482 lines
8.9 KiB
NASM
Executable File
482 lines
8.9 KiB
NASM
Executable File
**************************************************************
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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 "react2.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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; .ref inc_burnout
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.ref block_hit
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.ref face_each_other
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.ref set_getup_time
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.ref fall_back_tbl
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.ref triple_sound,CALL_AVERAGE_MOVE
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.ref CALL_NASTY_MOVE
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.ref block_hit_flail
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******************************************************************************
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* EXTERNAL ANIM SEQUENCES
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;BAM BAM
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.ref bam_heldoh_anim
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; .ref bam_ocrun_anim
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.ref bam_4_losebal_anim
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;DOINK
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.ref dnk_heldoh_anim
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; .ref dnk_ocrun_anim
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.ref dnk_fall_back_anim
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.ref dnk_4_losebal_anim
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.ref dnk_knockdwn_anim
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;BRET
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.ref hrt_4_losebal_anim,hrt_fall_back_anim
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;LEX
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.ref lex_4_losebal_anim
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.ref lex_heldoh_anim
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; .ref lex_ocrun_anim
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;RAZOR
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.ref rzr_4_losebal_anim
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; .ref rzr_ocrun_anim
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.ref rzr_heldoh_anim
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.ref rzr_fall_back_anim
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;SHAWN
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.ref shn_4_losebal_anim
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.ref shn_heldoh_anim
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; .ref shn_ocrun_anim
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;TAKER
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.ref und_heldoh_anim
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; .ref und_ocrun_anim
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.ref und_4_losebal_anim
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;YOKO
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.ref yok_4_losebal_anim
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;MISC
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.ref hit_damage_pending,hitonground_tbl
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.ref ck_live_teammates
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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_UPRCUT 5
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SUBR hit_uprcut
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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_flail
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rets
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#noblock
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GETLIFE
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jrz #skip
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;Any hit mode which does a fall back sequence onto the ground
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;will not check dizzy at the start.
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;The check dizzy happens in the sequence.
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SETMODE NORMAL
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#skip
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; calla inc_burnout
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WRSNDX UPRCUT_L1,UPRCUT_L2
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FACETBL fall_back_tbl
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calla change_anim1a
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.ref flash_white
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calla flash_white
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clr a0
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move a0,*a13(ROLL_POS)
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calla set_getup_time
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;silly temp
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movi [15,0],a0
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move *a10(WRESTLERNUM),a14
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cmpi 3,a14
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jrz #norm
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movi [13,0],a0
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cmpi 2,a14
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jrnz #norm
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move a13,a0
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calla ck_live_teammates
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movi [11,0],a0
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jrc #norm
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;no live teammates -- send them up into the air
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; .ref reduce_bog
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; move @reduce_bog,a14
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; jrnz #norm
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movi [18,0],a0
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#norm
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move a0,*a13(OBJ_YVEL),L
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movi [2,0],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 [-2,0],a2
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#fall_right
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move a2,*a13(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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#*****************************************************************************
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;AMODE_UPRCUT2 39
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SUBR hit_combo_uprcut
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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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#noblock
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GETLIFE
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jrz #skip
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;Any hit mode which does a fall back sequence onto the ground
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;will not check dizzy at the start.
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;The check dizzy happens in the sequence.
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SETMODE NORMAL
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#skip
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; calla inc_burnout
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WRSNDX UPRCUT_L1,UPRCUT_L2
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FACETBL fall_back_tbl
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calla change_anim1a
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.ref flash_white
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calla flash_white
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clr a0
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move a0,*a13(ROLL_POS)
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calla set_getup_time
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MOVI MODE_UNINT|MODE_NOAUTOFLIP|MODE_OVERLAP,A0
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MOVE A0,*A13(ANIMODE)
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move *a13(WHOHITME),A1,L
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movi [7,0],a0
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MOVE *A1(RPT_COUNT),A2
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DEC A2
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JRZ SET_YVEL
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movi [3,0],a0
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SET_YVEL
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move a0,*a13(OBJ_YVEL),L
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movi [1,8000H],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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NEG A2
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#fall_right
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move a2,*a13(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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#*****************************************************************************
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;AMODE_LBOWDROP 6
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SUBR hit_lbowdrop
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;if we're standing, ignore this
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move *a13(PLYRMODE),a0
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cmpi MODE_NORMAL,a0
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jrz #ignore
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cmpi MODE_BLOCK,a0
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jrz #ignore
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WRSNDX LBOWDROP_L1,LBOWDROP_L2
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movi 33h,a0
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calla triple_sound
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calla wres_collis_off
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FACETBL hitonground_tbl
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calla change_anim1a
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calla wres_collis_off
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rets
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#ignore clr a14
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move a14,@hit_damage_pending
