Cleaned up NpcAct000.cpp
Also changed regex to "((//|\;)[^ \t\n]|(for|while|if|while|do|void|int|bool)\((for|while|if|while|do)\ \(.*\)\;|\(\ |\ \)|//\ [a-z]|\ \ )|break;\n[\t]*case" Signed-off-by: Gabriel Ravier <gabravier@gmail.com>
This commit is contained in:
parent
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commit
0651f1b910
1 changed files with 85 additions and 83 deletions
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@ -12,7 +12,7 @@
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#include "Sound.h"
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#include "Triangle.h"
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//Null
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// Null
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void ActNpc000(NPCHAR *npc)
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{
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RECT rect = {0x00, 0x00, 0x10, 0x10};
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@ -28,40 +28,40 @@ void ActNpc000(NPCHAR *npc)
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npc->rect = rect;
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}
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//Experience
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// Experience
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void ActNpc001(NPCHAR *npc)
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{
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//In wind
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// In wind
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if (gBack.type == 5 || gBack.type == 6)
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{
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if (npc->act_no == 0)
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{
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//Set state
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// Set state
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npc->act_no = 1;
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//Set random speed
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// Set random speed
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npc->ym = Random(-0x80, 0x80);
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npc->xm = Random(0x7F, 0x100);
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}
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//Blow to the left
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// Blow to the left
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npc->xm -= 8;
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//Destroy when off-screen
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// Destroy when off-screen
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if (npc->x < 0xA000)
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npc->cond = 0;
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#ifdef FIX_BUGS
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//Limit speed
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// Limit speed
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if (npc->xm < -0x600)
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npc->xm = -0x600;
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#else
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//Limit speed (except pixel applied it to the X position)
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// Limit speed (except pixel applied it to the X position)
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if (npc->x < -0x600)
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npc->x = -0x600;
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#endif
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//Bounce off walls
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// Bounce off walls
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if (npc->flag & 1)
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npc->xm = 0x100;
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if (npc->flag & 2)
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@ -69,43 +69,43 @@ void ActNpc001(NPCHAR *npc)
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if (npc->flag & 8)
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npc->ym = -0x40;
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}
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//When not in wind
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// When not in wind
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else
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{
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if (npc->act_no == 0)
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{
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//Set state
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// Set state
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npc->act_no = 1;
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npc->ani_no = Random(0, 4);
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//Random speed
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// Random speed
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npc->xm = Random(-0x200, 0x200);
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npc->ym = Random(-0x400, 0);
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//Random direction (reverse animation or not)
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// Random direction (reverse animation or not)
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if (Random(0, 1) != 0)
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npc->direct = 0;
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else
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npc->direct = 2;
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}
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//Gravity
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// Gravity
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if (npc->flag & 0x100)
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npc->ym += 21;
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else
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npc->ym += 42;
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//Bounce off walls
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// Bounce off walls
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if (npc->flag & 1 && npc->xm < 0)
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npc->xm *= -1;
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if (npc->flag & 4 && npc->xm > 0)
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npc->xm *= -1;
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//Bounce off ceiling
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// Bounce off ceiling
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if (npc->flag & 2 && npc->ym < 0)
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npc->ym *= -1;
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//Bounce off floor
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// Bounce off floor
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if (npc->flag & 8)
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{
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PlaySoundObject(45, 1);
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npc->xm = 2 * npc->xm / 3;
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}
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//Play bounce song (and try to clip out of floor if stuck)
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// Play bounce song (and try to clip out of floor if stuck)
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if (npc->flag & 0xD)
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{
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PlaySoundObject(45, 1);
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@ -125,7 +125,7 @@ void ActNpc001(NPCHAR *npc)
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npc->count2 = 0;
