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