mirror of https://github.com/nmlgc/ReC98.git
37 lines
821 B
C++
37 lines
821 B
C++
/// Shinki's 32×32 ball bullets
|
||
/// ---------------------------
|
||
|
||
#define B6BALL_COUNT 63
|
||
#define B6BALL_W 32
|
||
#define B6BALL_H 32
|
||
|
||
enum b6ball_flag_t {
|
||
B6BF_FREE = 0,
|
||
B6BF_CLOUD = 1,
|
||
B6BF_ALIVE = 2,
|
||
B6BF_DECAY = 3,
|
||
|
||
_b6ball_flag_t_FORCE_UINT8 = 0xFF
|
||
};
|
||
|
||
typedef struct {
|
||
b6ball_flag_t flag;
|
||
unsigned char angle; // unused
|
||
PlayfieldMotion pos;
|
||
unsigned int age; // unused and broken, because it's never reset
|
||
Subpixel cloud_radius;
|
||
int patnum_tiny;
|
||
int decay_frames;
|
||
int16_t unused;
|
||
SubpixelLength8 speed; // unused
|
||
int8_t padding;
|
||
} b6ball_t;
|
||
|
||
#define b6ball_template (reinterpret_cast<b6ball_t &>(custom_entities[0]))
|
||
#define b6balls (reinterpret_cast<b6ball_t *>(&custom_entities[1]))
|
||
|
||
// Spawns a new ball bullet according to the [b6ball_template].
|
||
void near b6balls_add();
|
||
|
||
void near b6balls_update();
|