ItsAMutantMarine: tst.b NASTY bne .yesnas move.w #-1,12(a0) rts .yesnas: move.w #$1f1f,14(a0) move.b worry(a0),d0 move.b d0,d1 and.w #128,d1 and.b #127,d0 sub.b #1,d0 bge.s .oknn move.b #0,d0 .oknn: 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 MutMarAttack 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 #25,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 #$000a0000,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 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)+,d0/a0/a1/a3/a4/d7 bra .hitathing .canmove: clr.b wallbounce jsr MoveObject movem.l (a7)+,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 PROTMCHECK a0 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 MutMarAttack: 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 #$000a0000,d0 move.l d0,8(a0) btst #0,17(a0) beq MutMarAttackPLR2 btst #1,17(a0) beq MutMarAttackPLR1 move.l ObjectPoints,a1 move.w (a0),d0 move.w (a1,d0.w*8),d1 move.w 4(a1,d0.w*8),d2 move.w PLR1_xoff,d3 move.w PLR1_zoff,d4 sub.w d1,d3 sub.w d2,d4 muls d3,d3 muls d4,d4 add.l d4,d3 move.w PLR2_xoff,d4 move.w PLR2_zoff,d5 sub.w d1,d4 sub.w d2,d5 muls d4,d4 muls d5,d5 add.l d5,d4 cmp.l d3,d4 ble MutMarAttackPLR2 MutMarAttackPLR1: move.w TempFrames,d0 sub.w d0,FourthTimer(a0) bgt.s .oktoshoot move.w #50,ThirdTimer(a0) .oktoshoot: move.w 12(a0),d2 move.l ZoneAdds,a5 move.l (a5,d2.w*4),d0 add.l LEVELDATA,d0 move.l d0,objroom jsr ViewpointToDraw asl.l #2,d0 add.l #$a0000,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 d0/a0/a1/a3/a6/a4/d7,-(a7) clr.b canshove clr.b GotThere jsr HeadTowardsAng move.w #%1000000000,wallflags clr.b wallbounce Jsr MoveObject movem.l (a7)+,d0/a0/a6/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 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 ; tst.b canshootgun ; beq .cantshoot cmp.w #20,FourthTimer(a0) bgt .cantshoot jsr GetRand and.w #255,d0 add.w #50,d0 move.w d0,ThirdTimer(a0) move.l (a6),Noisex move.w #200,Noisevol move.w #3,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) movem.l a0/a1,-(a7) jsr GetRand move.l #ObjRotated,a6 move.w (a0),d1 lea (a6,d1.w*8),a6 and.w #$7fff,d0 move.w (a6),d1 muls d1,d1 move.w 2(a6),d2 muls d2,d2 add.l d2,d1 asr.l #6,d1 ext.l d0 asl.l #2,d0 cmp.l d1,d0 bgt.s .hitplr jsr SHOOTPLAYER1 bra.s .missplr .hitplr: move.l PLR1_Obj,a1 add.b #4,damagetaken(a1) .missplr: movem.l (a7)+,a0/a1 .cantshoot: move.w TempFrames,d0 sub.w d0,SecTimer(a0) bge.s .nohiss movem.l d0-d7/a0-a6,-(a7) sub.l ObjectPoints,a1 add.l #ObjRotated,a1 move.l (a1),Noisex move.w #100,Noisevol move.w #16,Samplenum move.b #1,chanpick clr.b notifplaying move.b 1(a0),IDNUM st backbeat jsr MakeSomeNoise movem.l (a7)+,d0-d7/a0-a6 Jsr GetRand lsr.w #6,d0 and.w #255,d0 add.w #300,d0 move.w d0,SecTimer(a0) .nohiss: move.b ObjInTop(a0),ViewerTop move.b PLR1_StoodInTop,TargetTop move.l PLR1_Roompt,ToRoom move.l objroom,FromRoom move.w newx,Viewerx move.w newz,Viewerz move.w PLR1_xoff,Targetx move.w PLR1_zoff,Targetz move.l PLR1_yoff,d0 asr.l #7,d0 move.w d0,Targety move.w 4(a0),Viewery jsr CanItBeSeen clr.b 17(a0) tst.b CanSee beq .carryonprowling move.b #1,17(a0) .carryonprowling: cmp.b #'n',mors beq.s .carryonprowling2 move.b ObjInTop(a0),ViewerTop move.b PLR2_StoodInTop,TargetTop move.l PLR2_Roompt,ToRoom move.l objroom,FromRoom move.w newx,Viewerx move.w newz,Viewerz move.w PLR2_xoff,Targetx move.w PLR2_zoff,Targetz move.l PLR2_yoff,d0 asr.l #7,d0 move.w d0,Targety move.w 4(a0),Viewery jsr CanItBeSeen tst.b CanSee beq .carryonprowling2 or.b #2,17(a0) .carryonprowling2: move.w 12(a0),GraphicRoom(a0) rts ************************************************* MutMarAttackPLR2: move.w TempFrames,d0 sub.w d0,FourthTimer(a0) bgt.s .oktoshoot move.w #50,ThirdTimer(a0) .oktoshoot: move.w 12(a0),d2 move.l ZoneAdds,a5 move.l (a5,d2.w*4),d0 add.l LEVELDATA,d0 move.l d0,objroom jsr ViewpointToDraw asl.l #2,d0 add.l #$a0000,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 d0/a0/a1/a3/a6/a4/d7,-(a7) clr.b canshove clr.b GotThere jsr HeadTowardsAng move.w #%1000000000,wallflags clr.b wallbounce Jsr MoveObject movem.l (a7)+,d0/a0/a1/a3/a6/a4/d7 move.b StoodInTop,ObjInTop(a0) move.w AngRet,Facing(a0) 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.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 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 #10,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 #3,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) movem.l a0/a1,-(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 SHOOTPLAYER2 bra.s .missplr .hitplr: move.l PLR2_Obj,a1 add.b #4,damagetaken(a1) .missplr: movem.l (a7)+,a0/a1 .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