742 lines
16 KiB
NASM
742 lines
16 KiB
NASM
**************************************************************
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*
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* Software: Jamie Rivett
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* Initiated: 8/8/94
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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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.file "react5.asm"
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.title "wrester reactions to hits"
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.width 132
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.option b,d,l,t
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.mnolist
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.include "macros.h"
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.include "mproc.equ" ;Mproc equates
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.include "display.equ" ;Display proc equates
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.include "gsp.equ" ;Gsp asm equates
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.include "sys.equ"
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.include "game.equ"
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.include "plyr.equ"
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.include "anim.equ"
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.include "audit.equ"
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.include "sound.h"
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.include "ring.equ"
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.include "lifebar.h"
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******************************************************************************
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* EXTERNAL REFERENCES
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.ref change_anim1a
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.ref wres_collis_off
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;MJT Start
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; .ref inc_burnout
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;MJT End
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.ref block_hit
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.ref create_damage_points
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.ref slide_offscr
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.ref check_dizzy
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.ref wres_slave_anim
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.ref triple_sound,CALL_AVERAGE_MOVE
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.REF CALL_NASTY_MOVE
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******************************************************************************
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* EXTERNAL ANIM SEQUENCES
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;BAM BAM
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.ref bam_2_head_hit2_anim
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.ref bam_4_head_hit2_anim
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.ref bam_4_losebal_anim
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.ref bam_fall_back_anim
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.ref bam_get_buzz_anim
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;DOINK
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.ref dnk_2_bncoff_anim
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.ref dnk_4_bncoff_dizzy_anim
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.ref dnk_4_bncoff_anim
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.ref dnk_4_losebal_anim
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.ref dnk_4_losebal_dizzy_anim
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.ref dnk_get_buzz_anim
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.ref dnk_head_hit2_anim
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.ref dnk_head_hit_dizzy_anim
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.ref dnk_2_head_hit2_anim,dnk_4_head_hit2_anim
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.ref dnk_fall_back_anim
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;BRET
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.ref hrt_fall_back_anim,hrt_4_losebal_dizzy_anim
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.ref hrt_2_head_hit2_anim,hrt_4_head_hit2_anim
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.ref hrt_4_head_hit_dizzy_anim
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.ref hrt_get_buzz_anim,hrt_4_losebal_anim
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;LEX
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.ref lex_2_head_hit2_anim,lex_4_head_hit2_anim
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.ref lex_head_hit_dizzy_anim
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.ref lex_4_losebal_anim
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.ref lex_fall_back_anim
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.ref lex_get_buzz_anim
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;RAZOR
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.ref rzr_2_head_hit2_anim,rzr_4_head_hit2_anim
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.ref rzr_4_losebal_anim
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.ref rzr_fall_back_anim
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.ref rzr_get_buzz_anim
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;SHAWN
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.ref shn_4_head_hit_dizzy_anim
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.ref shn_2_head_hit3_anim,shn_4_head_hit3_anim
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.ref shn_fall_back_anim
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.ref shn_4_losebal_anim
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.ref shn_get_buzz_anim
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;TAKER
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.ref und_fall_back_anim
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.ref und_get_buzz_anim
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.ref und_2_head_hit2_anim,und_4_head_hit2_anim
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.ref und_head_hit_dizzy_anim
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.ref und_4_losebal_dizzy_anim
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.ref und_4_losebal_anim
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.ref und_4_bncoff_dizzy_anim
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.ref und_2_bncoff_anim,und_4_bncoff_anim
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;YOKO
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.ref yok_fall_back_anim
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.ref yok_get_buzz_anim
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.ref yok_4_losebal_anim
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******************************************************************************
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* SYMBOLS DEFINED IN THIS FILE
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******************************************************************************
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* EQUATES FOR THIS FILE
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#*****************************************************************************
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#*****************************************************************************
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;AMODE_RUN 20
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SUBR hit_run
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;Tell running wrestler to stop running, and push other guy out of the way.
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;Ignore most running collisions
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move *a13(OBJ_ZPOS),a0,L
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move *a10(OBJ_ZPOS),a1,L
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sub a0,a1
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abs a1
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srl 16,a1
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;FIXX!! Unless it is Yoko!
