ReC98/th05/player
nmlgc 765eae82e8 [Maintenance] [th05] Minimize #includes for the shot type translation units
Since a few annoying alignment bytes suggested more translation units
than previously expected, using many small headers has proved to be
better than one big shared TH04/TH05 header file. Or should we *really*
pepper the code with lots of `#pragma codestring`? 😛

And in case we have multiple translation units which all #include the
same set of headers, we'll just go with situational shared headers,
using a common prefix.

Part of P0062, funded by Touhou Patch Center.
2019-12-22 15:32:44 +01:00
..
chars.h [Reverse-engineering] Player character constants 2019-12-17 23:26:59 +01:00
chars.inc [Reverse-engineering] Player character constants 2019-12-17 23:26:59 +01:00
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.hpp [Maintenance] [th05] Minimize #includes for the shot type translation units 2019-12-22 15:32:44 +01:00
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 [Maintenance] Add an underscore to the player_pos variable 2019-11-18 22:21:15 +01:00