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- ItsAFlameMarine:
-
- tst.b NASTY
- bne .yesnas
- move.w #-1,12(a0)
- rts
- .yesnas:
-
- move.w #$1f1f,14(a0)
- move.w #$4545,6(a0)
-
- move.b worry(a0),d0
- move.b d0,d1
- and.w #128,d1
- and.b #127,d0
- beq.s .noless
- sub.b #1,d0
- .noless:
- add.b d0,d1
- move.b d1,worry(a0)
-
- move.w (a0),CollId
- move.w #80,extlen
- move.b #1,awayfromwall
-
- move.l #20*256,StepUpVal
- move.l #20*256,StepDownVal
- move.l #128*128,thingheight
- move.l #4,deadframe
- move.w #0,screamsound
- move.w #64,nasheight
- clr.b gotgun
- move.w 12(a0),d2
- bge.s .stillalive
- .notthisone:
- move.w 12(a0),GraphicRoom(a0)
- rts
- .stillalive:
-
- tst.b numlives(a0)
- bgt .notdying
-
- move.w ThirdTimer(a0),d1
- sub.w TempFrames,d1
- bge.s .noneg
- move.w #0,d1
- .noneg:
- move.w d1,ThirdTimer(a0)
-
- move.w .dyinganim(pc,d1.w*2),10(a0)
-
- move.b #0,numlives(a0)
- move.l ZoneAdds,a1
- move.l (a1,d2.w*4),a1
- add.l LEVELDATA,a1
-
- move.l ToZoneFloor(a1),d0
- tst.b ObjInTop(a0)
- beq.s .notintopp
- move.l ToUpperFloor(a1),d0
- .notintopp:
- asr.l #7,d0
- sub.w #64,d0
- move.w d0,4(a0)
-
- move.w 12(a0),GraphicRoom(a0)
- rts
-
- .dyinganim:
- dcb.w 6,18
- dcb.w 10,17
- dcb.w 10,16
-
-
- .notdying:
-
- tst.b 17(a0)
- beq.s .cantseeplayer
- tst.w ThirdTimer(a0)
- ble FlameMarineAttack
- move.w TempFrames,d0
- sub.w d0,ThirdTimer(a0)
- bra .waitandsee
-
- .cantseeplayer:
-
- jsr GetRand
- lsr.w #4,d0
- and.w #63,d0
- add.w #20,d0
- move.w d0,ThirdTimer(a0)
-
- .waitandsee:
-
- move.w #30,FourthTimer(a0)
-
- move.w 12(a0),d2
- move.l ZoneAdds,a5
- move.l (a5,d2.w*4),d0
- add.l LEVELDATA,d0
- move.l d0,objroom
-
- jsr ViewpointToDraw
-
- asl.l #2,d0
- add.w alframe+2,d0
- add.l #$00110000,d0
- move.l d0,8(a0)
-
- move.w 4(a0),d0
- sub.w #64,d0
- ext.l d0
- asl.l #7,d0
- move.l d0,newy
- move.l d0,oldy
-
- move.w 12(a0),FromZone
- jsr CheckTeleport
- tst.b OKTEL
- beq.s .notel
- move.l floortemp,d0
- asr.l #7,d0
- add.w d0,4(a0)
- bra .nochangedir
- .notel:
-
- move.w maxspd(a0),d2
- muls TempFrames,d2
- move.w d2,speed
- move.w Facing(a0),d0
- move.b ObjInTop(a0),StoodInTop
- movem.l a6/d0/a0/a1/a3/a4/d7,-(a7)
- jsr GoInDirection
- move.w #%1000000000,wallflags
-
- move.l #%11111111110111100001,CollideFlags
- jsr Collision
- tst.b hitwall
- beq.s .canmove
-
- move.w oldx,newx
- move.w oldz,newz
- movem.l (a7)+,a6/d0/a0/a1/a3/a4/d7
- bra .hitathing
-
- .canmove:
-
- clr.b wallbounce
- jsr MoveObject
- movem.l (a7)+,a6/d0/a0/a1/a3/a4/d7
- move.b StoodInTop,ObjInTop(a0)
-
- .hitathing:
-
- tst.b hitwall
- beq.s .nochangedir
- move.w #-1,ObjTimer(a0)
- .nochangedir
-
- move.l objroom,a2
