ReC98/th04/bullet
nmlgc 222fc993d0 [Reverse-engineering] [th04/th05] Bullet spawn types
Well… how else to call a variable that handles
• pellet vs. 16×16 sprite (TH04),
• the delay cloud flags from bullet_spawn_state_t, but with different
  values (which is restricted to 16×16 sprites in TH04),
• optionally showing the gather animation before spawning the bullet
… whether the bullet uses the basic slowdown motion (TH05),
  (which is restricted to pellets in TH04),
• and defining what happens *after* the gather animation – not actually
  spawning any bullets (TH04), or using the special motion type from
  the bullet template (TH05)

🤯

Completes P0075, funded by Myles and -Tom-.
2020-02-16 21:48:33 +01:00
..
bullet.hpp [Reverse-engineering] [th04/th05] Bullet spawn types 2020-02-16 21:48:33 +01:00
bullets[bss].asm [Reverse-engineering] [th04/th05] Bullet structure 2020-02-16 21:32:30 +01:00
patnum_for_angle.asm [Reverse-engineering] [th04/th05] Sprite selection for angled bullets 2020-02-16 21:46:43 +01:00
pattypes.h [Reverse-engineering] [th04/th05] Bullet spawn types 2020-02-16 21:48:33 +01:00
pattypes.inc [Reverse-engineering] [th04/th05] Bullet spawn types 2020-02-16 21:48:33 +01:00
template[bss].asm [Reverse-engineering] [th04/th05] Bullet template structure 2020-02-16 21:47:53 +01:00