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}
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//Limit speed
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// Limit speed
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if (npc->xm < -0x5FF)
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npc->xm = -0x5FF;
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if (npc->xm > 0x5FF)
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npc->ym = 0x5FF;
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}
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//Move
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// Move
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npc->y += npc->ym;
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npc->x += npc->xm;
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//Get framerects
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// Get framerects
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RECT rect[6] = {
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{0x00, 0x10, 0x10, 0x20},
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{0x10, 0x10, 0x20, 0x20},
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@ -152,7 +152,7 @@ void ActNpc001(NPCHAR *npc)
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RECT rcNo = {0, 0, 0, 0};
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//Animate
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// Animate
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++npc->ani_wait;
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if (npc->direct == 0)
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@ -176,7 +176,7 @@ void ActNpc001(NPCHAR *npc)
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npc->rect = rect[npc->ani_no];
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//Size
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// Size
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if (npc->act_no)
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{
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switch (npc->exp)
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npc->act_no = 1;
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}
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//Delete after 500 frames
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// Delete after 500 frames
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if (++npc->count1 > 500 && npc->ani_no == 5 && npc->ani_wait == 2)
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npc->cond = 0;
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//Blink after 400 frames
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// Blink after 400 frames
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if (npc->count1 > 400)
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{
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if (npc->count1 / 2 % 2)
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}
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}
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//Behemoth
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// Behemoth
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void ActNpc002(NPCHAR *npc)
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{
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//Rects
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// Rects
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RECT rcLeft[7] = {
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{32, 0, 64, 24},
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{0, 0, 32, 24},
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{160, 24, 192, 48},
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};
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//Turn when touching a wall
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// Turn when touching a wall
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if (npc->flag & 1)
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npc->direct = 2;
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else if (npc->flag & 4)
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switch (npc->act_no)
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{
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case 0: //Walking
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case 0: // Walking
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if (npc->direct == 0)
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npc->xm = -0x100;
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else
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npc->ani_no = 4;
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}
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break;
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case 1: //Shot
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case 1: // Shot
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npc->xm = 7 * npc->xm / 8;
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if (++npc->count1 > 40)
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}
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}
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break;
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case 2: //Charge
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case 2: // Charge
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if (npc->direct == 0)
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npc->xm = -0x400;
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else
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break;
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}
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//Gravity
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// Gravity
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npc->ym += 0x40;
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if (npc->ym > 0x5FF)
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npc->ym = 0x5FF;
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//Move
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// Move
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npc->x += npc->xm;
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npc->y += npc->ym;
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//Set framerect
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// Set framerect
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if (npc->direct == 0)
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npc->rect = rcLeft[npc->ani_no];
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else
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npc->rect = rcRight[npc->ani_no];
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}
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//Dead enemy (make sure damage shown doesn't teleport to a new loaded npc)
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// Dead enemy (make sure damage shown doesn't teleport to a new loaded npc)
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void ActNpc003(NPCHAR *npc)
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{
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if (++npc->count1 > 100)
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npc->rect = rect;
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}
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//Smoke
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// Smoke
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void ActNpc004(NPCHAR *npc)
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{
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RECT rcLeft[8] = {
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if (npc->act_no == 0)
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{
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//Move in random direction at random speed
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// Move in random direction at random speed
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if (npc->direct == 0 || npc->direct == 1)
