ReC98/th05/player
nmlgc 1276a0c94a [Decompilation] [th05] Mima's shot control functions
And if I don't manage to cover Reimu in this push, it's because ZUN
switched around the cases in half of the functions here… 😵  Here's
some macros instead, to make the code at least *look* as table-driven
and readable as it should have been in the first place.

Part of P0037, funded by zorg.
2019-10-14 23:54:37 +02:00
..
hitshot_from.asm [Maintenance] Move all shot-related slices to the player/ subdirectory 2019-10-14 23:41:46 +02:00
hitshot_from[bss].asm [Maintenance] Move all shot-related slices to the player/ subdirectory 2019-10-14 23:41:46 +02:00
hitshots[bss].asm [Maintenance] Move all shot-related slices to the player/ subdirectory 2019-10-14 23:41:46 +02:00
shot.h [Decompilation] [th05] Mima's shot control functions 2019-10-14 23:54:37 +02:00
shot_cycle_init.asm [Reverse-engineering] [th05] Player shot cycle bitflags 2019-10-14 23:42:09 +02:00
shot_types.inc [Maintenance] Move all shot-related slices to the player/ subdirectory 2019-10-14 23:41:46 +02:00
shots_add.asm [Decompilation] Prepare the C side for the shot type control functions 2019-10-14 23:42:20 +02:00