mirror of https://github.com/nmlgc/ReC98.git
[Maintenance] Consistently express angle literals in signed hex format
Originally just a workaround to remove angles from the PI counter, but having the sign indicate the Y direction also makes them a lot nicer to read in C land. (Maintenance mode commit)
This commit is contained in:
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1610d7b63d
commit
164591f9fe
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@ -26,7 +26,7 @@ Point star_pos[STAR_COUNT];
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int frame;
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int circle_speed_x[CIRCLE_COUNT];
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int circle_speed_y[CIRCLE_COUNT];
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char star_angle;
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unsigned char star_angle;
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unsigned char star_speed[STAR_COUNT];
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void graph_clear_both(void)
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@ -103,7 +103,7 @@ void objects_setup(void)
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star_pos[i].y = rand() % 400;
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star_speed[i] = (rand() % 32) + 6;
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}
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star_angle = 64;
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star_angle = +0x40;
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}
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void circles_render_and_update(void)
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@ -17,9 +17,9 @@ void pascal near rotrect_draw(int rad, unsigned char angle)
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x[i] = polar_x_fast(192, rad, angle);
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y[i] = polar_y_fast(200, rad, angle);
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if(i & 1) {
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angle += 81;
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angle += 0x51;
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} else {
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angle += 47;
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angle += 0x2F;
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}
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}
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grcg_line(x[0], y[0], x[1], y[1]);
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@ -34,7 +34,7 @@ void pascal near rotrect_draw(int rad, unsigned char angle)
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void pascal rotrect_animate(char rot_speed, char start_angle)
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{
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int rads[] = {256, 256, 256, 256, 256};
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char angles[] = {41, 41, 41, 41, 41};
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char angles[] = {0x29, 0x29, 0x29, 0x29, 0x29};
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int i, j;
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for(i = 0; i < 5; i++) {
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angles[i] = start_angle;
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@ -132,9 +132,9 @@ void pascal near polygons_update_and_render(void)
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} \
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move_speed[i].y = ((rand() & 3) << 4) + 32; \
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angle[i] = rand(); \
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rot_speed[i] = 4 - (rand() & 7); \
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rot_speed[i] = 0x04 - (rand() & 0x07); \
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if(rot_speed[i] == 0) { \
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rot_speed[i] = 4; \
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rot_speed[i] = 0x04; \
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}
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int i;
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@ -5,7 +5,7 @@ uint16_t pascal near randring1_next16_and(uint16_t mask);
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uint16_t pascal near randring2_next16_and(uint16_t mask);
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uint16_t pascal near randring2_next16_mod(uint16_t mask);
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inline char randring_angle(char random_range, char offset)
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inline unsigned char randring_angle(unsigned char range, unsigned char offset)
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{
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return randring1_next16_and(random_range) + offset;
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return randring1_next16_and(range) + offset;
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}
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@ -75,12 +75,12 @@ void near tune_for_lunatic(void)
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case BP_SINGLE_AIMED:
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tmpl.pattern = BP_SPREAD_AIMED;
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tmpl.count = 3;
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tmpl.delta.spread_angle = 0x06;
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tmpl.delta.spread_angle = +0x06;
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break;
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case BP_SINGLE:
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tmpl.pattern = BP_SPREAD;
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tmpl.count = 3;
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tmpl.delta.spread_angle = 0x06;
