Added bunch of First Cave objects
This commit is contained in:
parent
1e7b07a102
commit
0f87d1ee8f
7 changed files with 261 additions and 4 deletions
2
Makefile
2
Makefile
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@ -58,6 +58,8 @@ SOURCES = \
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MycParam \
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NpcAct000 \
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NpcAct020 \
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NpcAct060 \
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NpcAct200 \
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NpChar \
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NpcHit \
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NpcTbl \
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@ -1,4 +1,7 @@
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#pragma once
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#include "NpChar.h"
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void ActNpc000(NPCHAR *npc);
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void ActNpc001(NPCHAR *npc);
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void ActNpc002(NPCHAR *npc);
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@ -12,6 +15,12 @@ void ActNpc016(NPCHAR *npc);
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void ActNpc017(NPCHAR *npc);
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void ActNpc018(NPCHAR *npc);
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void ActNpc020(NPCHAR *npc);
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void ActNpc021(NPCHAR *npc);
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void ActNpc032(NPCHAR *npc);
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void ActNpc064(NPCHAR *npc);
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void ActNpc065(NPCHAR *npc);
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void ActNpc211(NPCHAR *npc);
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@ -1,5 +1,7 @@
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#include "WindowsWrapper.h"
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#include "NpcAct.h"
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#include "MyChar.h"
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#include "NpChar.h"
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#include "Game.h"
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@ -1,5 +1,7 @@
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#include "WindowsWrapper.h"
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#include "NpcAct.h"
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#include "MyChar.h"
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#include "NpChar.h"
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#include "Game.h"
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@ -7,6 +9,33 @@
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#include "Back.h"
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#include "Triangle.h"
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//Computer
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void ActNpc020(NPCHAR *npc)
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{
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RECT rcLeft[1];
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RECT rcRight[3];
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rcLeft[0] = {288, 16, 320, 40};
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rcRight[0] = {288, 40, 320, 64};
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rcRight[1] = {288, 40, 320, 64};
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rcRight[2] = {288, 64, 320, 88};
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if (++npc->ani_wait > 3)
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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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if (npc->ani_no > 2)
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npc->ani_no = 0;
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if (npc->direct == 0)
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npc->rect = rcLeft[0];
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else
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npc->rect = rcRight[npc->ani_no];
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}
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//Chest (open)
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void ActNpc021(NPCHAR *npc)
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{
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191
src/NpcAct060.cpp
Normal file
191
src/NpcAct060.cpp
Normal file
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@ -0,0 +1,191 @@
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#include "WindowsWrapper.h"
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#include "NpcAct.h"
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#include "MyChar.h"
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#include "NpChar.h"
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#include "Game.h"
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#include "Sound.h"
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#include "Back.h"
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#include "Triangle.h"
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//First Cave Critter
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void ActNpc064(NPCHAR *npc)
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{
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RECT rcLeft[3];
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RECT rcRight[3];
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rcLeft[0] = {0, 0, 16, 16};
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rcLeft[1] = {16, 0, 32, 16};
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rcLeft[2] = {32, 0, 48, 16};
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rcRight[0] = {0, 16, 16, 32};
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rcRight[1] = {16, 16, 32, 32};
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rcRight[2] = {32, 16, 48, 32};
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switch (npc->act_no)
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{
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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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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 = 2;
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else
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npc->direct = 0;
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if (npc->tgt_x < 100)
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++npc->tgt_x;
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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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if (npc->act_wait < 8)
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++npc->act_wait;
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npc->ani_no = 0;
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}
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else
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{
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npc->ani_no = 1;
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}
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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->ani_no = 0;
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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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if (npc->act_wait >= 8 && npc->tgt_x >= 100 && npc->x - 0x8000 < gMC.x && npc->x + 0x8000 > 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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npc->ani_no = 0;
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npc->act_wait = 0;
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}
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break;
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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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npc->act_no = 3;
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npc->ani_no = 2;
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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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if (npc->direct)
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npc->xm = 0x100;
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else
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npc->xm = -0x100;
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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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if (npc->flag & 8)
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{
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npc->xm = 0;
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npc->act_wait = 0;
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npc->ani_no = 0;
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npc->act_no = 1;
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PlaySoundObject(23, 1);
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}
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break;
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}
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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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npc->x += npc->xm;
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npc->y += npc->ym;
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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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//First Cave Bat
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void ActNpc065(NPCHAR *npc)
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{
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switch (npc->act_no)
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{
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case 0:
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npc->tgt_x = npc->x;
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npc->tgt_y = npc->y;
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npc->count1 = 120;
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npc->act_no = 1;
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npc->act_wait = Random(0, 50);
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// Fallthrough
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case 1:
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if (++npc->act_wait >= 50)
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{
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npc->act_wait = 0;
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npc->act_no = 2;
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npc->ym = 0x300;
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}
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break;
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case 2:
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if (gMC.x >= npc->x)
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npc->direct = 2;
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else
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npc->direct = 0;
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if (npc->tgt_y < npc->y)
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npc->ym -= 0x10;
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if (npc->tgt_y > npc->y)
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npc->ym += 0x10;
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if (npc->ym > 0x300)
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npc->ym = 0x300;
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if (npc->ym < -0x300)
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npc->ym = -0x300;
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break;
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}
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npc->x += npc->xm;
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npc->y += npc->ym;
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RECT rect_left[4];
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RECT rect_right[4];
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rect_left[0] = {32, 32, 48, 48};
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rect_left[1] = {48, 32, 64, 48};
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rect_left[2] = {64, 32, 80, 48};
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rect_left[3] = {80, 32, 96, 48};
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rect_right[0] = {32, 48, 48, 64};
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rect_right[1] = {48, 48, 64, 64};
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rect_right[2] = {64, 48, 80, 64};
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rect_right[3] = {80, 48, 96, 64};
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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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++npc->ani_no;
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}
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if (npc->ani_no > 2)
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npc->ani_no = 0;
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if (npc->direct == 0)
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npc->rect = rect_left[npc->ani_no];
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else
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npc->rect = rect_right[npc->ani_no];
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}
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24
src/NpcAct200.cpp
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24
src/NpcAct200.cpp
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@ -0,0 +1,24 @@
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#include "WindowsWrapper.h"
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#include "NpcAct.h"
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#include "MyChar.h"
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#include "NpChar.h"
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#include "Game.h"
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#include "Sound.h"
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#include "Back.h"
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#include "Triangle.h"
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//Spikes (small)
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void ActNpc211(NPCHAR *npc)
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{
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RECT rects[4];
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rects[0] = {256, 200, 272, 216};
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rects[1] = {272, 200, 288, 216};
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rects[2] = {288, 200, 304, 216};
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rects[3] = {304, 200, 320, 216};
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npc->rect = rects[npc->code_event];
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}
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@ -76,7 +76,7 @@ NPCFUNCTION gpNpcFuncTbl[] =
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ActNpc017,
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ActNpc018,
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nullptr,
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nullptr,
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ActNpc020,
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ActNpc021,
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nullptr,
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nullptr,
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@ -120,6 +120,8 @@ NPCFUNCTION gpNpcFuncTbl[] =
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nullptr,
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nullptr,
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nullptr,
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ActNpc064,
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ActNpc065,
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nullptr,
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nullptr,
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nullptr,
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nullptr,
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nullptr,
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nullptr,
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nullptr,
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nullptr,
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nullptr,
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ActNpc211,
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nullptr,
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nullptr,
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nullptr,
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