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;
; Player bullets
;
bullet_player_new:
call entities_new
bnc
ret
; a : x points to the entity
ld y, ET_BULLET
ld [a : x], y
inc x
bo
inc a
; caller entity is in the stack
ld y, [sp + 4]
ld b, [sp + 5]
inc y
bo
inc b
push y
ld y, [b : y]
; same x
ld [a : x], y
pop y
inc x
bo
inc a
inc y
bo
inc b
ld y, [b : y]
; same y
ld [a : x], y
inc x
bo
inc a
; frame 0
ld y, 0
ld [a : x], y
inc x
bo
inc a
; player bullet sprite
ld y, <pbullet_sprite
ld [a : x], y
inc x
bo
inc a
ld y, >pbullet_sprite
ld [a : x], y
inc x
bo
inc b
; update function
ld y, <pbullet_update
ld [a : x], y
inc x
bo
inc a
ld y, >pbullet_update
ld [a : x], y
ret
pbullet_update:
ld x, [sp + 2]
ld a, [sp + 3]
add x, 2
bo
inc a
ld y, [a : x]
sub y, 2
bo
jmp pbullet_done
ld [a : x], y
ret
pbullet_done:
ld x, [sp + 2]
ld a, [sp + 3]
ld y, ET_NONE
ld [a : x], y
ret
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