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tmpl.delta.spread_angle = +0x06;
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break;
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case BP_STACK:
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@ -39,10 +39,10 @@ struct shot_t {
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this->damage = damage;
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}
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void set_random_angle_forwards(char random_range = 15, char offset = 184) {
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void set_random_angle_forwards(char range = 0x0F, char offset = -0x48) {
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shot_velocity_set(
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(SPPoint near*)&this->pos.velocity,
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randring_angle(random_range, offset)
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randring_angle(range, offset)
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);
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}
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};
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@ -339,7 +339,7 @@ lasers_render proc near
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push ax
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mov al, [si+laser_t.coords.angle]
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mov ah, 0
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add ax, 64
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add ax, 40h
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push ax
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call vector2_at
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xor di, di
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@ -35,8 +35,8 @@ struct ShotAddIterator {
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i += n;
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}
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void set_random_angle(char random_range = 15, char offset = 184) {
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angle = randring_angle(random_range, offset);
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void set_random_angle(char range = 0x0F, char offset = -0x48) {
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angle = randring_angle(range, offset);
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}
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unsigned char next(void) {
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@ -191,7 +191,7 @@ void pascal near stagex_setup(void)
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midboss_render_func = midbossx_render;
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midboss.frames_until = 5800;
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midboss.pos.init(192, -16);
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midboss.angle = 64;
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midboss.angle = +0x40;
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midboss.hp = 3000;
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midboss.sprite = 220;
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@ -62,7 +62,7 @@ void pascal near shot_l1(void)
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}
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shot_t near *shot;
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if(( shot = shots_add() ) != NULL) {
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shot_velocity_set(&shot->pos.velocity, randring_angle(7, 188));
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shot_velocity_set(&shot->pos.velocity, randring_angle(0x07, -0x44));
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shot->damage = 10;
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}
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}
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@ -74,10 +74,10 @@ void pascal near shot_marisa_l4(void)
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while(( shot = shots_add() ) != NULL) {
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if(sai.i <= STAR_COUNT) {
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if(sai.i == STAR_COUNT) {
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sai.angle = 180;
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sai.angle = -0x4C;
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}
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shot->damage = 6;
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sai.angle += 6;
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sai.angle += 0x06;
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shot_velocity_set(&shot->pos.velocity, sai.angle);
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} else {
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switch(sai.i - 4u) {
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@ -105,9 +105,9 @@ void pascal near shot_marisa_l5(void)
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if(sai.i <= STAR_COUNT) {
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shot->damage = 6;
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if(sai.i == STAR_COUNT) {
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sai.angle = 178;
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sai.angle = -0x4E;
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}
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sai.angle += 7;
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sai.angle += 0x07;
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shot_velocity_set(&shot->pos.velocity, sai.angle);
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} else {
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switch(sai.i - 4u) {
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@ -80,7 +80,7 @@ void pascal near shot_mima_l4(void)
