That #pragma proves this to have been a separate translation unit… but
it at least sort of fits into `hud.cpp`. Could have gone either way.
Part of P0245, funded by [Anonymous], Blue Bolt, Ember2528, and Yanga.
It's going to show up again for TH04's Stage 4 midboss, as well as the
big explosion sprite, and this turns out to be the reason why ZUN did
it consistently. master.lib being lazy is enough of a reason to upgrade
each of these instances to a fixable bug.
Part of P0245, funded by [Anonymous], Blue Bolt, Ember2528, and Yanga.
… (24 + (difficulty * 8) + rank) in TH04, and (42 + (difficulty * 8))
in TH05. Also, TH05 only doesn't have TH04's bullet zap animation
because ZUN didn't consistently use constants…
Completes P0151, funded by Blue Bolt and -Tom-.
motion_t is also used for certain animations in MAINE.EXE, so not all
instances refer to entities in playfield space. Explicitly specifying
the latter now allows us to gain…
Part of P0149, funded by Blue Bolt, Ember2528, and -Tom-.