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actordata.s
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actordata.s
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ACT_NONE = 0
ACT_PLAYER = 1
ACT_ITEM = 2
ACT_BULLET = 3
ACT_SMOKECLOUD = 4
ACT_EXPLOSION = 5
ACT_ENEMY = 6
actDataTblLo: dc.b <actPlayer
dc.b <actItem
dc.b <actBullet
dc.b <actSmokeCloud
dc.b <actExplosion
dc.b <actEnemy
actDataTblHi: dc.b >actPlayer
dc.b >actItem
dc.b >actBullet
dc.b >actSmokeCloud
dc.b >actExplosion
dc.b >actEnemy
actBottomAdjustTbl:
dc.b -2
dc.b -1
dc.b -1
dc.b -1
dc.b -1
dc.b -1
actPlayer: dc.b GRP_HEROES|AF_NOREMOVECHECK ;Flags
dc.b 100 ;Initial health
dc.w $0000+USESCRIPT ;Update routine, script entrypoint or address in inbuilt engine code (< $8000)
dc.w $0001+USESCRIPT ;Draw routine, script entrypoint or address in inbuilt engine code (< $8000)
dc.b 7 ;Gravity acceleration
dc.b $40 ;Side collision offset
dc.b -2 ;Top collision offset
dc.b NO_MODIFY ;Received damage mod
dc.w $0002+USESCRIPT ;Damage response routine, script entrypoint or address in inbuilt engine code (< $8000)
actItem: dc.b 0 ;Flags
dc.b 0 ;Health (= default pickup)
dc.w $0003+USESCRIPT ;Update routine
dc.w $0004+USESCRIPT ;Draw routine
dc.b 7 ;Gravity
dc.b $10 ;Side collision offset
dc.b 0 ;Top collision offset
actBullet: dc.b 0 ;Flags
dc.b 5 ;Initial health (damage for bullets)
dc.w $0005+USESCRIPT ;Update routine
dc.w $0006+USESCRIPT ;Draw routine
actSmokeCloud: dc.b 0 ;Flags
dc.b 0 ;Initial health
dc.w $0007+USESCRIPT ;Update routine
dc.w $0008+USESCRIPT ;Draw routine
actExplosion: dc.b 0 ;Flags
dc.b 0 ;Initial health
dc.w $0009+USESCRIPT ;Update routine
dc.w $000a+USESCRIPT ;Draw routine
actEnemy: dc.b GRP_ENEMIES|AF_NOREMOVECHECK ;Flags
dc.b 15 ;Initial health
dc.w $000b+USESCRIPT ;Update routine, script entrypoint or address in inbuilt engine code (< $8000)
dc.w $000c+USESCRIPT ;Draw routine, script entrypoint or address in inbuilt engine code (< $8000)
dc.b 5 ;Gravity acceleration (reduced compared to player)
dc.b $60 ;Side collision offset
dc.b -1 ;Top collision offset
dc.b NO_MODIFY ;Received damage mod
dc.w $000d+USESCRIPT ;Damage response routine