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void pascal near shot_mima_l5(void)
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{
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SHOT_FUNC_INIT(4, SC_6X, SC_3X, i += 3);
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sai.angle = 186;
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sai.angle = -0x46;
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while(( shot = shots_add() ) != NULL) {
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if(sai.i <= 4) {
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switch(sai.i - 1) {
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@ -94,7 +94,7 @@ void pascal near shot_mima_l5(void)
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shot->set_option_sprite_and_damage(4);
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} else {
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shot_velocity_set(&shot->pos.velocity, sai.angle);
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sai.angle += 6;
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sai.angle += 0x06;
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shot->damage = 7;
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}
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if(sai.next() <= 0) {
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@ -106,7 +106,7 @@ void pascal near shot_mima_l5(void)
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void pascal near shot_mima_l6(void)
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{
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SHOT_FUNC_INIT(4, SC_6X, SC_3X, i += 3);
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sai.angle = 186;
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sai.angle = -0x46;
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while(( shot = shots_add() ) != NULL) {
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if(sai.i <= 4) {
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switch(sai.i - 1) {
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@ -119,7 +119,7 @@ void pascal near shot_mima_l6(void)
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shot->set_option_sprite_and_damage(4);
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} else {
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shot_velocity_set(&shot->pos.velocity, sai.angle);
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sai.angle += 6;
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sai.angle += 0x06;
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shot->damage = 7;
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}
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if(sai.next() <= 0) {
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@ -131,7 +131,7 @@ void pascal near shot_mima_l6(void)
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void pascal near shot_mima_l7(void)
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{
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SHOT_FUNC_INIT(6, SC_6X, SC_3X, i += 3);
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sai.angle = 186;
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sai.angle = -0x46;
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while(( shot = shots_add() ) != NULL) {
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if(sai.i <= 6) {
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switch(sai.i - 1) {
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@ -147,7 +147,7 @@ void pascal near shot_mima_l7(void)
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shot->set_option_sprite_and_damage(4);
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} else {
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shot_velocity_set(&shot->pos.velocity, sai.angle);
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sai.angle += 6;
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sai.angle += 0x06;
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shot->damage = 7;
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}
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if(sai.next() <= 0) {
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@ -159,7 +159,7 @@ void pascal near shot_mima_l7(void)
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void pascal near shot_mima_l8(void)
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{
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SHOT_FUNC_INIT(6, SC_6X, SC_3X, i += 3);
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sai.angle = 186;
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sai.angle = -0x46;
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while(( shot = shots_add() ) != NULL) {
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if(sai.i <= 6) {
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shot->pos.velocity.y.set(-20.0f);
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@ -176,7 +176,7 @@ void pascal near shot_mima_l8(void)
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shot->set_option_sprite_and_damage(4);
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} else {
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shot_velocity_set(&shot->pos.velocity, sai.angle);
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sai.angle += 6;
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sai.angle += 0x06;
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shot->damage = 7;
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}
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if(sai.next() <= 0) {
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@ -202,10 +202,10 @@ void pascal near shot_mima_l9(void)
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shot->set_option_sprite_and_damage(4);
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} else {
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switch(sai.i - 7u) {
