… (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-.
And actually document them correctly.
Clear: Custom duration, awards constant points per bullet during the
entire duration, plays a decay animation
Zap: Fixed duration, awards a semi-exponential bonus for all bullets
alive on the first frame, plays a, um, "zapping" animation… in
TH04, because it's bugged in TH05 :zunpet:
Part of P0149, funded by Blue Bolt, Ember2528, and -Tom-.
Last one of the shared entity types! The TH05 version of the .STD enemy
VM would now be ready for decompilation in one single future push.
Completes P0088, funded by -Tom-.
Copying out the shot position might have actually been a decent
optimization for hit detection, to avoid the indirection if the shot
is not colliding with anything.
Part of P0088, funded by -Tom-.
Yes, this is the best time to cover these, since Stage 6 Yuuka's
animation state is reset in a variety of the boss phase end functions…
Part of P0086, funded by [Anonymous] and Blue Bolt.
Since they're determined by the order of sprites in a .BFT file,
they're best auto-generated by an enum as much as possible.
Part of P0074, funded by Myles.