- move.w (a2),12(a0)
- move.w newx,(a1)
- move.w newz,4(a1)
-
- move.w (a2),d0
- move.l #ZoneBrightTable,a5
- move.l (a5,d0.w*4),d0
- tst.b ObjInTop(a0)
- bne.s .okbit
- swap d0
- .okbit:
- move.w d0,2(a0)
-
- move.l ToZoneFloor(a2),d0
- tst.b ObjInTop(a0)
- beq.s .notintop
- move.l ToUpperFloor(a2),d0
- .notintop:
- asr.l #7,d0
- sub.w #64,d0
- move.w d0,4(a0)
-
- moveq #0,d2
- move.b damagetaken(a0),d2
- beq .noscream
-
- sub.b d2,numlives(a0)
- bgt .notdeadyet
-
- cmp.b #1,d2
- ble .noexplode
-
- movem.l d0-d7/a0-a6,-(a7)
- sub.l ObjectPoints,a1
- add.l #ObjRotated,a1
- move.l (a1),Noisex
- move.w #400,Noisevol
- move.w #14,Samplenum
- move.b #1,chanpick
- clr.b notifplaying
- st backbeat
- move.b 1(a0),IDNUM
- jsr MakeSomeNoise
- movem.l (a7)+,d0-d7/a0-a6
-
- movem.l d0-d7/a0-a6,-(a7)
- move.w #0,d0
- asr.w #2,d2
- tst.w d2
- bgt.s .ko
- moveq #1,d2
- .ko:
- move.w #31,d3
- jsr ExplodeIntoBits
- movem.l (a7)+,d0-d7/a0-a6
-
- cmp.b #40,d2
- blt .noexplode
-
- move.w #-1,12(a0)
- move.w 12(a0),GraphicRoom(a0)
- rts
-
- .noexplode:
-
- movem.l d0-d7/a0-a6,-(a7)
- sub.l ObjectPoints,a1
- add.l #ObjRotated,a1
- move.l (a1),Noisex
- move.w #200,Noisevol
- move.w screamsound,Samplenum
- move.b #1,chanpick
- clr.b notifplaying
- st backbeat
- move.b 1(a0),IDNUM
- jsr MakeSomeNoise
- movem.l (a7)+,d0-d7/a0-a6
-
- move.w #25,ThirdTimer(a0)
-
- move.w 12(a0),GraphicRoom(a0)
- rts
-
- .notdeadyet:
- clr.b damagetaken(a0)
- movem.l d0-d7/a0-a6,-(a7)
- sub.l ObjectPoints,a1
- add.l #ObjRotated,a1
- move.l (a1),Noisex
- move.w #200,Noisevol
- move.w screamsound,Samplenum
- move.b #1,chanpick
- clr.b notifplaying
- move.b 1(a0),IDNUM
- st backbeat
- jsr MakeSomeNoise
- movem.l (a7)+,d0-d7/a0-a6
-
-
- .noscream
-
-
- move.w TempFrames,d0
- sub.w d0,ObjTimer(a0)
- bge.s .keepsamedir
-
- jsr GetRand
- and.w #8190,d0
- move.w d0,Facing(a0)
- move.w #50,ObjTimer(a0)
-
- .keepsamedir:
-
- move.w TempFrames,d0
- sub.w d0,SecTimer(a0)
- bge.s .nohiss
-
- jsr GetRand
- lsr.w #6,d0
- and.w #1,d0
- add.w #17,d0
- movem.l d0-d7/a0-a6,-(a7)
- sub.l ObjectPoints,a1
- add.l #ObjRotated,a1
- move.l (a1),Noisex
- move.w #100,Noisevol
- move.w d0,Samplenum
- move.b #1,chanpick
- clr.b notifplaying
- move.b 1(a0),IDNUM
- st backbeat
- jsr MakeSomeNoise
- movem.l (a7)+,d0-d7/a0-a6
-
- Jsr GetRand
- lsr.w #6,d0
- and.w #255,d0
- add.w #300,d0
- move.w d0,SecTimer(a0)
-
- .nohiss:
-
- move.b ObjInTop(a0),ViewerTop
- move.b PLR1_StoodInTop,TargetTop
- move.l PLR1_Roompt,ToRoom
- move.l objroom,FromRoom
- move.w newx,Viewerx
- move.w newz,Viewerz
- move.w PLR1_xoff,Targetx
- move.w PLR1_zoff,Targetz
- move.l PLR1_yoff,d0
- asr.l #7,d0
- move.w d0,Targety