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case 0: sai.angle = 184; break;
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case 1: sai.angle = 192; shot->pos.cur.x -= 8.0f; break;
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case 2: sai.angle = 192; shot->pos.cur.x += 8.0f; break;
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case 3: sai.angle = 200; break;
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case 0: sai.angle = -0x48; break;
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case 1: sai.angle = -0x40; shot->pos.cur.x -= 8.0f; break;
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case 2: sai.angle = -0x40; shot->pos.cur.x += 8.0f; break;
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case 3: sai.angle = -0x38; break;
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}
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shot_velocity_set(&shot->pos.velocity, sai.angle);
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shot->damage = 7;
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@ -17,16 +17,16 @@ extern "C" {
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sai.angle += angle_add;
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#define REIMU_SUB_SPREAD_CONSTANT(i_left) \
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if(sai.i == i_left) { shot->from_option_l(); sai.angle = 184; } \
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else/*i == i_right*/ { shot->from_option_r(); sai.angle = 200; }
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if(sai.i == i_left) { shot->from_option_l(); sai.angle = -0x48; } \
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else/*i == i_right*/ { shot->from_option_r(); sai.angle = -0x38; }
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#define REIMU_SUB_SPREAD_RANDOM(i_left) \
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if(sai.i == i_left) { \
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shot->from_option_l(); \
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sai.set_random_angle(3, 182); \
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sai.set_random_angle(3, -0x4A); \
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} else /* i == i_right */ { \
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shot->from_option_r(); \
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sai.set_random_angle(3, 198); \
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sai.set_random_angle(3, -0x3A); \
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if(option_only == 0) { \
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sai.i = 1; \
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} \
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@ -81,7 +81,7 @@ void pascal near shot_reimu_l4(void)
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while(( shot = shots_add() ) != NULL) {
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if(sai.i <= 3) {
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REIMU_FORWARD(9, 3, 180, 6);
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REIMU_FORWARD(9, 3, -0x4C, +0x06);
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} else {
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REIMU_SUB_SPREAD_CONSTANT(5);
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SET_HOMING(3);
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@ -101,9 +101,9 @@ void pascal near shot_reimu_l4(void)
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if(sai.i <= 3) { \
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shot->damage = 9; \
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if(sai.i == 3) { \
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sai.angle = 178; \
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sai.angle = -0x4E; \
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} \
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sai.angle += 7; \
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sai.angle += 0x07; \
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} else { \
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REIMU_SUB_SPREAD_RANDOM(5); \
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shot->set_option_sprite_and_damage(3); \
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@ -132,7 +132,7 @@ void pascal near shot_reimu_l7(void)
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while(( shot = shots_add() ) != NULL) {
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if(sai.i <= 5) {
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REIMU_FORWARD(9, 5, 177, 5);
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REIMU_FORWARD(9, 5, -0x4F, +0x05);
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} else {
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REIMU_SUB_SPREAD_RANDOM(7);
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SET_HOMING(3);
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@ -153,10 +153,10 @@ void pascal near shot_reimu_l8(void)
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}
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while(( shot = shots_add() ) != NULL) {
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if(sai.i <= 5) {
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REIMU_FORWARD(9, 5, 177, 5);
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REIMU_FORWARD(9, 5, -0x4F, +0x05);
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} else {
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if(sai.i == 7) { shot->from_option_l(); sai.set_random_angle(3, 182); }
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else/*i == 6*/ { shot->from_option_r(); sai.set_random_angle(3, 198); }
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if(sai.i == 7) { shot->from_option_l(); sai.set_random_angle(3, -0x4A); }
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else/*i == 6*/ { shot->from_option_r(); sai.set_random_angle(3, -0x3A); }
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SET_HOMING(3);
