Document bullets a little

This commit is contained in:
Clownacy 2020-04-04 00:13:20 +01:00
parent 90714cb7a4
commit 5d37391882

View file

@ -100,53 +100,72 @@ void PutBullet(int fx, int fy)
}
}
BULLET_TABLE gBulTbl[46] =
{
BULLET_TABLE gBulTbl[46] = {
// Null
{0, 0, 0, 0, 0, 0, 0, 0, {0, 0, 0, 0}},
// Snake
{4, 1, 20, 36, 4, 4, 2, 2, {8, 8, 8, 8}},
{6, 1, 23, 36, 4, 4, 2, 2, {8, 8, 8, 8}},
{8, 1, 30, 36, 4, 4, 2, 2, {8, 8, 8, 8}},
// Polar Star
{1, 1, 8, 32, 6, 6, 2, 2, {8, 8, 8, 8}},
{2, 1, 12, 32, 6, 6, 2, 2, {8, 8, 8, 8}},
{4, 1, 16, 32, 6, 6, 2, 2, {8, 8, 8, 8}},
// Fireball
{2, 2, 100, 8, 8, 16, 4, 2, {8, 8, 8, 8}},
{3, 2, 100, 8, 4, 4, 4, 2, {8, 8, 8, 8}},
{3, 2, 100, 8, 4, 4, 4, 2, {8, 8, 8, 8}},
// Machine Gun
{2, 1, 20, 32, 2, 2, 2, 2, {8, 8, 8, 8}},
{4, 1, 20, 32, 2, 2, 2, 2, {8, 8, 8, 8}},
{6, 1, 20, 32, 2, 2, 2, 2, {8, 8, 8, 8}},
// Missile Launcher
{0, 10, 50, 40, 2, 2, 2, 2, {8, 8, 8, 8}},
{0, 10, 70, 40, 4, 4, 4, 4, {8, 8, 8, 8}},
{0, 10, 90, 40, 4, 4, 0, 0, {8, 8, 8, 8}},
// Missile Launcher explosion
{1, 100, 100, 20, 16, 16, 0, 0, {0, 0, 0, 0}},
{1, 100, 100, 20, 16, 16, 0, 0, {0, 0, 0, 0}},
{1, 100, 100, 20, 16, 16, 0, 0, {0, 0, 0, 0}},
// Bubbler
{1, 1, 20, 8, 2, 2, 2, 2, {4, 4, 4, 4}},
{2, 1, 20, 8, 2, 2, 2, 2, {4, 4, 4, 4}},
{2, 1, 20, 8, 4, 4, 4, 4, {4, 4, 4, 4}},
// Bubbler level 3 thorns
{3, 1, 32, 32, 2, 2, 2, 2, {4, 4, 4, 4}},
// Blade slashes
{0, 100, 0, 36, 8, 8, 8, 8, {12, 12, 12, 12}},
// Falling spike that deals 127 damage
{127, 1, 2, 4, 8, 4, 8, 4, {0, 0, 0, 0}},
// Blade
{15, 1, 30, 36, 8, 8, 4, 2, {8, 8, 8, 8}},
{6, 3, 18, 36, 10, 10, 4, 2, {12, 12, 12, 12}},
{1, 100, 30, 36, 6, 6, 4, 4, {12, 12, 12, 12}},
// Super Missile Launcher
{0, 10, 30, 40, 2, 2, 2, 2, {8, 8, 8, 8}},
{0, 10, 40, 40, 4, 4, 4, 4, {8, 8, 8, 8}},
{0, 10, 40, 40, 4, 4, 0, 0, {8, 8, 8, 8}},
// Super Missile Launcher explosion
{2, 100, 100, 20, 12, 12, 0, 0, {0, 0, 0, 0}},
{2, 100, 100, 20, 12, 12, 0, 0, {0, 0, 0, 0}},
{2, 100, 100, 20, 12, 12, 0, 0, {0, 0, 0, 0}},
// Nemesis
{4, 4, 20, 32, 4, 4, 3, 3, {8, 8, 24, 8}},
{4, 2, 20, 32, 2, 2, 2, 2, {8, 8, 24, 8}},
{1, 1, 20, 32, 2, 2, 2, 2, {8, 8, 24, 8}},
// Spur
{4, 4, 30, 64, 6, 6, 3, 3, {8, 8, 8, 8}},
{8, 8, 30, 64, 6, 6, 3, 3, {8, 8, 8, 8}},
{12, 12, 30, 64, 6, 6, 3, 3, {8, 8, 8, 8}},
// Spur trail
{3, 100, 30, 32, 6, 6, 3, 3, {4, 4, 4, 4}},
{6, 100, 30, 32, 6, 6, 3, 3, {4, 4, 4, 4}},
{11, 100, 30, 32, 6, 6, 3, 3, {4, 4, 4, 4}},
// Curly's Nemesis
{4, 4, 20, 32, 4, 4, 3, 3, {8, 8, 24, 8}},
// Screen-nuke that kills all enemies
{0, 4, 4, 4, 0, 0, 0, 0, {0, 0, 0, 0}},
// Whimsical Star
