#include <object.h>
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x1S: perform action for the cycle |
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For SIMPLE events - no parameters. |
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Obj hit another object. |
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Obj hit a tile. |
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Path emits a signal. |
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x1S: calculate projected destination |
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x1S IF colliding w/ a tile |
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x1S: prepare for cycle (clear dest bit) |
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is the object dead? |
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x1S: time to draw self to screen |
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information from the object info |
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from physics module |
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result of physics + pathing |
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for on-screen display |
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current frame height |
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for on-screen display |
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from physics module |
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current frame width |
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return current # of hp |
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bus message |
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bus message |
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bus message |
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m = dHP |
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bus message |
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true if immunity on |
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is the object the player? |
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x1S IF mvmnt approved |
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nudge position slightly |
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see "ObjectBayAttach" for more info. |
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called when object goes offscreen |
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Calculate destination |
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Calculate destination |
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bus message |
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bus message |
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bus message |
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x1S IF colliding w/ an object |
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bus message |
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OBJCOMP_ flags : which components are being used. |
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index into animations |
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it should be in ANIMINFO... |
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canonical reference: is object dead? (bus_Die called) |
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destination (sum of physics+pathing destination) |
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destination calculated for obj yet? |
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pointer to game context |
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# of hp |
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takes damage from hit tiles? |
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for when shadowed obj dies |
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current path following |
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progress along path |
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ex: PATH_REV, PATH_ACC_SPEED, PATH_LEVEL_REL... |
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obj path shadows, or NULL |
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acceleration |
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destination |
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only used w/ PHYS_DRIVE_FACE |
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position |
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velocity |
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position (previous destination) |
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