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}
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shot_velocity_set(&shot->pos.velocity, sai.angle);
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@ -173,17 +173,17 @@ void pascal near shot_reimu_l9(void)
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while(( shot = shots_add() ) != NULL) {
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if(sai.i <= 5) {
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REIMU_FORWARD(9, 5, 177, 5);
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REIMU_FORWARD(9, 5, -0x4F, +0x05);
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} else {
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if(sai.i <= 7) {
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REIMU_SUB_SPREAD_CONSTANT(7);
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} else {
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if(sai.i == 9) {
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shot->from_option_l();
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sai.angle = 170;
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sai.angle = -0x56;
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} else /* i == 8 */ {
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shot->from_option_r();
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sai.angle = 214;
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sai.angle = -0x2A;
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if(option_only == 0) {
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sai.i = 1;
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}
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@ -13,20 +13,20 @@ extern "C" {
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#define YUUKA_INNER_L4 \
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switch(sai.i - 1) { \
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case 0: sai.angle = 186; break; \
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case 1: sai.angle = 192; shot->pos.cur.x -= 8; break; \
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case 2: sai.angle = 192; shot->pos.cur.x += 8; break; \
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case 3: sai.angle = 198; break; \
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case 0: sai.angle = -0x46; break; \
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case 1: sai.angle = -0x40; shot->pos.cur.x -= 8; break; \
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case 2: sai.angle = -0x40; shot->pos.cur.x += 8; break; \
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case 3: sai.angle = -0x3A; break; \
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} \
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shot->damage = 7;
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#define YUUKA_INNER_L5 \
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switch(sai.i - 1) { \
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case 0: sai.angle = 180; break; \
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case 1: sai.angle = 186; break; \
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case 2: sai.angle = 192; break; \
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case 3: sai.angle = 198; break; \
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case 4: sai.angle = 204; break; \
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case 0: sai.angle = -0x4C; break; \
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case 1: sai.angle = -0x46; break; \
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case 2: sai.angle = -0x40; break; \
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case 3: sai.angle = -0x3A; break; \
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case 4: sai.angle = -0x34; break; \
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} \
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shot->damage = 7;
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@ -35,11 +35,11 @@ void pascal near shot_yuuka_l2(void)
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SHOT_FUNC_INIT(1, SC_3X, SC_1X, i += 2);
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while(( shot = shots_add() ) != NULL) {
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if(sai.i == 1) {
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sai.set_random_angle(15, 184);
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sai.set_random_angle(0x0F, -0x48);
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shot->damage = 9;
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} else {
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if(sai.i == 3) { shot->from_option_l(); sai.angle = 184; }
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else/*i == 2*/ { shot->from_option_r(); sai.angle = 200; }
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if(sai.i == 3) { shot->from_option_l(); sai.angle = -0x48; }
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else/*i == 2*/ { shot->from_option_r(); sai.angle = -0x38; }
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shot->set_option_sprite_and_damage(6);
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}
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shot_velocity_set(&shot->pos.velocity, sai.angle);
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@ -62,10 +62,10 @@ void pascal near shot_yuuka_l3(void)
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} else {
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if(sai.i == 4) {
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shot->from_option_l();
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sai.angle = 184;
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sai.angle = -0x48;
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} else {
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shot->from_option_r();
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sai.angle = 200;