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move *a10(WRESTLERNUM),a0
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cmpi 3,a0
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jrnz #notyok
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;Yoko
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cmpi 15,a1 ;if yoko
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jrlt #cont
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#notyok
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cmpi 6,a1
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jrgt #isdead
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#cont
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move *a13(PLYRMODE),a1
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cmpi MODE_INAIR,a1
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jrz #isdead
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cmpi MODE_INAIR2,a1
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jrz #isdead
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cmpi MODE_BLOCK,a1
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jrnz #noblock
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move *a13(FACING_DIR),a0 ;check for hit
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move *a13(NEW_FACING_DIR),a1 ;from behind
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and a0,a1
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andi MOVE_LEFT|MOVE_RIGHT,a1
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jrz #noblock
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calla block_hit
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movi [3,0],a0
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move a0,*a13(OBJ_YVEL),L
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jruc #gotblk
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#noblock
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;If player is on ground, ignore running collisions!
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move *a13(PLYRMODE),a0
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cmpi MODE_ONGROUND,a0
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jrz #isdead
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GETLIFE
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jrz #isdead
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WRSNDX LBOWDROP_L1,LBOWDROP_L2
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SETMODE NORMAL
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FACETBL #losebal
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move *a10(WRESTLERNUM),a1
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cmpi 3,a1
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jrnz #notyok2
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;Yoko ran into me!
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.ref fall_back_tbl
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FACETBL fall_back_tbl
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calla change_anim1a
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movi [3,0],a2
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move *a10(OBJ_XPOSINT),a0
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move *a13(OBJ_XPOSINT),a1
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cmp a0,a1 ;offx - defx
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jrgt #fall_right ;attacker on left
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movi [-3,0],a2
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#fall_right
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move a2,*a13(OBJ_XVEL),L
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jruc #gotblk
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; move *a13(PLYR_DIZZY),a1
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; jrz #notdiz
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;;Guy is dizzy, need to stay in dizzy after losing balance
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; FACETBL #losebal_dizzy
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;
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;#notdiz
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#notyok2
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calla change_anim1a
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#gotblk
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calla wres_collis_off
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;This is what happens to running wrestler.
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movi [3,0],a0
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move a0,*a10(OBJ_YVEL),L
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movi MODE_NORMAL,a0
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move a0,*a10(PLYRMODE)
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move *a10(PLYR_DIZZY),a0
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jrz #notdiz0
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;Running guy is in dizzy mode, bounce off and stay dizzy!
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clr a0
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move a0,*a10(RUN_TIME)
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SWAP a10,a13
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FACETBL #bncoff_dizzy
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jruc #cnt
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#notdiz0
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move *a10(GETUP_TIME),a0
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jrz #noxfer
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move *a10(PLYRNUM),a0
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cmpi 2,a0
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jrge #noxfer
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;Drones do not have getup meters!
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PUSH a8,a9,a10
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;Cause getup meter to slide off screen.
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move *a10(METER_PROC),a0,L
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move *a0(PA8),a8,L
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move *a0(PA9),a9,L
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move *a0(PA10),a10,L
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movi GETUP_PID,a1
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movi slide_offscr,a7
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calla XFERPROC
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PULL a8,a9,a10
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#noxfer
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clr a0
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move a0,*a10(RUN_TIME)
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move a0,*a13(RUN_TIME)
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move a0,*a10(GETUP_TIME)
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SWAP a10,a13
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FACE24TBL #bncoff
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#cnt
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calla change_anim1a
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SWAP a10,a13
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movi [3,0],a2
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move *a10(OBJ_XPOSINT),a0
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move *a13(OBJ_XPOSINT),a1
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cmp a0,a1 ;offx - defx
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jrlt #right
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neg a2
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#right
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move a2,*a10(OBJ_XVEL),L
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#isdead
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calla wres_collis_off
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rets
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#losebal
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.long hrt_4_losebal_anim ;0 Bret Hart
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.long rzr_4_losebal_anim ;1 Razor Ramon
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.long und_4_losebal_anim ;2 Undertaker
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.long yok_4_losebal_anim ;3 Yokozuna
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.long shn_4_losebal_anim ;4 Shawn Michaels
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.long bam_4_losebal_anim ;5 Bam Bam
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.long dnk_4_losebal_anim ;6 Doink
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.long dnk_4_losebal_anim ;7 spare
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.long lex_4_losebal_anim ;8 Lex Luger
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.long dnk_4_losebal_anim ;9 Referee
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;Fix!!!
