Store animation and facing based on animation flag 1
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00073fe0: 27bdffe8 addiu r29,r29,0xffe8 00073fe4: 00002021 addu r4,r0,r0 00073fe8: afbf0010 sw r31,0x0010(r29) 00073fec: 0c03b1c6 jal 0x000ec718 --> Background Tile Color For Targeting/Movement (Partial Tiles) 00073ff0: 34050002 ori r5,r0,0x0002 00073ff4: 3402001c ori r2,r0,0x001c r2 = 1c 00073ff8: 3c018009 lui r1,0x8009 00073ffc: ac2260e4 sw r2,0x60e4(r1) store new display type 00074000: 0c01e886 jal 0x0007a218 --> Get Source Unit Misc Data Pointer 00074004: 00000000 nop 00074008: 00403021 addu r6,r2,r0 r6 = unit misc. data pointer 0007400c: 94c30138 lhu r3,0x0138(r6) load used ability 00074010: a4c00008 sh r0,0x0008(r6) clear ?? 00074014: 00031040 sll r2,r3,0x01 00074018: 00431021 addu r2,r2,r3 ability ID * 3 0007401c: 3c018009 lui r1,0x8009 00074020: 00220821 addu r1,r1,r2 00074024: 90223e10 lbu r2,0x3e10(r1) load animation flags 1 (casting motion) 00074028: 00000000 nop 0007402c: 10400005 beq r2,r0,0x00074044 branch if no casting animation 00074030: 00000000 nop 00074034: 0c020ac7 jal 0x00082b1c store animation and facing 00074038: 00c02021 addu r4,r6,r0 r4 = unit misc data pointer 0007403c: 0801d014 j 0x00074050 end routine 00074040: 00000000 nop 00074044: 84c50070 lh r5,0x0070(r6) load facing 00074048: 0c02065e jal 0x00081978 store animation and facing 0007404c: 34040002 ori r4,r0,0x0002 change of animation = 2 00074050: 0c01a0f5 jal 0x000683d4 -->Store AT list ID = 0 00074054: 00000000 nop 00074058: 8fbf0010 lw r31,0x0010(r29) 0007405c: 27bd0018 addiu r29,r29,0x0018 00074060: 03e00008 jr r31 00074064: 00000000 nop