mirror of
https://github.com/deater/dos33fsprogs.git
synced 2024-11-18 21:06:31 +00:00
347 lines
4.1 KiB
ArmAsm
347 lines
4.1 KiB
ArmAsm
; Handle blast
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blast0_out: .byte $0
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blast0_start: .byte $0
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blast0_end: .byte $0
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blast0_y: .byte $0
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blast0_direction: .byte $0
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blast0_count: .byte $0
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;=========================
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; fire blast
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;=========================
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fire_blast:
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lda blast0_out
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bne done_fire_blast
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lda ASTRONAUT_X
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; FIXME: only when facing right
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clc
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adc #5
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sta COLLISION_X
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lda ASTRONAUT_Y
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sta COLLISION_Y
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; activate blast slot
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inc blast0_out
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; reduce gun charge
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; FIXME: don't shoot if too low
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lda GUN_CHARGE
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sec
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sbc #10
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sta GUN_CHARGE
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; reset blast count
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lda #0
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sta blast0_count
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; set y
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lda ASTRONAUT_Y
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clc
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adc #4
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ldx ASTRONAUT_STATE
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cpx #P_CROUCH_SHOOTING
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bne blast_ypos_done
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blast_crouch:
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clc
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adc #4
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blast_ypos_done:
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sta blast0_y
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; set direction
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lda DIRECTION
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sta blast0_direction
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beq blast_left
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bne blast_right
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; set x
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blast_left:
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jsr calc_gun_left_collision
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ldx ASTRONAUT_X
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dex
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stx blast0_end
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txa
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sec
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sbc #10
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sta blast0_start
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jmp done_fire_blast
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blast_right:
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jsr calc_gun_right_collision
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lda ASTRONAUT_X
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clc
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adc #5
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sta blast0_start
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clc
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adc #10
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sta blast0_end
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done_fire_blast:
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rts
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;====================
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; draw blast
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;====================
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draw_blast:
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lda blast0_out
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beq done_draw_blast
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lda #$fe
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sta hlin_color_smc+1
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lda #$00
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sta hlin_mask_smc+1
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ldy blast0_y
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sec
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lda blast0_end
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sbc blast0_start
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tax
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lda blast0_start
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jsr hlin
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ldy blast0_y
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sty YPOS
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lda blast0_direction
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beq blast_going_left
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ldy blast0_end
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jmp blast_going_done
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blast_going_left:
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ldy blast0_start
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blast_going_done:
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sty XPOS
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lda #<gun_charge_sprite8
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sta INL
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lda #>gun_charge_sprite8
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sta INH
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jsr put_sprite_crop
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done_draw_blast:
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rts
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;===================
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; move blast
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;===================
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move_blast:
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lda blast0_out
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beq done_move_blast
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; slow down blast
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lda blast0_count
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and #$3
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bne no_move_blast
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lda blast0_direction
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bne move_blast_right
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move_blast_left:
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lda blast0_count
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cmp #4
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bcc still_starting_blast_left
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cmp #8
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bcc still_shooting_blast_left
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continue_shooting_blast_left:
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still_shooting_blast_left:
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lda blast0_end
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sec
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sbc #10
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sta blast0_end
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still_starting_blast_left:
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lda blast0_start
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sec
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sbc #10
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sta blast0_start
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blast_edge_detect_left:
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lda blast0_end
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cmp LEFT_SHOOT_LIMIT
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bmi disable_blast_left
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lda blast0_start
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cmp LEFT_SHOOT_LIMIT
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bpl no_move_blast
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lda LEFT_SHOOT_LIMIT
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sta blast0_start
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jmp no_move_blast
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move_blast_right:
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lda blast0_count
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cmp #4
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bcc still_starting_blast_right
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cmp #8
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bcc still_shooting_blast_right
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continue_shooting_blast_right:
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lda blast0_start
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clc
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adc #10
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sta blast0_start
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still_shooting_blast_right:
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lda blast0_end
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clc
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adc #10
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sta blast0_end
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still_starting_blast_right:
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blast_edge_detect_right:
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; detect if totally off screen
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lda blast0_start
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cmp RIGHT_SHOOT_LIMIT
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bcs disable_blast_right
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lda blast0_end
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cmp RIGHT_SHOOT_LIMIT
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bcc no_move_blast
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lda RIGHT_SHOOT_LIMIT
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sta blast0_end
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no_move_blast:
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inc blast0_count
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done_move_blast:
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rts
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;=====================
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; hit something, left
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;=====================
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disable_blast_left:
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lda LEFT_SHOOT_TARGET
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jmp blast_something_common
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;==================
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; hit something, right
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;==================
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disable_blast_right:
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lda RIGHT_SHOOT_TARGET
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;=========================
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; blash something, common
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;=========================
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blast_something_common:
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ldx #0
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stx blast0_out
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tax
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and #$f0
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cmp #TARGET_DOOR
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beq blast_door
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cmp #TARGET_ALIEN
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beq blast_alien
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; cmp #TARGET_FRIEND
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; beq blast_friend
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cmp #TARGET_SHIELD
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beq blast_shield
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jmp done_blasting_common
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blast_alien:
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txa
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and #$f
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tax
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lda #A_DISINTEGRATING
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sta alien_state,X
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lda #0
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sta alien_gait,X
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jmp done_blasting_common
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;blast_friend:
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; lda #F_DISINTEGRATING
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; sta friend_state
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; lda #FAI_DISINTEGRATING
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; sta friend_ai_state
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; lda #0
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; sta friend_gait
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; jmp done_blasting_common
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blast_shield:
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; FIXME: need animation for this
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txa
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and #$f
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tax
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lda #0
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sta shield_out,X
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dec SHIELD_OUT
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jmp done_blasting_common
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blast_door:
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; FIXME: change direction based on blast
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txa
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and #$f
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tay
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lda #DOOR_STATUS_EXPLODING1
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sta (DOOR_STATUS),Y
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jsr recalc_walk_collision
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done_blasting_common:
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rts
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