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;#losebal_dizzy
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; .long hrt_4_losebal_dizzy_anim ;0 Bret Hart
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; .long dnk_4_losebal_dizzy_anim ;1 Razor Ramon
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; .long und_4_losebal_dizzy_anim ;2 Undertaker
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; .long dnk_4_losebal_dizzy_anim ;3 Yokozuna
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; .long dnk_4_losebal_dizzy_anim ;4 Shawn Michaels
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; .long dnk_4_losebal_dizzy_anim ;5 Bam Bam
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; .long dnk_4_losebal_dizzy_anim ;6 Doink
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; .long dnk_4_losebal_dizzy_anim ;7 spare
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; .long dnk_4_losebal_dizzy_anim ;8 Lex Luger
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; .long dnk_4_losebal_dizzy_anim ;9 Referee
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#bncoff
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.ref rzr_2_bncoff_anim,rzr_4_bncoff_anim
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.ref hrt_2_bncoff_anim,hrt_4_bncoff_anim
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.ref bam_2_bncoff_anim,bam_4_bncoff_anim
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.ref yok_2_bncoff_anim,yok_4_bncoff_anim
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.ref shn_2_bncoff_anim,shn_4_bncoff_anim
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.ref lex_2_bncoff_anim,lex_4_bncoff_anim
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.ref und_2_bncoff_anim,und_4_bncoff_anim
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.long hrt_2_bncoff_anim,hrt_4_bncoff_anim ;0 Bret Hart
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.long rzr_2_bncoff_anim,rzr_4_bncoff_anim ;1 Razor Ramon
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.long und_2_bncoff_anim,und_4_bncoff_anim ;2 Undertaker
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.long yok_2_bncoff_anim,yok_4_bncoff_anim ;3 Yokozuna
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.long shn_2_bncoff_anim,shn_4_bncoff_anim ;4 Shawn Michaels
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.long bam_2_bncoff_anim,bam_4_bncoff_anim ;5 Bam Bam
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.long dnk_2_bncoff_anim,dnk_4_bncoff_anim ;6 Doink
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.long dnk_2_bncoff_anim,dnk_4_bncoff_anim ;7 spare
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.long lex_2_bncoff_anim,lex_4_bncoff_anim ;8 Lex Luger
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.long dnk_2_bncoff_anim,dnk_4_bncoff_anim ;9 Referee
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#bncoff_dizzy
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.ref rzr_4_bncoff_dizzy_anim
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.ref hrt_4_bncoff_dizzy_anim
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.ref bam_4_bncoff_dizzy_anim
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.ref yok_4_bncoff_dizzy_anim
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.ref shn_4_bncoff_dizzy_anim
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.ref und_4_bncoff_dizzy_anim
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.ref lex_4_bncoff_dizzy_anim
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.long hrt_4_bncoff_dizzy_anim ;0 Bret Hart
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.long rzr_4_bncoff_dizzy_anim ;1 Razor Ramon
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.long und_4_bncoff_dizzy_anim ;2 Undertaker
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.long yok_4_bncoff_dizzy_anim ;3 Yokozuna
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.long shn_4_bncoff_dizzy_anim ;4 Shawn Michaels
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.long bam_4_bncoff_dizzy_anim ;5 Bam Bam
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.long dnk_4_bncoff_dizzy_anim ;6 Doink
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.long dnk_4_bncoff_dizzy_anim ;7 spare
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.long lex_4_bncoff_dizzy_anim ;8 Lex Luger
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.long dnk_4_bncoff_dizzy_anim ;9 Referee
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#*****************************************************************************
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;AMODE_PUPPET 21
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SUBR hit_puppet
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move *a13(PLYRMODE),a1
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cmpi MODE_BLOCK,a1
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jrnz #noblock
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;Check for special head hold thru block
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; move *a10(ANIBASE),a0,L
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; .ref dnk_3_head_hold2_anim
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; cmpi dnk_3_head_hold2_anim,a0
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; jrz #noblock
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; .ref bam_3_head_hold2_anim
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; cmpi bam_3_head_hold2_anim,a0
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; jrz #noblock
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calla block_hit
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rets
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#noblock
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SETMODE PUPPET
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move a10,*a13(ATTACH_PROC),L ;proc attached to
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move a13,*a10(ATTACH_PROC),L
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movi wres_slave_anim,a0
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calla change_anim1a
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clr a0
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move a0,*a13(GETUP_TIME)
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calla wres_collis_off
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rets
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#*****************************************************************************
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;AMODE_PUPPET2 31
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SUBR hit_puppet2
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;A puppet mode for ignoring puppet move if getup time is zero
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;Used for hair pickup against a rolling/getting up opponent!
