEROVELS
.word ANI_SETSPEED,100h
WL ANI_SET_YVEL,48000h
WLW ANI_SET_XVEL,-30000h,AM_HIT_REL
.word ANI_SETPLYRMODE,MODE_DIZZY
WL 3,L4AM4B+FR2
.word ANI_DEBRIS,100,0,6,72,0 ;%chance, tbl index, x,y,z off
WL 3,L4AM4B+FR3
WL 3,L4AM4B+FR4
WL 3,L4AM4B+FR5
WL 3,L4AM4B+FR6
WL 3,L4AM4B+FR7
.word ANI_WAITHITGND
.word ANI_ZEROVELS
WL 3,L4AM4B+FR8
.word ANI_FACEDOWN
; .word ANI_SETPLYRMODE,MODE_DIZZY
WL ANI_CHANGEANIM,lex_dizzy_anim
.word ANI_END
SUBR lex_4_knee_hit_anim
.word ANI_SETMODE,MODE_UNINT+MODE_NOAUTOFLIP ;uninterruptable
.word ANI_ZEROVELS
.word ANI_SETSPEED,100h
WL ANI_SET_YVEL,78000h
WLW ANI_SET_XVEL,-30000h,AM_HIT_REL
WLW ANI_SET_ZVEL,-4000h,AM_ABS
WL 3,L4AM4B+FR2
.word ANI_DEBRIS,100,0,6,72,0 ;%chance, tbl index, x,y,z off
WL 3,L4AM4B+FR3
WL 3,L4AM4B+FR4
WL 3,L4AM4B+FR5
WL 3,L4AM4B+FR6
WL 3,L4AM4B+FR7
.word ANI_WAITHITGND
.word ANI_ZEROVELS
WL 3,L4AM4B+FR8
.word ANI_FACEDOWN
.word ANI_SETMODE,MODE_NORMAL
.word ANI_END
SUBR lex_quick_knee_hit_anim
.word ANI_SETMODE,MODE_UNINT+MODE_NOAUTOFLIP ;uninterruptable
.word ANI_SETSPEED,100h
WL 3,L4AM4B+FR2
WL 3,L4AM4B+FR3
WL 3,L4AM4B+FR4
WL 3,L4AM4B+FR5
WL 3,L4AM4B+FR6
WL 3,L4AM4B+FR7
WL 3,L4AM4B+FR8
.word ANI_WAITHITGND
.ref am_I_dead
WL ANI_CODE,am_I_dead
;If I'm dead, goto fall back
WL ANI_IFNOTSTATUS,#nodead
WL ANI_CHANGEANIM,lex_fall_back_anim
.word ANI_END
#nodead
.ref lex_3_head_held_anim
WL ANI_CHANGEANIM,lex_3_head_held_anim
.word ANI_END
SUBR lex_4_knee_hit_dizzy_anim
.word ANI_SETMODE,MODE_UNINT+MODE_NOAUTOFLIP ;uninterruptable
.word ANI_ZEROVELS
.word ANI_SETSPEED,100h
WL ANI_SET_YVEL,78000h
WLW ANI_SET_XVEL,-30000h,AM_HIT_REL
WLW ANI_SET_ZVEL,-4000h,AM_ABS
.word ANI_SETPLYRMODE,MODE_DIZZY
WL 4,L4AM4B+FR2
WL 4,L4AM4B+FR3
WL 4,L4AM4B+FR4
WL 4,L4AM4B+FR5
WL 4,L4AM4B+FR6
WL 4,L4AM4B+FR7
.word ANI_WAITHITGND
.word ANI_ZEROVELS
WL 4,L4AM4B+FR8
.word ANI_FACEDOWN
; .word ANI_SETPLYRMODE,MODE_DIZZY
WL ANI_CHANGEANIM,lex_dizzy_anim
.word ANI_END