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{
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deg = Random(0, 0xFF);
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npc->ym = GetSin(deg) * Random(0x200, 0x5FF) / 0x200;
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}
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//Set state
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// Set state
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npc->ani_no = Random(0, 4);
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npc->ani_wait = Random(0, 3);
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npc->act_no = 1;
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}
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else
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{
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//Slight drag
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// Slight drag
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npc->xm = 20 * npc->xm / 21;
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npc->ym = 20 * npc->ym / 21;
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//Move
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// Move
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npc->x += npc->xm;
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npc->y += npc->ym;
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}
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//Animate
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// Animate
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if (++npc->ani_wait > 4)
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{
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npc->ani_wait = 0;
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npc->ani_no++;
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}
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//Set framerect
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// Set framerect
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if (npc->ani_no > 7)
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{
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//Destroy if over
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// Destroy if over
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npc->cond = 0;
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}
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else
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}
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}
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//Critter (Green, Egg Corridor)
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// Critter (Green, Egg Corridor)
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void ActNpc005(NPCHAR *npc)
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{
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RECT rcLeft[3] = {
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switch (npc->act_no)
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{
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case 0: //Init
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case 0: // Init
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npc->y += 0x600;
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npc->act_no = 1;
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// Fallthrough
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case 1: //Waiting
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//Look at player
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case 1: // Waiting
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// Look at player
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if (npc->x > gMC.x)
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npc->direct = 0;
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else
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npc->direct = 2;
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//Open eyes near player
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// Open eyes near player
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if (npc->act_wait >= 8 && npc->x - 0xE000 < gMC.x && npc->x + 0xE000 > gMC.x && npc->y - 0xA000 < gMC.y && npc->y + 0xA000 > gMC.y)
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{
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npc->ani_no = 1;
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npc->ani_no = 0;
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}
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//Jump if attacked
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// Jump if attacked
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if (npc->shock)
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{
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npc->act_no = 2;
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npc->act_wait = 0;
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}
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//Jump if player is nearby
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// Jump if player is nearby
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if (npc->act_wait >= 8 && npc->x - 0x6000 < gMC.x && npc->x + 0x6000 > gMC.x && npc->y - 0xA000 < gMC.y && npc->y + 0x6000 > gMC.y)
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{
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npc->act_no = 2;
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}
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break;
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case 2: //Going to jump
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case 2: // Going to jump
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if (++npc->act_wait > 8)
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{
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//Set jump state
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// Set jump state
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npc->act_no = 3;
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npc->ani_no = 2;
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//Jump
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// Jump
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npc->ym = -0x5FF;
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PlaySoundObject(30, 1);
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//Jump in facing direction
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// Jump in facing direction
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if (npc->direct == 0)
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npc->xm = -0x100;
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else
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}
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break;
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case 3: //Jumping
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//Land
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case 3: // Jumping
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// Land
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if (npc->flag & 8)
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{
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npc->xm = 0;
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break;
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}
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//Gravity
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// Gravity
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npc->ym += 64;
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if (npc->ym > 0x5FF)
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npc->ym = 0x5FF;
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//Move
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// Move
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npc->x += npc->xm;
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npc->y += npc->ym;