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move *a13(GETUP_TIME),a0
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jrz #out
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SETMODE PUPPET
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move a10,*a13(ATTACH_PROC),L ;proc attached to
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move a13,*a10(ATTACH_PROC),L
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movi wres_slave_anim,a0
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calla change_anim1a
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clr a0
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move a0,*a13(GETUP_TIME)
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calla wres_collis_off
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rets
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#out
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move *a10(ANIMODE),a1
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andni MODE_STATUS,a1
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move a1,*a10(ANIMODE)
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calla wres_collis_off
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rets
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#*****************************************************************************
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;AMODE_PUPPET 32
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SUBR hit_puppet3
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;This is a special attack mode which ignores blocking opponents!
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SETMODE PUPPET
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move a10,*a13(ATTACH_PROC),L ;proc attached to
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move a13,*a10(ATTACH_PROC),L
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movi wres_slave_anim,a0
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calla change_anim1a
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clr a0
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move a0,*a13(GETUP_TIME)
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calla wres_collis_off
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rets
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#*****************************************************************************
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;AMODE_BACKHAND 22 - SLAP
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SUBR hit_backhand
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move *a13(PLYRMODE),a1
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cmpi MODE_BLOCK,a1
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jrnz #noblock
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calla block_hit
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rets
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||
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#noblock
|
||
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movi 43h,a0
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calla triple_sound
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calla CALL_AVERAGE_MOVE
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||
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GETLIFE
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jrz #isdead
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; WRSNDX HDBUTT_L1,HDBUTT_L2
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move *a13(PLYR_DIZZY),a0
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jrnz #diz
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calla check_dizzy
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jrz #not_dizzy
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movi 5*TSEC,a0
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move a0,*a13(GETUP_TIME)
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#diz
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FACE24TBL #head_hit_dizzy
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calla change_anim1a
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#isdead
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calla wres_collis_off
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rets
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||
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||
#not_dizzy
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||