#*****************************************************************************
*
* HITS ON GROUND
SUBR lex_hitonground_anim
.word ANI_SETMODE,MODE_UNINT+MODE_NOAUTOFLIP
.word ANI_ZEROVELS
.word ANI_SETPLYRMODE,MODE_ONGROUND
.word ANI_SETSPEED,100h
WL 1,L3CP3X+FR2
WL ANI_SET_YVEL,39000h
.word ANI_DEBRIS,50,1,0,8,0 ;%chance, tbl index, x,y,z off
WL 2,L3CP3X+FR2
WL 3,L3CP3X+FR3
WL 3,L3CP3X+FR4
WL 3,L3CP3X+FR5
WL 3,L3CP3X+FR6
.word ANI_WAITHITGND
WL ANI_CODE,HIT_THE_MAT
.word ANI_ZEROVELS
WL 3,L3CP3X+FR7
WL 3,L3CP3X+FR1
.word ANI_WAITROLL
WL ANI_CHANGEANIM,lex_faceup_getup_anim
;MJT Start
#*****************************************************************************
*
* FALL BACK
SUBR lex_fall_back_anim
.word ANI_SETMODE,MODE_UNINT+MODE_NOAUTOFLIP+MODE_OVERLAP|MODE_NOCOLLIS
.word ANI_ZEROVELS
.word ANI_SETSPEED,100h
WL ANI_SET_YVEL,70000h
WL ANI_CODE,ckzpos
WWL ANI_SETLONG,DEBRIS_X,[102,13] ;Y,X of head
WL 4,L3UC3A+FR1
WWL ANI_SETLONG,DEBRIS_X,[107,-2] ;Y,X of head
WL 4,L3UC3A+FR2
;Need more frames here to make smoother!
.word ANI_OFFSET,0,47,0 ;x,y,z
WWL ANI_SETLONG,DEBRIS_X,[39,-50] ;Y,X of head
WL 4,L3UC3A+FR3
WWL ANI_SETLONG,DEBRIS_X,[28,-54] ;Y,X of head
WL 4,L3UC3A+FR4
WWL ANI_SETLONG,DEBRIS_X,[13,-59] ;Y,X of head
WL 4,L3UC3A+FR5
.word ANI_WAITHITGND
.word ANI_SETPLYRMODE,MODE_ONGROUND
.word ANI_SETMODE,MODE_UNINT+MODE_NOAUTOFLIP
.word ANI_DEBRIS,100,1,0,8,0 ;%chance, tbl index, x,y,z off
WL ANI_CODE,HIT_THE_MAT
.word ANI_SHAKEALL,1
.word ANI_SHAKER,35
.word ANI_FRICTION,3000h
WWL ANI_SETLONG,DEBRIS_X,0 ;Y,X of head
.word ANI_XFLIP
WL 2,L3CP3X+FR2
.word ANI_BOUNCE,5
WL ANI_CHANGEANIM,lex_hitonground_anim
#*****************************************************************************
*
* FALL BACK
;FIX!! Add roll over onto neck!
SUBR lex_fall_back2_anim
.word ANI_SETMODE,MODE_UNINT|MODE_NOAUTOFLIP
.word ANI_ZEROVELS
.word ANI_SETSPEED,100h
WL ANI_SET_YVEL,10000h
WL ANI_CODE,ckzpos
; WL 4,L3UC3A+FR1
WL 4,L3UC3A+FR2
;Need more frames here to make smoother!
.word ANI_OFFSET,0,47,0 ;x,y,z
WL 4,L3UC3A+FR3
WL 4,L3UC3A+FR4
WL 4,L3UC3A+FR5
.word ANI_WAITHITGND
.word ANI_DEBRIS,300,1,0,8,0 ;%chance, tbl index, x,y,z off
WL ANI_CODE,HIT_THE_MAT
.word ANI_SHAKEALL,1
.word ANI_SHAKER,35
.word ANI_FRICTION,3000h
.word ANI_XFLIP
WL 2,L3CP3X+FR2
.word ANI_BOUNCE,5
WL ANI_CHANGEANIM,lex_hitonground_anim
#*****************************************************************************
*
* FALL FROM TURNBUCKLE
SUBR lex_fall_back_tbukl_anim
.word ANI_SETMODE,MODE_UNINT|MODE_NOAUTOFLIP|MODE_NOCONFINE
.word ANI_SETSPEED,100h
WL 4,L3UC3A+FR1
WL 4,L3UC3A+FR2
.word ANI_OFFSET,0,47,0 ;x,y,z
WL 4,L3UC3A+FR3
WL 4,L3UC3A+FR4
WL 4,L3UC3A+FR5
.word ANI_WAITHITGND
.word ANI_ZEROVELS
.word ANI_DAMAGE,D_HITCONCRETE
.word ANI_DEBRIS,300,1,0,8,0 ;%chance, tbl index, x,y,z off
WL ANI_CODE,HIT_THE_MAT
.word ANI_SHAKEALL,1
.word ANI_SHAKER,35
; .word ANI_FRICTION,3000h
.word ANI_XFLIP
WL 2,L3CP3X+FR2
; .word ANI_BOUNCE,5
WL ANI_CHANGEANIM,lex_hitonground_anim
#*****************************************************************************
*
* THROWN FROM RING (shn_bslm, shn_frnk)
SUBR lex_flyout_anim
.word ANI_SETMODE,MODE_UNINT|MODE_NOAUTOFLIP|MODE_NOCONFINE
.word ANI_SETPLYRMODE,MODE_INAIR
.word ANI_SETSPEED,100h
WL 8,L3FH3A+FR4
WL 8,L3FH3A+FR5
WL 1,L3FH3A+FR6
.word ANI_WAITHITGND
.word ANI_ZEROVELS
.word ANI_SOUND,0C2h ;plywood crash #3
.word ANI_SHAKEALL,2
.word ANI_SHAKER,60
.word ANI_DAMAGE,D_HIPTOSS
.word ANI_SETWORD,DELAY_METER,0
.word ANI_GETUP,500
WL 3,L3UC3X+FR6
WL 3,L3UC3X+FR7
WL 3,L3UC3X+FR8
WL 3,L3UC3X+FR9
WL 3,L3UC3X+FR10
.word ANI_XFLIP
.word ANI_SETPLYRMODE,MODE_ONGROUND
.word ANI_WAITROLL
WL ANI_CHANGEANIM,lex_faceup_getup_anim
#*****************************************************************************
*
SUBR lex_faceup_getup_anim
.word ANI_SETMODE,MODE_UNINT|MODE_NOAUTOFLIP|MODE_NOCOLLIS
.word ANI_SETPLYRMODE,MODE_NORMAL
.word ANI_SETSPEED,100h
; WL 4,L3GU4A+FR1
; WL 4,L3GU4A+FR2
.ref choose_2or4
WL ANI_CODE,choose_2or4
WL ANI_IFSTATUS,#getup_in_4
;#getup_in_2
WL 4,L3GU2A+FR1
WL 4,L3GU2A+FR2
WL 4,L3GU2A+FR3
WL 4,L3GU2A+FR4
WL 4,L3GU2A+FR5
WL 4,L3GU2A+FR6
WL 4,L3GU2A+FR7
WL 4,L3GU2A+FR8
.word ANI_SETFACING ;ANI_XFLIP <- not primary anim
.word ANI_SET_WRESTLER_XFLIP
WL 4,L3GU2A+FR9
WL 4,L3GU2A+FR10
.word ANI_FACEUP
.word ANI_SETMODE,MODE_NORMAL
.word ANI_END
#getup_in_4
WL 4,L3GU4A+FR1
WL 4,L3GU4A+FR2
WL 4,L3GU4A+FR3
WL 4,L3GU4A+FR4
WL 4,L3GU4A+FR5
WL 4,L3GU4A+FR6
WL 4,L3GU4A+FR7
WL 4,L3GU4A+FR8
.word ANI_SETFACING ;ANI_XFLIP <- not primary anim
.word ANI_SET_WRESTLER_XFLIP
WL 4,L3GU4A+FR9
WL 4,L3GU4A+FR10
.word ANI_FACEDOWN
.word ANI_SETMODE,MODE_NORMAL
.word ANI_END
#*****************************************************************************
*
* DIZZY
SUBR lex_dizzy_anim
.word ANI_SETMODE,MODE_NOAUTOFLIP
.word ANI_ZEROVELS
.word ANI_SETSPEED,100h
.word ANI_START_DIZZY,0 ;0=Standing dizzy
.word ANI_FACE,MOVE_RIGHT|MOVE_DOWN
#loop
WL 8,L4TI4B+FR5
WL 8,L4TI4B+FR6
WL 8,L4TI4B+FR7
WL 8,L4TI4B+FR8
WL 8,L4TI4B+FR9
WL 8,L4TI4B+FR8
WL 8,L4TI4B+FR7
WL 8,L4TI4B+FR6
WL ANI_GOTO,#loop
#*****************************************************************************
SUBR lex_roll_frames
.word 7 ;speed
.long 50000h ;z velocity
.long 10000h*10/255 ;inv multiply (0-255 -> 0-11)
.long L3RL1A+FR11 ;0
.long L3RL1A+FR10 ;1
.long L3RL1A+FR9 ;2
.long L3RL1A+FR8 ;3
.long L3RL1A+FR7 ;4
.long L3RL1A+FR6 ;5
.long L3RL1A+FR5 ;6
.long L3RL1A+FR4 ;7
.long L3RL1A+FR3 ;8
.long L3RL1A+FR2 ;9
.long L3RL1A+FR1 ;10
.long 0,0,0,0,0,0
.ref HIT_THE_MAT,SMALL_BOUNCE
;FIX!! Make throw out of ring if close to ropes
#*****************************************************************************
*
* FLIP/FALL FROM HIPTOSS
SUBR lex_tossed_anim
.word ANI_SETMODE,MODE_UNINT|MODE_NOAUTOFLIP
.word ANI_SETSPEED,100h
; .word ANI_XFLIP
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
; .word ANI_OFFSET,0,0,0 ;x,y,z
WL 3,L3CP3X+FR2
WL 3,L3CP3X+FR3
WL 3,L3CP3X+FR4
WL 3,L3CP3X+FR5
.word ANI_WAITHITGND
WL ANI_CODE,SMALL_BOUNCE
.word ANI_ZEROVELS
WL 3,L3CP3X+FR6
WL 3,L3CP3X+FR7
WL 3,L3CP3X+FR1
.word ANI_WAITROLL
WL ANI_CHANGEANIM,lex_faceup_getup_anim
;FIX!! Make throw out of ring if close to ropes
#*****************************************************************************
*
* FLIP/FALL FROM BAM BAM DUCK TOSS
SUBR lex_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,L3FH3A+FR5
.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,L3FH3A+FR6
.word ANI_XFLIP
.word ANI_OFFSET,20,0,0 ;x,y,z
WL 3,L3CP3X+FR1
WLW ANI_SET_XVEL,20000h,AM_HIT_REL
WL ANI_SET_YVEL,50000h
WL 3,L3CP3X+FR2
WL 3,L3CP3X+FR3
WL 3,L3CP3X+FR4
WL 3,L3CP3X+FR5
.word ANI_WAITHITGND
WL ANI_CODE,SMALL_BOUNCE
.word ANI_ZEROVELS
WL 4,L3CP3X+FR6
WL 4,L3CP3X+FR7
WL 4,L3CP3X+FR1
.word ANI_WAITROLL
WL ANI_CHANGEANIM,lex_faceup_getup_anim
.word ANI_END
#*****************************************************************************
SUBR lex_climbthru_side_anim
.word ANI_SETMODE,MODE_UNINT+MODE_NOAUTOFLIP+MODE_NOCONFINE
.word ANI_SETSPEED,100h
.word ANI_ZEROVELS
.word ANI_OFFSET,16,0,0
WL 4,L4CR3B+FR1
.word ANI_BENDROPE,2
.word ANI_OFFSET,4,0,0 ;*****
WL 4,L4CR3B+FR2
.word ANI_OFFSET,4,0,0 ;*****
WL 4,L4CR3B+FR3
.word ANI_OFFSET,4,0,0 ;*****
WL 4,L4CR3B+FR4
.word ANI_ROPE_Z,R_TOP,RZ_HIGH
.word ANI_ROPE_Z,R_MIDDLE,RZ_HIGH
.word ANI_OFFSET,5,0,0 ;*****
WL 4,L4CR3B+FR5
.word ANI_OFFSET,4,0,0 ;*****
WL 4,L4CR3B+FR6
.word ANI_BENDROPE,2
.word ANI_ROPE_Z,R_BOTTOM,RZ_HIGH
.word ANI_OFFSET,6,0,0 ;*****
WL 4,L4CR3B+FR7
.word ANI_OFFSET,4,0,0 ;*****
WL 4,L4CR3B+FR8
.word ANI_OFFSET,9,0,0 ;*****
WL 4,L4CR3B+FR9
.word ANI_BENDROPE,-1
.word ANI_OFFSET,7,0,0 ;*****
WL 4,L4CR3B+FR10
.word ANI_OFFSET,8,-3,0
WL 4,L4CR3B+FR11
;now jump off...
WL 4,L4JD4A+FR1 ;D4FM4A+FR1
WL 4,L4JD4A+FR2
WL ANI_SET_YVEL,60000h
WLW ANI_SET_XVEL,30000h,AM_FACE_REL
WL 3,L4JD4A+FR3
.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 3,L4JD4A+FR4
WL 3,L4JD4A+FR6
WL 3,L4JD4A+FR7
WL 6,L4JD4A+FR8
.word ANI_FACEDOWN
.word ANI_SETMODE,MODE_NOCONFINE
.word ANI_END
#*****************************************************************************
SUBR lex_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,L4JD4A+FR1
WL 4,L4JD4A+FR2
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,L4JD4A+FR3
.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
WL 4,L4JD4A+FR4
WL 4,L4JD4A+FR6
WL 3,L4JD4A+FR7
WL 3,L4JD4A+FR8
WL ANI_CODE,#set_z
.word ANI_OFFSET,10,0,0 ;*****
;climb through
WL 3,L4CR3B+FR1
.word ANI_BENDROPE,0
.word ANI_OFFSET,4,0,0 ;*****
WL 3,L4CR3B+FR2
.word ANI_BENDROPE,2
.word ANI_OFFSET,4,0,0 ;*****
WL 3,L4CR3B+FR3
.word ANI_ROPE_Z,R_MIDDLE,RZ_NORM
.word ANI_ROPE_Z,R_BOTTOM,RZ_NORM
.word ANI_OFFSET,4,0,0 ;*****
WL 3,L4CR3B+FR4
.word ANI_OFFSET,6,0,0 ;*****
WL 3,L4CR3B+FR5
.word ANI_OFFSET,6,0,0 ;*****
WL 3,L4CR3B+FR6
.word ANI_OFFSET,6,0,0 ;*****
WL 3,L4CR3B+FR7
.word ANI_OFFSET,6,0,0 ;*****
WL 3,L4CR3B+FR8
.word ANI_BENDROPE,3
.word ANI_OFFSET,6,0,0 ;*****
WL 3,L4CR3B+FR9
.word ANI_OFFSET,5,0,0 ;*****
WL 3,L4CR3B+FR10
.word ANI_BENDROPE,-1
.word ANI_OFFSET,5,-3,0
WL 3,L4CR3B+FR11
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 lex_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 ANI_IFSTATUS,#dir4
;Facing #2, spin first!
