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[Reverse-engineering] [th04] Custom entity structure 1: Kurumi's spaw…
…n rays Part of P0240, funded by JonathKane.
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/// Stage 2 Boss - Kurumi | ||
/// --------------------- | ||
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#include "platform.h" | ||
#include "pc98.h" | ||
#include "th01/math/subpixel.hpp" | ||
#include "th04/main/playfld.hpp" | ||
#include "th04/main/custom.hpp" | ||
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// Spawn rays | ||
// ---------- | ||
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#define KURUMI_SPAWNRAY_COUNT 6 | ||
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enum kurumi_spawnray_flag_t { | ||
B2SF_FREE = 0, | ||
B2SF_GROW = 1, | ||
B2SF_SHRINK = 2, | ||
}; | ||
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struct kurumi_spawnray_t { | ||
kurumi_spawnray_flag_t flag; | ||
/* ------------------------- */ int8_t unused; | ||
PlayfieldPoint target; | ||
PlayfieldPoint origin; | ||
PlayfieldPoint velocity; | ||
/* ------------------------- */ int8_t padding[12]; | ||
}; | ||
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#define kurumi_spawnrays (\ | ||
reinterpret_cast<kurumi_spawnray_t *>(custom_entities) \ | ||
) | ||
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void pascal near kurumi_spawnrays_add( | ||
subpixel_t distance_from_center_x, unsigned char angle | ||
) | ||
; | ||
// ---------- |
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