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||
;MJT Start
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; calla inc_burnout
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||
;MJT End
|
||
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||
SETMODE NORMAL
|
||
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FACE24TBL #head_hit2
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calla change_anim1a
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calla wres_collis_off
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||
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rets
|
||
|
||
#head_hit2
|
||
;No z float..
|
||
.ref lex_2_head_hit3_anim,lex_4_head_hit3_anim
|
||
.ref rzr_2_head_hit3_anim,rzr_4_head_hit3_anim
|
||
.ref yok_2_head_hit3_anim,yok_4_head_hit3_anim
|
||
.ref hrt_2_head_hit3_anim,hrt_4_head_hit3_anim
|
||
|
||
.long hrt_2_head_hit3_anim,hrt_4_head_hit3_anim ;0 Bret Hart
|
||
.long rzr_2_head_hit3_anim,rzr_4_head_hit3_anim ;1 Razor Ramon
|
||
.long und_2_head_hit2_anim,und_4_head_hit2_anim ;2 Undertaker
|
||
.long yok_2_head_hit3_anim,yok_4_head_hit3_anim ;3 Yokozuna
|
||
.long shn_2_head_hit3_anim,shn_4_head_hit3_anim ;4 Shawn Michaels
|
||
.long bam_2_head_hit2_anim,bam_4_head_hit2_anim ;5 Bam Bam
|
||
.long dnk_2_head_hit2_anim,dnk_4_head_hit2_anim ;6 Doink
|
||
.long 0,0 ;7 spare
|
||
.long lex_2_head_hit3_anim,lex_4_head_hit3_anim ;8 Lex Luger
|
||
.long 0,0 ;9 Referee
|
||
|
||
#head_hit_dizzy
|
||
.ref bam_head_hit_dizzy_anim,rzr_4_head_hit_dizzy_anim
|
||
.ref und_head_hit_dizzy_anim,yok_4_head_hit_dizzy_anim
|
||
|
||
.long hrt_4_head_hit_dizzy_anim,hrt_4_head_hit_dizzy_anim ;0 Bret Hart
|
||
.long rzr_4_head_hit_dizzy_anim,rzr_4_head_hit_dizzy_anim ;1 Razor Ramon
|
||
.long und_head_hit_dizzy_anim,und_head_hit_dizzy_anim ;2 Undertaker
|
||
.long yok_4_head_hit_dizzy_anim,yok_4_head_hit_dizzy_anim ;3 Yokozuna
|
||
.long shn_4_head_hit_dizzy_anim,shn_4_head_hit_dizzy_anim ;4 Shawn Michaels
|
||
.long bam_head_hit_dizzy_anim,bam_head_hit_dizzy_anim ;5 Bam Bam
|
||
.long dnk_head_hit_dizzy_anim,dnk_head_hit_dizzy_anim ;6 Doink
|
||
.long 0,0 ;7 spare
|
||
.long lex_head_hit_dizzy_anim,lex_head_hit_dizzy_anim ;8 Lex Luger
|
||
.long 0,0 ;9 Referee
|
||
|
||
|
||
#*****************************************************************************
|
||
;AMODE_EARSLAP 28 - SLAP
|
||
SUBR hit_earslap
|
||
|
||
move *a13(PLYRMODE),a1
|
||
cmpi MODE_BLOCK,a1
|
||
jrnz #noblock
|
||
|
||
calla block_hit
|
||
rets
|
||
|
||
#noblock
|
||
|
||
movi 43h,a0
|
||
calla triple_sound
|
||
|
||
GETLIFE
|
||
jrz #isdead
|
||
|
||
|
||
move *a13(PLYR_DIZZY),a0
|
||
jrnz #diz
|
||
|
||
calla check_dizzy
|
||
jrz #not_dizzy
|
||
|
||
movi 5*TSEC,a0
|
||
move a0,*a13(GETUP_TIME)
|
||
|
||
#diz
|
||
FACETBL #head_hit_dizzy
|
||
calla change_anim1a
|
||
|
||
#isdead
|
||
calla wres_collis_off
|
||
rets
|
||
|
||
#not_dizzy
|
||
|
||
;MJT Start
|
||
; calla inc_burnout
|
||
;MJT End
|
||
|
||
SETMODE NORMAL
|
||
|
||
FACETBL #head_hit2
|
||
calla change_anim1a
|
||
|
||
calla wres_collis_off
|
||
|
||
rets
|
||
|
||
#head_hit2
|
||
;No z float..
|
||
.ref lex_4_head_hit4_anim
|
||
.ref rzr_4_head_hit4_anim
|
||
.ref yok_4_head_hit4_anim
|
||
.ref hrt_4_head_hit4_anim
|
||
.ref und_4_head_hit4_anim
|
||
.ref bam_4_head_hit4_anim
|
||
.ref dnk_4_head_hit4_anim
|
||
.ref shn_4_head_hit4_anim
|
||
|
||
.long hrt_4_head_hit4_anim ;0 Bret Hart
|
||
.long rzr_4_head_hit4_anim ;1 Razor Ramon
|
||
.long und_4_head_hit4_anim ;2 Undertaker
|
||
.long yok_4_head_hit4_anim ;3 Yokozuna
|
||
.long shn_4_head_hit4_anim ;4 Shawn Michaels
|
||
.long bam_4_head_hit4_anim ;5 Bam Bam
|
||
.long dnk_4_head_hit4_anim ;6 Doink
|
||
.long 0 ;7 spare
|
||
.long lex_4_head_hit4_anim ;8 Lex Luger
|
||
.long 0 ;9 Referee
|
||
|
||
#head_hit_dizzy
|
||
|
||
.long hrt_4_head_hit_dizzy_anim
|
||
.long rzr_4_head_hit_dizzy_anim
|
||
.long und_head_hit_dizzy_anim
|
||
.long yok_4_head_hit_dizzy_anim
|
||
.long shn_4_head_hit_dizzy_anim
|
||
.long bam_head_hit_dizzy_anim
|
||
.long dnk_head_hit_dizzy_anim
|
||
.long 0 ;7 spare
|
||
.long lex_head_hit_dizzy_anim
|
||
.long 0 ;9 Referee
|
||
|
||
|
||
#*****************************************************************************
|
||
;AMODE_BUZZ 23
|
||
SUBR hit_buzz
|
||
|
||
move *a13(PLYRMODE),a1
|
||
cmpi MODE_BLOCK,a1
|
||
jrnz #noblock
|
||
|
||
calla block_hit
|
||
rets
|
||
|
||
#noblock
|
||
|
||
;All of the damage amounts need to be in lookup tables linked to the wrestler
|
||
;who actually struck the blow.