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sai.angle = -0x38;
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if(option_only == 0) {
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sai.i = 1;
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}
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@ -87,17 +87,17 @@ void pascal near shot_yuuka_l4(void)
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while(( shot = shots_add() ) != NULL) {
|
||||
if(sai.i <= 3) {
|
||||
if(sai.i == 3) {
|
||||
sai.angle = 180;
|
||||
sai.angle = -0x4C;
|
||||
}
|
||||
shot->damage = 7;
|
||||
sai.angle += 6;
|
||||
sai.angle += 0x06;
|
||||
} else {
|
||||
if(sai.i == 5) {
|
||||
shot->from_option_l();
|
||||
sai.set_random_angle(7, 180);
|
||||
sai.set_random_angle(0x07, -0x4C);
|
||||
} else {
|
||||
shot->from_option_r();
|
||||
sai.set_random_angle(7, 196);
|
||||
sai.set_random_angle(0x07, -0x3C);
|
||||
if(option_only == 0) {
|
||||
sai.i = 1;
|
||||
}
|
||||
|
@ -121,19 +121,19 @@ void pascal near shot_yuuka_l5(void)
|
|||
if(sai.i <= 3) {
|
||||
shot->damage = 7;
|
||||
if(sai.i == 3) {
|
||||
sai.angle = 180;
|
||||
sai.angle = -0x4C;
|
||||
}
|
||||
sai.angle += 6;
|
||||
sai.angle += 0x06;
|
||||
} else {
|
||||
switch(sai.i - 4u) {
|
||||
case 0:
|
||||
if(option_only == 0) {
|
||||
sai.i = 1;
|
||||
}
|
||||
shot->from_option_l(); sai.angle = 178; break;
|
||||
case 1: shot->from_option_r(); sai.angle = 206; break;
|
||||
case 2: shot->from_option_l(); sai.angle = 186; break;
|
||||
case 3: shot->from_option_r(); sai.angle = 198; break;
|
||||
/* */ shot->from_option_l(); sai.angle = -0x4E; break;
|
||||
case 1: shot->from_option_r(); sai.angle = -0x32; break;
|
||||
case 2: shot->from_option_l(); sai.angle = -0x46; break;
|
||||
case 3: shot->from_option_r(); sai.angle = -0x3A; break;
|
||||
}
|
||||
shot->set_option_sprite_and_damage(6);
|
||||
}
|
||||
|
@ -154,14 +154,14 @@ void pascal near shot_yuuka_l6(void)
|
|||
YUUKA_INNER_L4;
|
||||
} else {
|
||||
switch(sai.i - 5u) {
|
||||
case 0: shot->from_option_l(); sai.angle = 176;
|
||||
case 0: shot->from_option_l(); sai.angle = -0x50;
|
||||
if(option_only == 0) {
|
||||
sai.i = 1;
|
||||
}
|
||||
break;
|
||||
case 1: shot->from_option_r(); sai.angle = 208; break;
|
||||
case 2: shot->from_option_l(); sai.angle = 184; break;
|
||||
case 3: shot->from_option_r(); sai.angle = 200; break;
|
||||
case 1: shot->from_option_r(); sai.angle = -0x30; break;
|
||||
case 2: shot->from_option_l(); sai.angle = -0x48; break;
|
||||
case 3: shot->from_option_r(); sai.angle = -0x38; break;
|
||||
}
|
||||
shot->set_option_sprite_and_damage(6);
|
||||
}
|
||||
|
@ -182,16 +182,16 @@ void pascal near shot_yuuka_l7(void)
|
|||
YUUKA_INNER_L4;
|
||||
} else {
|
||||
switch(sai.i - 5u) {
|
||||
case 0: shot->from_option_l(); sai.angle = 176;
|
||||
case 0: shot->from_option_l(); sai.angle = -0x50;
|
||||
if(option_only == 0) {
|
||||
sai.i = 1;
|
||||
}
|
||||
break;
|
||||
case 1: shot->from_option_r(); sai.angle = 208; break;
|
||||
case 2: shot->from_option_l(); sai.angle = 183; break;
|
||||
case 3: shot->from_option_r(); sai.angle = 201; break;
|
||||
case 4: shot->from_option_l(); sai.angle = 190; break;
|
||||
case 5: shot->from_option_r(); sai.angle = 194; break;
|
||||
case 1: shot->from_option_r(); sai.angle = -0x30; break;
|
||||
case 2: shot->from_option_l(); sai.angle = -0x49; break;
|
||||
case 3: shot->from_option_r(); sai.angle = -0x37; break;
|
||||
case 4: shot->from_option_l(); sai.angle = -0x42; break;
|
||||
case 5: shot->from_option_r(); sai.angle = -0x3E; break;
|
||||
}
|
||||
shot->set_option_sprite_and_damage(6);
|
||||
}
|
||||
|
@ -212,16 +212,16 @@ void pascal near shot_yuuka_l8(void)
|
|||
YUUKA_INNER_L5;
|
||||
} else {
|
||||
switch(sai.i - 6u) {
|
||||
case 0: shot->from_option_l(); sai.angle = 176;
|
||||
case 0: shot->from_option_l(); sai.angle = -0x50;
|
||||
if(option_only == 0) {
|
||||
sai.i = 1;
|
||||
}
|
||||
break;
|
||||
case 1: shot->from_option_r(); sai.angle = 208; break;
|
||||
case 2: shot->from_option_l(); sai.angle = 183; break;
|
||||
case 3: shot->from_option_r(); sai.angle = 201; break;
|
||||
case 4: shot->from_option_l(); sai.angle = 190; break;
|
||||
case 5: shot->from_option_r(); sai.angle = 194; break;
|
||||
case 1: shot->from_option_r(); sai.angle = -0x30; break;
|
||||
case 2: shot->from_option_l(); sai.angle = -0x49; break;
|
||||
case 3: shot->from_option_r(); sai.angle = -0x37; break;
|
||||
case 4: shot->from_option_l(); sai.angle = -0x42; break;
|
||||
case 5: shot->from_option_r(); sai.angle = -0x3E; break;
|
||||
}
|
||||
shot->set_option_sprite_and_damage(6);
|
||||
}
|
||||
|
@ -242,18 +242,18 @@ void pascal near shot_yuuka_l9(void)
|
|||
YUUKA_INNER_L5;
|
||||
} else {
|
||||
switch(sai.i - 6u) {
|
||||
case 0: shot->from_option_l(); sai.angle = 168;
|
||||
case 0: shot->from_option_l(); sai.angle = -0x58;
|
||||
if(option_only == 0) {
|
||||
sai.i = 1;
|
||||
}
|
||||
break;
|
||||
case 1: shot->from_option_r(); sai.angle = 216; break;
|
||||
case 2: shot->from_option_l(); sai.angle = 176; break;
|
||||
case 3: shot->from_option_r(); sai.angle = 208; break;
|
||||
case 4: shot->from_option_l(); sai.angle = 184; break;
|
||||
case 5: shot->from_option_r(); sai.angle = 200; break;
|
||||
case 6: shot->from_option_l(); sai.angle = 193; break;
|
||||
case 7: shot->from_option_r(); sai.angle = 191; break;
|
||||
case 1: shot->from_option_r(); sai.angle = -0x28; break;
|
||||
case 2: shot->from_option_l(); sai.angle = -0x50; break;
|
||||
case 3: shot->from_option_r(); sai.angle = -0x30; break;
|
||||
case 4: shot->from_option_l(); sai.angle = -0x48; break;
|
||||
case 5: shot->from_option_r(); sai.angle = -0x38; break;
|
||||
case 6: shot->from_option_l(); sai.angle = -0x3F; break;
|
||||
case 7: shot->from_option_r(); sai.angle = -0x41; break;
|
||||
}
|
||||
shot->set_option_sprite_and_damage(6);
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue