// seg001:013F void __pascal far play_opp_seq() { loadshad_and_opp(); if (Char.frame) { play_seq(); saveshad(); } }
// seg000:0F48 void __pascal far play_guard_frame() { if (Guard.direction != dir_56_none) { loadshad_and_opp(); load_fram_det_col(); check_killed_shadow(); play_guard(); if (Char.room == drawn_room) { play_seq(); if (Char.x >= 44 && Char.x < 211) { fall_accel(); fall_speed(); load_frame_to_obj(); load_fram_det_col(); set_char_collision(); check_guard_bumped(); check_action(); check_press(); check_spike_below(); check_spiked(); check_chomped_guard(); } } saveshad(); } }
// seg002:0D1A void __pascal far check_sword_hurting() { short kid_frame; kid_frame = Kid.frame; // frames 217..228: go up on stairs if (kid_frame != 0 && (kid_frame < frame_219_exit_stairs_3 || kid_frame >= 229)) { loadshad_and_opp(); check_hurting(); saveshad_and_opp(); loadkid_and_opp(); check_hurting(); savekid_and_opp(); } }