- move.w 4(a0),Viewery
- jsr CanItBeSeen
-
- clr.b 17(a0)
-
- tst.b CanSee
- beq .carryonprowling
-
- move.b #1,17(a0)
-
- .carryonprowling:
-
- move.b ObjInTop(a0),ViewerTop
- move.b PLR2_StoodInTop,TargetTop
- move.l PLR2_Roompt,ToRoom
- move.l objroom,FromRoom
- move.w newx,Viewerx
- move.w newz,Viewerz
- move.w PLR2_xoff,Targetx
- move.w PLR2_zoff,Targetz
- move.l PLR2_yoff,d0
- asr.l #7,d0
- move.w d0,Targety
- move.w 4(a0),Viewery
- jsr CanItBeSeen
-
- tst.b CanSee
- beq .carryonprowling2
-
- or.b #2,17(a0)
-
- .carryonprowling2:
-
-
- move.w 12(a0),GraphicRoom(a0)
- rts
-
- FlameMarineAttack:
-
- move.w 12(a0),d2
- move.l ZoneAdds,a5
- move.l (a5,d2.w*4),d0
- add.l LEVELDATA,d0
- move.l d0,objroom
- jsr ViewpointToDraw
- asl.l #2,d0
- add.w alframe+2,d0
- add.l #$00110000,d0
- move.l d0,8(a0)
-
- btst #0,17(a0)
- beq FlameMarineAttackPLR2
- btst #1,17(a0)
- beq FlameMarineAttackPLR1
-
- move.l ObjectPoints,a1
- move.w (a0),d0
- move.w (a1,d0.w*8),d1
- move.w 4(a1,d0.w*8),d2
-
- move.w PLR1_xoff,d3
- move.w PLR1_zoff,d4
- sub.w d1,d3
- sub.w d2,d4
- muls d3,d3
- muls d4,d4
- add.l d4,d3
- move.w PLR2_xoff,d4
- move.w PLR2_zoff,d5
- sub.w d1,d4
- sub.w d2,d5
- muls d4,d4
- muls d5,d5
- add.l d5,d4
- cmp.l d3,d4
- ble FlameMarineAttackPLR2
-
-
- FlameMarineAttackPLR1:
-
-
- move.w TempFrames,d0
- sub.w d0,FourthTimer(a0)
- bgt.s .oktoshoot
- move.w #50,ThirdTimer(a0)
- .oktoshoot:
-
- move.w 12(a0),d2
- move.l ZoneAdds,a5
- move.l (a5,d2.w*4),d0
- add.l LEVELDATA,d0
- move.l d0,objroom
-
- jsr ViewpointToDraw
-
- asl.l #2,d0
- add.l #$110000,d0
- move.l d0,8(a0)
-
- move.w PLR1_xoff,newx
- move.w PLR1_zoff,newz
- move.w (a0),d1
- move.l #ObjRotated,a6
- move.l ObjectPoints,a1
- lea (a1,d1.w*8),a1
- lea (a6,d1.w*8),a6
- move.w (a1),oldx
- move.w 4(a1),oldz
- move.w maxspd(a0),d2
- muls.w TempFrames,d2
- move.w d2,speed
- move.w #80,Range
- move.w 4(a0),d0
- ext.l d0
- asl.l #7,d0
- sub.l #64*128,d0
- move.l d0,newy
- move.l d0,oldy
-
- move.b ObjInTop(a0),StoodInTop
- movem.l a6/d0/a0/a1/a3/a4/d7,-(a7)
- clr.b canshove
- clr.b GotThere
- jsr HeadTowardsAng
- move.w #%1000000000,wallflags
-
-
- clr.b wallbounce
- Jsr MoveObject
- movem.l (a7)+,a6/d0/a0/a1/a3/a4/d7
- move.b StoodInTop,ObjInTop(a0)
-
- move.w AngRet,Facing(a0)
-
- move.l objroom,a2
- move.w (a2),12(a0)
- move.w oldx,(a1)
- move.w oldz,4(a1)
-
- move.w (a2),d0
- move.l #ZoneBrightTable,a5
- move.l (a5,d0.w*4),d0
- tst.b ObjInTop(a0)
- bne.s .okbit
- swap d0
- .okbit:
- move.w d0,2(a0)
-
- move.l ToZoneFloor(a2),d0
- tst.b ObjInTop(a0)
- beq.s .notintop
- move.l ToUpperFloor(a2),d0
- .notintop:
- asr.l #7,d0
- sub.w #64,d0
- move.w d0,4(a0)
-
-
- moveq #0,d2