WL 3,L1TT5A+FR2
WL 3,L1TT5A+FR4
#dir4
WL 3,L3GU4A+FR10
WL 3,L3GU4A+FR9
WL 3,L3GU4A+FR8
WL 3,L3GU4A+FR7
WL 3,L3GU4A+FR6
WL 3,L3GU4A+FR5
WL 3,L3GU4A+FR4
WL 3,L3GU4A+FR2
WL 3,L3GU4A+FR1
;roll over once
WLW ANI_SET_ZVEL,90000h,AM_ABS
WL 3,L3RL1A+FR11
WL 3,L3RL1A+FR10
WL 3,L3RL1A+FR9
WL 3,L3RL1A+FR8
WL 3,L3RL1A+FR7
WL 3,L3RL1A+FR6
WL 3,L3RL1A+FR5
.word ANI_SETMODE,MODE_UNINT+MODE_NOAUTOFLIP+MODE_NOCONFINE+MODE_OVERLAP+MODE_NOSHADOW
;climb through
WL ANI_CODE,NOT_IN_RING
.word ANI_OFFSET,0,-37h,0 ;x,y,z
WL 3,L2PJ3C+FR5
WL 3,L2PJ3C+FR3
WL 3,L2PJ3C+FR2
.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)
#faceup
rets
NOT_IN_RING
MOVK 1,A0
MOVE A0,*A13(INRING)
RETS
#*****************************************************************************
SUBR lex_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
WL 3,L2PJ3C+FR2
WL 3,L2PJ3C+FR3
WL 3,L2PJ3C+FR5
.word ANI_OFFSET,0,37h,-60
;roll
WLW ANI_SET_ZVEL,-70000h,AM_ABS
.word ANI_FRICTION,3000h
WL 3,L3RL1A+FR6
WL 3,L3RL1A+FR7
WL 3,L3RL1A+FR8
WL 3,L3RL1A+FR9
WL 3,L3RL1A+FR10
WL 3,L3RL1A+FR11
.word ANI_ZEROVELS
.word ANI_GRAVITY_ON
;get up
WL 3,L3GU4A+FR1
WL 3,L3GU4A+FR2
WL 3,L3GU4A+FR3
WL 3,L3GU4A+FR4
WL 3,L3GU4A+FR5
WL 3,L3GU4A+FR6
WL 3,L3GU4A+FR7
WL 3,L3GU4A+FR8
WL 3,L3GU4A+FR9
WL 3,L3GU4A+FR10
WL ANI_CODE,clr_climb
.word ANI_FACEDOWN
.word ANI_ZEROVELS
.word ANI_SETMODE,MODE_NOCONFINE
.word ANI_END
#*****************************************************************************
SUBR lex_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
WL 3,L1TT5A+FR2
WL 3,L1TT5A+FR4
#dir4
WL 3,L3GU4A+FR10
WL 3,L3GU4A+FR9
WL 3,L3GU4A+FR8
WL 3,L3GU4A+FR7
WL 3,L3GU4A+FR6
WL 3,L3GU4A+FR5
WL 3,L3GU4A+FR4
WL 3,L3GU4A+FR3
WL 3,L3GU4A+FR2
WL 3,L3GU4A+FR1
;roll over once
WL ANI_CODE,#set_zvel2
WL 3,L3RL1A+FR11
#cont
WL 3,L3RL1A+FR1
.word ANI_SETMODE,MODE_UNINT+MODE_NOAUTOFLIP+MODE_NOCONFINE+MODE_OVERLAP+MODE_NOSHADOW
WL 3,L3RL1A+FR2
WL 3,L3RL1A+FR3
WL 3,L3RL1A+FR4
;climb through
.word ANI_OFFSET,0,-61,0
.word ANI_ZEROVELS
WL 3,L3DC3B+FR3
WL 3,L3DC3B+FR2
WL 3,L3DC3B+FR1
.word ANI_ZERO_XZVELS
.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 lex_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,L3DC3B+FR1
WL 3,L3DC3B+FR2
WL 3,L3DC3B+FR3
.word ANI_OFFSET,0,61,0
;roll over
WL ANI_CODE,#set_zvel2
WL 3,L3RL1A+FR3
WL 3,L3RL1A+FR2
WL 3,L3RL1A+FR1
WL 3,L3RL1A+FR11
.word ANI_ZEROVELS
;get up
WL 3,L3GU4A+FR1
WL 3,L3GU4A+FR2
WL 3,L3GU4A+FR3
WL 3,L3GU4A+FR4
WL 3,L3GU4A+FR5
WL 3,L3GU4A+FR6
WL 3,L3GU4A+FR7
WL 3,L3GU4A+FR8
WL 3,L3GU4A+FR9
WL 3,L3GU4A+FR10
WL ANI_CODE,clr_climb
.word ANI_SETMODE,MODE_NOCONFINE
.word ANI_END
#set_zvel2
movi 52000h,a0
move a0,*a13(OBJ_ZVEL),L
rets
#*****************************************************************************
*
SUBR lex_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,L3GU4A+FR10
WL 2,L3GU4A+FR7
WL 2,L3GU4A+FR5
WL ANI_SET_YVEL,39000h
WL 3,L3CP3X+FR2
WL 3,L3CP3X+FR3
WL 3,L3CP3X+FR4
WL 3,L3CP3X+FR5
WL 3,L3CP3X+FR6
WL 3,L3CP3X+FR7
WL 3,L3CP3X+FR1
;MJT Start
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,lex_faceup_getup_anim
;MJT Start 2
#****************************************************************************
*
* 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 lex_2_pin_anim
.word ANI_SETMODE,MODE_UNINT|MODE_NOAUTOFLIP|MODE_OVERLAP
.word ANI_ZEROVELS
.word ANI_SETSPEED,100h
;Rotate!