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calla wres_collis_off
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rets
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#*****************************************************************************
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;AMODE_BLBOWDROP 25
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SUBR hit_blbowdrop
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.ref DO_SCREAM
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calla DO_SCREAM
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WRSNDX FLYKICK_L1,FLYKICK_L2
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WRSNDX LBOWDROP_L1,LBOWDROP_L2
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; movi 500,a0
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; .ref RNDPER
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; calla RNDPER
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; jrls #isdead
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; calla inc_burnout
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calla wres_collis_off
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move *a13(PLYRMODE),a0
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cmpi MODE_ONGROUND,a0
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jrz #on_grnd
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cmpi MODE_DEAD,a0
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jrz #on_grnd
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;Knock standing opponent onto ground
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SETMODE NORMAL
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move *a13(OBJ_YPOSINT),a14
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move *a13(GROUND_Y),a0
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sub a0,a14
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cmpi 20,a14
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jrge #fall_back
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calla set_getup_time
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FACETBL #knockdwn
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calla change_anim1a
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calla wres_collis_off
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rets
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#fall_back
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movi 43h,a0
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calla triple_sound
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FACETBL fall_back_tbl
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calla change_anim1a
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calla wres_collis_off
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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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neg a2
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#fall_right
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move a2,*a13(OBJ_XVEL),L
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movi -30000h,a0
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move a0,*a13(OBJ_YVEL),L
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rets
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#on_grnd
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FACETBL hitonground_tbl
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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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#knockdwn
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.ref hrt_knockdwn_anim
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.ref rzr_knockdwn_anim
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.ref und_knockdwn_anim
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.ref yok_knockdwn_anim
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.ref shn_knockdwn_anim
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.ref bam_knockdwn_anim
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.ref dnk_knockdwn_anim
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.ref lex_knockdwn_anim
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.long hrt_knockdwn_anim ;0 Bret Hart
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.long rzr_knockdwn_anim ;1 Razor Ramon
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.long und_knockdwn_anim ;2 Undertaker
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.long yok_knockdwn_anim ;3 Yokozuna
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.long shn_knockdwn_anim ;4 Shawn Michaels
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.long bam_knockdwn_anim ;5 Bam Bam
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.long dnk_knockdwn_anim ;6 Doink
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.long 0 ;7 spare
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.long lex_knockdwn_anim ;8 Lex Luger
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.long 0 ;9 Referee
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#*****************************************************************************
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;AMODE_GRABHOLD 7
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SUBR hit_grabhold
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;
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; GETLIFE
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; jrz #isdead
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;
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; WRSNDX GRABHOLD_L1,GRABHOLD_L2
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;
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; SETMODE ATTACHED
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;
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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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;
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; FACETBL #heldoh
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; calla change_anim1a
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;
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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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;#heldoh
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; .long dnk_heldoh_anim ;0 Bret Hart
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; .long rzr_heldoh_anim ;1 Razor Ramon
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; .long und_heldoh_anim ;2 Undertaker
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; .long dnk_heldoh_anim ;3 Yokozuna
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; .long shn_heldoh_anim ;4 Shawn Michaels
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; .long bam_heldoh_anim ;5 Bam Bam
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; .long dnk_heldoh_anim ;6 Doink
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; .long dnk_heldoh_anim ;7 spare
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; .long lex_heldoh_anim ;8 Lex Luger
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; .long dnk_heldoh_anim ;9 Referee
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;
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;Blank amode here....
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SUBR hit_grabfling
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rets
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#*****************************************************************************
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;AMODE_GUTPUSH 47
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SUBR hit_gutpush
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move *a13(PLYRMODE),a1
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cmpi MODE_BLOCK,a1
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jrnz #hit_push2
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clr a0
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move a0,*a13(OBJ_XVEL),L
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calla block_hit_flail
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rets
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#hit_push2
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SETMODE NORMAL
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clr a0
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move a0,*a10(OBJ_XVEL),L ;clr attacker's x-vel
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FACETBL #losebal
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calla change_anim1a
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movi [8,0],a2
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jruc #tag
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;AMODE_PUSH 9
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SUBR hit_push
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;Lessen power of a push
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; move *a10(PLYRMODE),a0
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; cmpi MODE_INAIR,a0
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; jrz #norm
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SETMODE NORMAL
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clr a0
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move a0,*a10(OBJ_XVEL),L ;clr attacker's x-vel
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FACETBL #losebal
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calla change_anim1a
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movi [8,0],a2
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#tag
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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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neg a2
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#fall_right
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move a2,*a13(OBJ_XVEL),L
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WRSNDX PUSH_L1,PUSH_L2
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move *a13(PLYRNUM),a1
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.ref get_health
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calla get_health
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subk 1,a0
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jrnz #norm
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clr a0
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move a0,@hit_damage_pending
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#norm
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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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******************************************************************************
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.end
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