- move.b damagetaken(a0),d2
- beq .noscream
-
- sub.b d2,numlives(a0)
- bgt .notdeadyet
-
- cmp.b #1,d2
- ble .noexplode
-
- movem.l d0-d7/a0-a6,-(a7)
- sub.l ObjectPoints,a1
- add.l #ObjRotated,a1
- move.l (a1),Noisex
- move.w #400,Noisevol
- move.w #14,Samplenum
- move.b #1,chanpick
- clr.b notifplaying
- st backbeat
- move.b 1(a0),IDNUM
- jsr MakeSomeNoise
- movem.l (a7)+,d0-d7/a0-a6
-
- movem.l d0-d7/a0-a6,-(a7)
- move.w #0,d0
- asr.w #2,d2
- tst.w d2
- bgt.s .ko
- moveq #1,d2
- .ko:
- move.w #31,d3
- jsr ExplodeIntoBits
- movem.l (a7)+,d0-d7/a0-a6
-
- cmp.b #40,d2
- blt .noexplode
-
- move.w #-1,12(a0)
- move.w 12(a0),GraphicRoom(a0)
- rts
-
- .noexplode:
-
- movem.l d0-d7/a0-a6,-(a7)
- sub.l ObjectPoints,a1
- add.l #ObjRotated,a1
- move.l (a1),Noisex
- move.w #200,Noisevol
- move.w screamsound,Samplenum
- move.b #1,chanpick
- clr.b notifplaying
- st backbeat
- move.b 1(a0),IDNUM
- jsr MakeSomeNoise
- movem.l (a7)+,d0-d7/a0-a6
-
- move.w #25,ThirdTimer(a0)
-
- move.w 12(a0),GraphicRoom(a0)
- rts
-
- .notdeadyet:
- clr.b damagetaken(a0)
- movem.l d0-d7/a0-a6,-(a7)
- sub.l ObjectPoints,a1
- add.l #ObjRotated,a1
- move.l (a1),Noisex
- move.w #200,Noisevol
- move.w screamsound,Samplenum
- move.b #1,chanpick
- clr.b notifplaying
- move.b 1(a0),IDNUM
- st backbeat
- jsr MakeSomeNoise
- movem.l (a7)+,d0-d7/a0-a6
-
-
- .noscream
-
-
- ; tst.b canshootgun
- ; beq .cantshoot
- cmp.w #20,FourthTimer(a0)
- bge .cantshoot
-
- jsr GetRand
- and.w #255,d0
- add.w #200,d0
- move.w d0,ThirdTimer(a0)
-
- move.l (a6),Noisex
- move.w #200,Noisevol
- move.w #21,Samplenum
- move.b #1,chanpick
- clr.b notifplaying
- movem.l a5/a1/a0,-(a7)
- move.b 1(a0),IDNUM
- jsr MakeSomeNoise
- movem.l (a7)+,a5/a1/a0
-
- move.w #-100,2(a0)
-
- moveq #4,d7
-
- .shotlop:
-
- movem.l a0/a1/d7,-(a7)
- jsr GetRand
-
- move.l #ObjRotated,a6
- move.w (a0),d1
- lea (a6,d1.w*8),a6
-
- and.w #$7fff,d0
- move.w (a6),d1
- muls d1,d1
- move.w 2(a6),d2
- muls d2,d2
- add.l d2,d1
- asr.l #6,d1
- ext.l d0
- asl.l #2,d0
- cmp.l d1,d0
- bgt.s .hitplr
- jsr SHOOTPLAYER1
- bra.s .missplr
- .hitplr:
- move.l PLR1_Obj,a1
- add.b #2,damagetaken(a1)
- .missplr:
- movem.l (a7)+,a0/a1/d7
-
- dbra d7,.shotlop
-
- .cantshoot:
-
- move.w TempFrames,d0
- sub.w d0,SecTimer(a0)
- bge.s .nohiss
-
- movem.l d0-d7/a0-a6,-(a7)
- sub.l ObjectPoints,a1
- add.l #ObjRotated,a1
- move.l (a1),Noisex
- move.w #100,Noisevol
- move.w #16,Samplenum
- move.b #1,chanpick
- clr.b notifplaying
- move.b 1(a0),IDNUM
- st backbeat
- jsr MakeSomeNoise
- movem.l (a7)+,d0-d7/a0-a6
-
- Jsr GetRand
- lsr.w #6,d0
- and.w #255,d0
- add.w #300,d0
- move.w d0,SecTimer(a0)
-
- .nohiss:
-
