; Actual flight routine itself...
; ---------------------------------------------------------------------------
; Subroutine to check if Tails wants to begin flying mid-jump
; ---------------------------------------------------------------------------
Tails_CheckFlight: ; in this ability routine, a0 = Tails
btst #0,flight_property(a0) ; are we already flying?
beq.s Tails_UpdateFlight ; if yes, update Tails' flight
tst.b (Two_player_mode).w ; are we in two player mode?
bne.w + ; if so, skip the following check
cmpa.w #MainCharacter,a0 ; is Tails the main character?
bne.w return_1C83D ; if not, return
+
cmpi.b #1,jumping(a0) ; are we jumping?
bne.w return_1C83D ; if not, return
move.b (Ctrl_1_Press_Logical).w,d0
andi.b #button_B_mask|button_C_mask,d0 ; is B or C pressed?
beq.w return_1C83D ; if not, branch
; if all of these conditions are met, do the following:
move.b #AniIDTailsAni_Fly,anim(a0) ; begin flying
move.b #$4B,flight_time(a0) ; set the amount of time Tails can fly for (this is needed later, in Tails_FlyingSwimming)
move.w #$C,y_vel(a0) ; set Tails' y-velocity to something reasonable (again, needed later, in Tails_FlyingSwimming)
bset #1,flight_property(a0) ; tell the game that Tails is flying
bclr #0,flight_property(a0) ; tell the game that Tails is not not-flying, if that makes any sense to you people, which I highly doubt it did :U
return_1C83D:
rts
; ---------------------------------------------------------------------------
; Subroutine doing the extra logic for Tails' flight
; ---------------------------------------------------------------------------
Tails_FlyingSwimming:
moveq #0,d0
move.b ($FFFFFE05).w,d0
andi.b #7,d0
bne.s ++
subq.b #1,flight_time(a0)
bne.s ++
btst #2,flight_property(a0) ; Did we already tell the game that Tails is tired?
bne.s + ; If so, don't tell it again, since that's completely pointless.
bset #2,flight_property(a0) ; If we haven't yet, tell the game that Tails is tired.
+
moveq #0,d0
move.b ($FFFFFE05).w,d0
andi.b #3,d0
bne.s +
addq.w #1,y_vel(a0)
+
rts
; ...and the altered Tails_ResetOnFloor_Part3 to fix some issues.
Tails_ResetOnFloor_Part3:
bclr #1,status(a0)
bclr #5,status(a0)
bclr #4,status(a0)
move.b #0,jumping(a0)
move.w #0,(Chain_Bonus_counter).w
move.b #0,flip_angle(a0)
move.b #0,flip_turned(a0)
move.b #0,flips_remaining(a0)
btst #0,flight_property(a0) ; Test the not-flying bit...
bne.s + ; ...and if we didn't fly since the last time we hit the floor, skip the flying section
; Section for Tails' flight:
move.b #0,flight_time(a0) ; Reset our flight time...
bclr #1,flight_property(a0) ; ...clear the flying bit...
bclr #2,flight_property(a0) ; ...clear the tired-while-flying bit...
bset #0,flight_property(a0) ; ...and set the not-flying bit.
+ ; Rest of original subroutine:
move.w #0,(Tails_Look_delay_counter).w
cmpi.b #AniIDTailsAni_Hang2,anim(a0)
bne.s return_1CBC4
move.b #AniIDTailsAni_Walk,anim(a0)
return_1CBC4:
rts
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