{1, 1, 1, 36, 1, 1, 1, 1, {1, 1, 1, 1}}
};
@ -2258,6 +2277,7 @@ void ActBullet(void)
switch (gBul[i].code_bullet)
{
// Snake
case 1:
ActBullet_Frontia1(&gBul[i]);
break;
@ -2267,6 +2287,8 @@ void ActBullet(void)
case 3:
ActBullet_Frontia2(&gBul[i], 3);
break;
// Polar Star
case 4:
ActBullet_PoleStar(&gBul[i], 1);
break;
@ -2276,6 +2298,8 @@ void ActBullet(void)
case 6:
ActBullet_PoleStar(&gBul[i], 3);
break;
// Fireball
case 7:
ActBullet_FireBall(&gBul[i], 1);
break;
@ -2285,6 +2309,8 @@ void ActBullet(void)
case 9:
ActBullet_FireBall(&gBul[i], 3);
break;
// Machine Gun
case 10:
ActBullet_MachineGun(&gBul[i], 1);
break;
@ -2294,6 +2320,8 @@ void ActBullet(void)
case 12:
ActBullet_MachineGun(&gBul[i], 3);
break;
// Missile Launcher
case 13:
ActBullet_Missile(&gBul[i], 1);
break;
@ -2303,6 +2331,8 @@ void ActBullet(void)
case 15:
ActBullet_Missile(&gBul[i], 3);
break;
// Missile Launcher explosion
case 16:
ActBullet_Bom(&gBul[i], 1);
break;
@ -2312,6 +2342,8 @@ void ActBullet(void)
case 18:
ActBullet_Bom(&gBul[i], 3);
break;
// Bubbler
case 19:
ActBullet_Bubblin1(&gBul[i]);
break;
@ -2321,15 +2353,23 @@ void ActBullet(void)
case 21:
ActBullet_Bubblin3(&gBul[i]);
break;
// Bubbler level 3 spines
case 22:
ActBullet_Spine(&gBul[i]);
break;
// Blade slashes
case 23:
ActBullet_Edge(&gBul[i]);
break;
// Falling spike that deals 127 damage
case 24:
ActBullet_Drop(&gBul[i]);
break;
// Blade
case 25:
ActBullet_Sword1(&gBul[i]);
break;
@ -2339,6 +2379,8 @@ void ActBullet(void)
case 27:
ActBullet_Sword3(&gBul[i]);
break;
// Super Missile Launcher
case 28:
ActBullet_SuperMissile(&gBul[i], 1);
break;
@ -2348,6 +2390,8 @@ void ActBullet(void)
case 30:
ActBullet_SuperMissile(&gBul[i], 3);
break;
// Super Missile Launcher explosion
case 31:
ActBullet_SuperBom(&gBul[i], 1);
break;
@ -2357,6 +2401,8 @@ void ActBullet(void)
case 33:
ActBullet_SuperBom(&gBul[i], 3);
break;
// Nemesis
case 34: // Identical to case 43
ActBullet_Nemesis(&gBul[i], 1);
break;
@ -2366,6 +2412,8 @@ void ActBullet(void)
case 36:
ActBullet_Nemesis(&gBul[i], 3);
break;
// Spur
case 37:
ActBullet_Spur(&gBul[i], 1);
break;
@ -2375,6 +2423,8 @@ void ActBullet(void)
case 39:
ActBullet_Spur(&gBul[i], 3);
break;
// Spur trail
case 40:
ActBullet_SpurTail(&gBul[i], 1);
break;
@ -2384,12 +2434,18 @@ void ActBullet(void)
case 42:
ActBullet_SpurTail(&gBul[i], 3);
break;
// Curly's Nemesis
case 43: // Identical to case 34
ActBullet_Nemesis(&gBul[i], 1);
break;
// Screen-nuke that kills all enemies
case 44:
ActBullet_EnemyClear(&gBul[i]);
break;
// Whimsical Star
case 45:
ActBullet_Star(&gBul[i]);
break;