- move.b ObjInTop(a0),ViewerTop
- move.b PLR1_StoodInTop,TargetTop
- move.l PLR1_Roompt,ToRoom
- move.l objroom,FromRoom
- move.w newx,Viewerx
- move.w newz,Viewerz
- move.w PLR1_xoff,Targetx
- move.w PLR1_zoff,Targetz
- move.l PLR1_yoff,d0
- asr.l #7,d0
- move.w d0,Targety
- move.w 4(a0),Viewery
- jsr CanItBeSeen
-
- clr.b 17(a0)
- tst.b CanSee
- beq .carryonprowling
-
- move.b #1,17(a0)
-
- .carryonprowling:
-
- cmp.b #'n',mors
- beq.s .carryonprowling2
-
-
- move.b ObjInTop(a0),ViewerTop
- move.b PLR2_StoodInTop,TargetTop
- move.l PLR2_Roompt,ToRoom
- move.l objroom,FromRoom
- move.w newx,Viewerx
- move.w newz,Viewerz
- move.w PLR2_xoff,Targetx
- move.w PLR2_zoff,Targetz
- move.l PLR2_yoff,d0
- asr.l #7,d0
- move.w d0,Targety
- move.w 4(a0),Viewery
- jsr CanItBeSeen
-
- tst.b CanSee
- beq .carryonprowling2
-
- or.b #2,17(a0)
-
- .carryonprowling2:
-
-
- move.w 12(a0),GraphicRoom(a0)
- rts
-
- *************************************************
-
- FlameMarineAttackPLR2:
-
-
-
- move.w TempFrames,d0
- sub.w d0,FourthTimer(a0)
- bgt.s .oktoshoot
- move.w #50,ThirdTimer(a0)
- .oktoshoot:
-
- move.w 12(a0),d2
- move.l ZoneAdds,a5
- move.l (a5,d2.w*4),d0
- add.l LEVELDATA,d0
- move.l d0,objroom
-
- jsr ViewpointToDraw
-
- asl.l #2,d0
- add.l #$110000,d0
- move.l d0,8(a0)
-
- move.w PLR2_xoff,newx
- move.w PLR2_zoff,newz
- move.w (a0),d1
- move.l #ObjRotated,a6
- move.l ObjectPoints,a1
- lea (a1,d1.w*8),a1
- lea (a6,d1.w*8),a6
- move.w (a1),oldx
- move.w 4(a1),oldz
- move.w maxspd(a0),d2
- muls.w TempFrames,d2
- move.w d2,speed
- move.w #80,Range
- move.w 4(a0),d0
- ext.l d0
- asl.l #7,d0
- sub.l #64*128,d0
- move.l d0,newy
- move.l d0,oldy
-
- move.b ObjInTop(a0),StoodInTop
- movem.l a6/d0/a0/a1/a3/a4/d7,-(a7)
- clr.b canshove
- clr.b GotThere
- jsr HeadTowardsAng
- move.w #%1000000000,wallflags
-
-
- clr.b wallbounce
- Jsr MoveObject
- movem.l (a7)+,a6/d0/a0/a1/a3/a4/d7
- move.b StoodInTop,ObjInTop(a0)
-
- move.w AngRet,Facing(a0)
-
- move.l objroom,a2
- move.w (a2),12(a0)
- move.w oldx,(a1)
- move.w oldz,4(a1)
-
- move.w (a2),d0
- move.l #ZoneBrightTable,a5
- move.l (a5,d0.w*4),d0
- tst.b ObjInTop(a0)
- bne.s .okbit
- swap d0
- .okbit:
- move.w d0,2(a0)
-
- move.l ToZoneFloor(a2),d0
- tst.b ObjInTop(a0)
- beq.s .notintop
- move.l ToUpperFloor(a2),d0
- .notintop:
- asr.l #7,d0
- sub.w #64,d0
- move.w d0,4(a0)
-
- move.b damagetaken(a0),d2
- beq .noscream
-
- sub.b d2,numlives(a0)
- bgt .notdeadyet
-
- ; cmp.b #1,d2
- ; ble.s .noexplode
-
- movem.l d0-d7/a0-a6,-(a7)
- sub.l ObjectPoints,a1
- add.l #ObjRotated,a1
- move.l (a1),Noisex
- move.w #400,Noisevol
- move.w #14,Samplenum
- move.b #1,chanpick
- clr.b notifplaying
- st backbeat