WL 2,L1TT5A+FR4
WL 2,L1TT5A+FR5
WL 2,L1TT5A+FR6
WL ANI_GOTO,#cont
SUBR lex_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 25,999,80h,50h,90000h,TGT_CHEST,0,57,-15
WL 3,L3PN5B+FR2
.word ANI_OFFSET,0,20,0 ;x,y,z
WL 19,L3PN5B+FR5
.word ANI_ATTACK_ON_Z, AMODE_STOMP,-40,-8,0,76,20,30 ;mode,x,y,z,w,h,d
.word ANI_ZEROVELS
WL 3,L3PN5B+FR9
WL 3,L3PN5B+FR8
WL ANI_CODE,DO_CROWD_CHEER
.word ANI_ATTACK_OFF
WL ANI_CODE,HIT_THE_MAT
.word ANI_BOUNCE,2
; WLW ANI_ATTCHIMAGE,D4PN5L+FR5,10 ;image, zoff (priority)
WL 3,L3PN5B+FR8
.word ANI_WAITHITGND
WL ANI_CODE,SMALL_BOUNCE
.word ANI_OFFSET,0,0,20 ;x,y,z
WL 3,L3PN5B+FR9
.ref win_announce
WL ANI_CODE,win_announce
; WLW ANI_ATTCHIMAGE,0,0 ;Turn it off
WL 40,L3PN5B+FR10
;MJT Start
.word ANI_LOOP
;MJT End
;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 4,L3PN5D+FR1
WL 4,L3PN5D+FR2
WL 4,L3PN5D+FR3
WL 4,L3PN5D+FR4
.word ANI_WAITHITGND
.word ANI_ZEROVELS
WL 4,L3PN5D+FR5
WL 4,L3PN5D+FR6
WL 5,L4FX5B+FR1
WL 5,L4FX5B+FR2
WL 5,L4FX5B+FR3
WL 5,L4FX5B+FR4
WL 5,L4FX5B+FR5
WL 5,L4FX5B+FR6
WL 5,L4FX5B+FR7
WL 5,L4FX5B+FR8
WL 5,L4FX5B+FR9
WL 5,L4FX5B+FR10
WL 5,L4FX5B+FR11
WL 5,L4FX5B+FR10
WL 5,L4FX5B+FR9
WL 5,L4FX5B+FR8
WL 5,L4FX5B+FR7
WL 5,L4FX5B+FR6
WL 5,L4FX5B+FR5
WL 5,L4FX5B+FR4
WL 5,L4FX5B+FR5
WL 5,L4FX5B+FR6
WL 5,L4FX5B+FR7
WL 5,L4FX5B+FR8
WL 5,L4FX5B+FR9
WL 5,L4FX5B+FR10
WL 5,L4FX5B+FR11
;MJT Start
#lp WL 4,L4FX5B+FR10
WL 4,L4FX5B+FR9
WL 4,L4FX5B+FR8
WL 4,L4FX5B+FR9
WL 4,L4FX5B+FR10
WL 4,L4FX5B+FR11
WL ANI_GOTO,#lp
.word ANI_FACEDOWN
.word ANI_SETMODE,MODE_NORMAL
.word ANI_END
******************************************************************************
;MJT End 2
.end