|
||
calla CALL_NASTY_MOVE
|
||
|
||
|
||
GETLIFE
|
||
;Bug! We want to see the electrocution!
|
||
;FIX!!
|
||
jrz #isdead
|
||
|
||
SETMODE NORMAL
|
||
|
||
#isdead
|
||
move a10,*a13(ATTACH_PROC),L ;proc attached to
|
||
move a13,*a10(ATTACH_PROC),L
|
||
|
||
; movi wres_slave_anim,a0
|
||
; calla change_anim1a
|
||
|
||
|
||
calla create_damage_points
|
||
;Buzz sound
|
||
WRSNDX PUNCH_L1,PUNCH_L2
|
||
|
||
FACETBL #get_buzz
|
||
calla change_anim1a
|
||
calla wres_collis_off
|
||
|
||
rets
|
||
|
||
#get_buzz
|
||
.long hrt_get_buzz_anim ;0 Bret Hart
|
||
.long rzr_get_buzz_anim ;1 Razor Ramon
|
||
.long und_get_buzz_anim ;2 Undertaker
|
||
.long yok_get_buzz_anim ;3 Yokozuna
|
||
.long shn_get_buzz_anim ;4 Shawn Michaels
|
||
.long bam_get_buzz_anim ;5 Bam Bam
|
||
.long dnk_get_buzz_anim ;6 Doink
|
||
.long 0 ;7 spare
|
||
.long lex_get_buzz_anim ;8 Lex Luger
|
||
.long 0 ;9 Referee
|
||
|
||
#*****************************************************************************
|
||
;AMODE_HAYMAKER 24
|
||
SUBR hit_haymaker
|
||
|
||
move *a13(PLYRMODE),a1
|
||
cmpi MODE_BLOCK,a1
|
||
jrnz #noblock
|
||
|
||
calla block_hit
|
||
rets
|
||
|
||
#noblock
|
||
|
||
|
||
; movi 40,a0
|
||
; calla inc_getup_time
|
||
|
||
;Any hit mode which does a fall back sequence onto the ground
|
||
;will not check dizzy at the start.
|
||
;The check dizzy happens in the sequence.
|
||
|
||
;MJT Start
|
||
WRSNDX FLYKICK_L1,FLYKICK_L2
|
||
GETLIFE
|
||
jrz #skip
|
||
|
||
SETMODE NORMAL
|
||
#skip
|
||
FACETBL #fall_back
|
||
calla change_anim1a
|
||
|
||
movi [4,0],a2
|
||
move *a10(OBJ_XPOSINT),a0
|
||
move *a13(OBJ_XPOSINT),a1
|
||
cmp a0,a1 ;offx - defx
|
||
jrgt #go_rgt ;attacker on left
|
||
neg a2
|
||
#go_rgt
|
||
move a2,*a13(OBJ_XVEL),L
|
||
|
||
#isdead
|
||
calla wres_collis_off
|
||
rets
|
||
|
||
#fall_back
|
||
.long hrt_fall_back_anim ;0 Bret Hart
|
||
.long rzr_fall_back_anim ;1 Razor Ramon
|
||
.long und_fall_back_anim ;2 Undertaker
|
||
.long yok_fall_back_anim ;3 Yokozuna
|
||
.long shn_fall_back_anim ;4 Shawn Michaels
|
||
.long bam_fall_back_anim ;5 Bam Bam
|
||
.long dnk_fall_back_anim ;6 Doink
|
||
.long 0 ;7 spare
|
||
.long lex_fall_back_anim ;8 Lex Luger
|
||
.long 0 ;9 Referee
|
||
|
||
|
||
******************************************************************************
|
||
|
||
.end
|
||
|
||
|
||
|
||
|