- move.b 1(a0),IDNUM
- jsr MakeSomeNoise
- movem.l (a7)+,d0-d7/a0-a6
-
- movem.l d0-d7/a0-a6,-(a7)
- move.w #0,d0
- move.w #9,d2
- move.w #31,d3
- jsr ExplodeIntoBits
- movem.l (a7)+,d0-d7/a0-a6
- move.w #-1,12(a0)
- move.w 12(a0),GraphicRoom(a0)
- rts
-
- .noexplode:
-
- movem.l d0-d7/a0-a6,-(a7)
- sub.l ObjectPoints,a1
- add.l #ObjRotated,a1
- move.l (a1),Noisex
- move.w #200,Noisevol
- move.w screamsound,Samplenum
- move.b #1,chanpick
- clr.b notifplaying
- st backbeat
- move.b 1(a0),IDNUM
- jsr MakeSomeNoise
- movem.l (a7)+,d0-d7/a0-a6
- move.l deadframe,8(a0)
- move.w 12(a0),GraphicRoom(a0)
- rts
-
- .notdeadyet:
- clr.b damagetaken(a0)
- movem.l d0-d7/a0-a6,-(a7)
- sub.l ObjectPoints,a1
- add.l #ObjRotated,a1
- move.l (a1),Noisex
- move.w #200,Noisevol
- move.w screamsound,Samplenum
- move.b #1,chanpick
- clr.b notifplaying
- move.b 1(a0),IDNUM
- st backbeat
- jsr MakeSomeNoise
- movem.l (a7)+,d0-d7/a0-a6
-
- .noscream
-
- ; tst.b canshootgun
- ; beq .cantshoot
- cmp.w #20,FourthTimer(a0)
- bge .cantshoot
-
- cmp.w #20,FourthTimer(a0)
- bge .cantshoot
-
- move.w #25,FourthTimer(a0)
-
- move.w #1,Samplenum
- move.b #3,SHOTTYPE
- move.b #7,SHOTPOWER
- move.w #8,SHOTSPEED
- move.w #2,SHOTSHIFT
- move.w #0,SHOTOFFMULT
- move.w #-10,2(a0)
- move.l #0,SHOTYOFF
- jsr FireAtPlayer1
-
- .cantshoot:
-
- move.w TempFrames,d0
- sub.w d0,SecTimer(a0)
- bge.s .nohiss
-
- movem.l d0-d7/a0-a6,-(a7)
- sub.l ObjectPoints,a1
- add.l #ObjRotated,a1
- move.l (a1),Noisex
- move.w #100,Noisevol
- move.w #16,Samplenum
- move.b #1,chanpick
- clr.b notifplaying
- move.b 1(a0),IDNUM
- st backbeat
- jsr MakeSomeNoise
- movem.l (a7)+,d0-d7/a0-a6
-
- Jsr GetRand
- lsr.w #6,d0
- and.w #255,d0
- add.w #300,d0
- move.w d0,SecTimer(a0)
-
- .nohiss:
-
- move.b ObjInTop(a0),ViewerTop
- move.b PLR1_StoodInTop,TargetTop
- move.l PLR1_Roompt,ToRoom
- move.l objroom,FromRoom
- move.w newx,Viewerx
- move.w newz,Viewerz
- move.w PLR1_xoff,Targetx
- move.w PLR1_zoff,Targetz
- move.l PLR1_yoff,d0
- asr.l #7,d0
- move.w d0,Targety
- move.w 4(a0),Viewery
- jsr CanItBeSeen
-
- clr.b 17(a0)
- tst.b CanSee
- beq .carryonprowling
-
- move.b #1,17(a0)
-
- .carryonprowling:
-
- cmp.b #'n',mors
- beq.s .carryonprowling2
-
-
- move.b ObjInTop(a0),ViewerTop
- move.b PLR2_StoodInTop,TargetTop
- move.l PLR2_Roompt,ToRoom
- move.l objroom,FromRoom
- move.w newx,Viewerx
- move.w newz,Viewerz
- move.w PLR2_xoff,Targetx
- move.w PLR2_zoff,Targetz
- move.l PLR2_yoff,d0
- asr.l #7,d0
- move.w d0,Targety
- move.w 4(a0),Viewery
- jsr CanItBeSeen
-
- tst.b CanSee
- beq .carryonprowling2
-
- or.b #2,17(a0)
-
- .carryonprowling2:
-
-
- move.w 12(a0),GraphicRoom(a0)
- rts
-
-
-