; ---------------------------------------------------------------------------- ; 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