; ----------------------------------------------------------------------------
; Object D0 - Bowlton (spiked rolling badnik)
; ----------------------------------------------------------------------------
; OST Variables:
ObjD0_initial_x_pos = objoff_30 ; word
; ============================================================================
ObjD0:
moveq #0,d0
move.b routine(a0),d0
move.w ObjD0_Index(pc,d0.w),d1
jsr ObjD0_Index(pc,d0.w)
; ============================================================================
ObjD0_Index: offsetTable
offsetTableEntry.w ObjD0_Init ; 0 - main badnik
offsetTableEntry.w ObjD0_RollLeft ; 2 - rolling to left
offsetTableEntry.w ObjD0_HitWall ; 4 - hitting a wall
offsetTableEntry.w ObjD0_RollRight ; 6 - rolling to right
; ============================================================================
ObjD0_Init:
addq.b #2,routine(a0)
move.l #ObjD0_MapUnc_2D441,mappings(a0)
move.w #make_art_tile(ArtTile_ArtNem_Bowlton,0,0),art_tile(a0)
move.b #4,render_flags(a0)
move.w #200,priority(a0)
move.b #$B,collision_flags(a0)
move.b #$12,width_pixels(a0)
JmpToD0_MarkObjGone
jmp (MarkObjGone).l
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