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//Set framerect
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// Set framerect
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if (npc->direct == 0)
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npc->rect = rcLeft[npc->ani_no];
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else
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npc->rect = rcRight[npc->ani_no];
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}
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//Beetle (Goes left and right, Egg Corridor)
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// Beetle (Goes left and right, Egg Corridor)
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void ActNpc006(NPCHAR *npc)
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{
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RECT rcLeft[5] = {
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switch (npc->act_no)
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{
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case 0: //Init
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case 0: // Init
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npc->act_no = 1;
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if (npc->direct == 0)
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break;
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case 1:
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//Accelerate to the left
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// Accelerate to the left
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npc->xm -= 0x10;
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if (npc->xm < -0x400)
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npc->xm = -0x400;
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//Move
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// Move
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if (npc->shock)
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npc->x += npc->xm / 2;
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else
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npc->x += npc->xm;
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//Animate
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// Animate
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if (++npc->ani_wait > 1)
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{
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npc->ani_wait = 0;
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if (npc->ani_no > 2)
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npc->ani_no = 1;
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//Stop when hitting a wall
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// Stop when hitting a wall
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if (npc->flag & 1)
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{
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npc->act_no = 2;
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@ -583,7 +585,7 @@ void ActNpc006(NPCHAR *npc)
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break;
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case 2:
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//Wait 60 frames then move to the right
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// Wait 60 frames then move to the right
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if (++npc->act_wait > 60)
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{
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npc->act_no = 3;
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break;
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case 3:
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//Accelerate to the right
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// Accelerate to the right
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npc->xm += 0x10;
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if (npc->xm > 0x400)
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npc->xm = 0x400;
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//Move
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// Move
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if (npc->shock)
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npc->x += npc->xm / 2;
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else
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npc->x += npc->xm;
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//Animate
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// Animate
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if (++npc->ani_wait > 1)
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{
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npc->ani_wait = 0;
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if (npc->ani_no > 2)
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npc->ani_no = 1;
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//Stop when hitting a wall
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// Stop when hitting a wall
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if (npc->flag & 4)
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{
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npc->act_no = 4;
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break;
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case 4:
|
||||
//Wait 60 frames then move to the left
|
||||
// Wait 60 frames then move to the left
|
||||
if (++npc->act_wait > 60)
|
||||
{
|
||||
npc->act_no = 1;
|
||||
|
@ -636,14 +638,14 @@ void ActNpc006(NPCHAR *npc)
|
|||
break;
|
||||
}
|
||||
|
||||
//Set framerect
|
||||
// Set framerect
|
||||
if (npc->direct == 0)
|
||||
npc->rect = rcLeft[npc->ani_no];
|
||||
else
|
||||
npc->rect = rcRight[npc->ani_no];
|
||||
}
|
||||
|
||||
//Basil
|
||||
// Basil
|
||||
void ActNpc007(NPCHAR *npc)
|
||||
{
|
||||
RECT rcLeft[3] = {
|
||||
|
@ -726,7 +728,7 @@ void ActNpc007(NPCHAR *npc)
|
|||
npc->rect = rcRight[npc->ani_no];
|
||||
}
|
||||
|
||||
//Beetle (Follows you, Egg Corridor)
|
||||
// Beetle (Follows you, Egg Corridor)
|
||||
void ActNpc008(NPCHAR *npc)
|
||||
{
|
||||
RECT rcLeft[2] = {
|
||||
|
@ -829,7 +831,7 @@ void ActNpc008(NPCHAR *npc)
|
|||
npc->rect = rcRight[npc->ani_no];
|
||||
}
|
||||
|
||||
//Balrog (drop-in)
|
||||
// Balrog (drop-in)
|
||||
void ActNpc009(NPCHAR *npc)
|
||||
{
|
||||
int i;
|
||||
|
@ -904,7 +906,7 @@ void ActNpc009(NPCHAR *npc)
|
|||
npc->rect = rect_right[npc->ani_no];
|
||||
}
|
||||
|
||||
//Balrog (shooting) (super-secret version from prototype)
|
||||
// Balrog (shooting) (super-secret version from prototype)
|
||||
void ActNpc010(NPCHAR *npc)
|
||||
{
|
||||
unsigned char deg;
|
||||
|
@ -1027,7 +1029,7 @@ void ActNpc010(NPCHAR *npc)
|
|||
npc->rect = rect_right[npc->ani_no];
|
||||
}
|
||||
|
||||
//Proto-Balrog's projectile
|
||||
// Proto-Balrog's projectile
|
||||
void ActNpc011(NPCHAR *npc)
|
||||
{
|
||||
if (npc->flag & 0xFF)
|
||||
|
@ -1062,7 +1064,7 @@ void ActNpc011(NPCHAR *npc)
|
|||
}
|
||||
}
|
||||
|
||||
//Balrog (cutscene)
|
||||
// Balrog (cutscene)
|
||||
void ActNpc012(NPCHAR *npc)
|
||||
{
|
||||
int i;
|
||||
|
@ -1395,7 +1397,7 @@ void ActNpc012(NPCHAR *npc)
|
|||
}
|
||||
}
|
||||
|
||||
//Forcefield
|
||||
// Forcefield
|
||||
void ActNpc013(NPCHAR *npc)
|
||||
{
|
||||
RECT rect[4] = {
|
||||
|
@ -1417,7 +1419,7 @@ void ActNpc013(NPCHAR *npc)
|
|||
npc->rect = rect[npc->ani_no];
|
||||
}
|
||||
|
||||
//Santa's Key
|
||||
// Santa's Key
|
||||
void ActNpc014(NPCHAR *npc)
|
||||
{
|
||||
RECT rect[3] = {
|
||||
|
@ -1460,7 +1462,7 @@ void ActNpc014(NPCHAR *npc)
|
|||
npc->rect = rect[npc->ani_no];
|
||||
}
|
||||
|
||||
//Chest (closed)
|
||||
// Chest (closed)
|
||||
void ActNpc015(NPCHAR *npc)
|
||||
{
|
||||
RECT rcLeft[3] = {
|
||||
|
@ -1517,7 +1519,7 @@ void ActNpc015(NPCHAR *npc)
|
|||
npc->rect = rcLeft[npc->ani_no];
|
||||
}
|
||||
|
||||
//Save point
|
||||
// Save point
|
||||
void ActNpc016(NPCHAR *npc)
|
||||
{
|
||||
RECT rect[8] = {
|
||||
|
|
Loading…
Add table
Reference in a new issue