Changes
From Final Fantasy Inside
no edit summary
* Opcode: '''0xAB'''
* Short name: '''TURA'''
* Long name: Turn to entity
==== Memory layout ====
{| border="1" cellspacing="1" cellpadding="3" style="border: 1px solid black; border-collapse: collapse;"
! width="40" | 0xB4
! width="80" | ''Entity id''
! width="80" | ''Rotate side type''
! width="80" | ''Steps in rotation''
|}
==== Arguments ====
* '''const Bit[4]''' ''Entity id'': Entity id to which model we calculate direction during first opcode call.
* '''const Short''' ''Rotate side type'': Specify how model will be rotated. (0 - clockwise/ 1 - anti-clockwise/ 2 - closest)
* '''const Short''' ''Steps in rotation'': Set number of steps in rotation.
==== Description ====
Rotation calculated line in TUGNGEN, except end direction calculated during first opcode call. Rotation always calculated smoothly. Like in TURNGEN(XX,XX,XX,XX,02);
This opcode will be called until turn is over and then continue script execution.
* Short name: '''TURA'''
* Long name: Turn to entity
==== Memory layout ====
{| border="1" cellspacing="1" cellpadding="3" style="border: 1px solid black; border-collapse: collapse;"
! width="40" | 0xB4
! width="80" | ''Entity id''
! width="80" | ''Rotate side type''
! width="80" | ''Steps in rotation''
|}
==== Arguments ====
* '''const Bit[4]''' ''Entity id'': Entity id to which model we calculate direction during first opcode call.
* '''const Short''' ''Rotate side type'': Specify how model will be rotated. (0 - clockwise/ 1 - anti-clockwise/ 2 - closest)
* '''const Short''' ''Steps in rotation'': Set number of steps in rotation.
==== Description ====
Rotation calculated line in TUGNGEN, except end direction calculated during first opcode call. Rotation always calculated smoothly. Like in TURNGEN(XX,XX,XX,XX,02);
This opcode will be called until turn is over and then continue script execution.