Clean up NpcAct240.cpp
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6c5aea8a2c
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1 changed files with 27 additions and 24 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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//Mimiga (jailed)
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// Mimiga (jailed)
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void ActNpc240(NPCHAR *npc)
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{
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RECT rcLeft[6] = {
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@ -117,7 +117,7 @@ void ActNpc240(NPCHAR *npc)
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npc->rect = rcRight[npc->ani_no];
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}
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//Critter (Last Cave)
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// Critter (Last Cave)
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void ActNpc241(NPCHAR *npc)
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{
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RECT rcLeft[3] = {
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@ -150,7 +150,7 @@ void ActNpc241(NPCHAR *npc)
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}
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else
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{
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if ( npc->act_wait < 8 )
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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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@ -214,7 +214,7 @@ void ActNpc241(NPCHAR *npc)
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npc->rect = rcRight[npc->ani_no];
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}
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//Bat (Last Cave)
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// Bat (Last Cave)
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void ActNpc242(NPCHAR *npc)
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{
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if (npc->x < 0 || npc->x > gMap.width * 0x10 * 0x200)
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@ -292,7 +292,7 @@ void ActNpc242(NPCHAR *npc)
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npc->rect = rect_right[npc->ani_no];
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}
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//Bat generator (Last Cave)
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// Bat generator (Last Cave)
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void ActNpc243(NPCHAR *npc)
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{
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switch (npc->act_no)
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@ -316,7 +316,7 @@ void ActNpc243(NPCHAR *npc)
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}
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}
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//Lava drop
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// Lava drop
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void ActNpc244(NPCHAR *npc)
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{
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int i;
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@ -353,7 +353,7 @@ void ActNpc244(NPCHAR *npc)
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}
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}
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//Lava drop generator
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// Lava drop generator
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void ActNpc245(NPCHAR *npc)
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{
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RECT rc[4] = {
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@ -373,7 +373,7 @@ void ActNpc245(NPCHAR *npc)
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case 1:
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npc->ani_no = 0;
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if ( npc->act_wait )
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if (npc->act_wait)
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{
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--npc->act_wait;
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return;
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@ -409,7 +409,7 @@ void ActNpc245(NPCHAR *npc)
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npc->rect = rc[npc->ani_no];
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}
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//Press (proximity)
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// Press (proximity)
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void ActNpc246(NPCHAR *npc)
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{
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RECT rcLeft[3] = {
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@ -498,7 +498,7 @@ void ActNpc246(NPCHAR *npc)
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npc->rect = rcLeft[npc->ani_no];
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}
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//Misery (boss)
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// Misery (boss)
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void ActNpc247(NPCHAR *npc)
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{
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unsigned char deg;
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@ -812,7 +812,7 @@ void ActNpc247(NPCHAR *npc)
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npc->rect = rcRight[npc->ani_no];
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}
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//Boss Misery (vanishing)
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// Boss Misery (vanishing)
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void ActNpc248(NPCHAR *npc)
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{
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if (npc->flag & 0xFF)
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@ -847,7 +847,7 @@ void ActNpc248(NPCHAR *npc)
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}
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}
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//Boss Misery energy shot
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// Boss Misery energy shot
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void ActNpc249(NPCHAR *npc)
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{
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RECT rc[2] = {
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@ -870,7 +870,7 @@ void ActNpc249(NPCHAR *npc)
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}
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}
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//Boss Misery lightning ball
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// Boss Misery lightning ball
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void ActNpc250(NPCHAR *npc)
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{
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RECT rc[3] = {
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@ -947,7 +947,7 @@ void ActNpc250(NPCHAR *npc)
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npc->rect = rc[npc->ani_no];
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}
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//Boss Misery lightning
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// Boss Misery lightning
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void ActNpc251(NPCHAR *npc)
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{
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RECT rc[2] = {
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@ -978,7 +978,7 @@ void ActNpc251(NPCHAR *npc)
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npc->rect = rc[npc->ani_no];
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}
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//Boss Misery bats
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// Boss Misery bats
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void ActNpc252(NPCHAR *npc)
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{
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RECT rcLeft[4] = {
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@ -1010,7 +1010,7 @@ void ActNpc252(NPCHAR *npc)
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deg = npc->count1;
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if ( npc->act_wait < 192 )
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if (npc->act_wait < 192)
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++npc->act_wait;
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npc->x = npc->pNpc->x + npc->act_wait * GetCos(deg) / 4;
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@ -1073,7 +1073,7 @@ void ActNpc252(NPCHAR *npc)
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npc->rect = rcRight[npc->ani_no];
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}
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//EXP capsule
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// EXP capsule
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void ActNpc253(NPCHAR *npc)
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{
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switch (npc->act_no)
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@ -1110,7 +1110,7 @@ void ActNpc253(NPCHAR *npc)
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npc->rect = rc[npc->ani_no];
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}
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//Helicopter
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// Helicopter
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void ActNpc254(NPCHAR *npc)
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{
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RECT rc[2] = {
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@ -1125,15 +1125,18 @@ void ActNpc254(NPCHAR *npc)
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SetNpChar(255, npc->x + 0x2400, npc->y - 0x7200, 0, 0, 0, npc, 0x100);
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SetNpChar(255, npc->x - 0x4000, npc->y - 0x6800, 0, 0, 2, npc, 0x100);
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break;
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case 20:
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npc->act_wait = 0;
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npc->count1 = 60;
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npc->act_no = 21;
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break;
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case 30:
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npc->act_no = 21;
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SetNpChar(223, npc->x - 0x1600, npc->y - 0x1C00, 0, 0, 0, 0, 0x100);
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break;
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case 40:
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npc->act_no = 21;
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SetNpChar(223, npc->x - 0x1200, npc->y - 0x1C00, 0, 0, 0, 0, 0x100);
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@ -1148,7 +1151,7 @@ void ActNpc254(NPCHAR *npc)
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npc->rect = rc[1];
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}
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//Helicopter blades
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// Helicopter blades
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void ActNpc255(NPCHAR *npc)
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{
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RECT rcLeft[4] = {
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@ -1214,7 +1217,7 @@ void ActNpc255(NPCHAR *npc)
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npc->rect = rcRight[npc->ani_no];
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}
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//Doctor (facing away)
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// Doctor (facing away)
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void ActNpc256(NPCHAR *npc)
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{
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RECT rcLeft[6] = {
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@ -1226,7 +1229,7 @@ void ActNpc256(NPCHAR *npc)
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{24, 160, 48, 192},
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};
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switch ( npc->act_no )
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switch (npc->act_no)
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{
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case 0:
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gSuperXpos = 0;
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@ -1305,7 +1308,7 @@ void ActNpc256(NPCHAR *npc)
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npc->rect = rcLeft[npc->ani_no];
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}
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//Red crystal
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// Red crystal
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void ActNpc257(NPCHAR *npc)
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{
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RECT rc[3] = {
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npc->rect = rc[npc->ani_no];
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}
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//Mimiga (sleeping)
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// Mimiga (sleeping)
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void ActNpc258(NPCHAR *npc)
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{
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RECT rc = {48, 32, 64, 48};
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npc->rect = rc;
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}
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//Curly (carried and unconcious)
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// Curly (carried and unconcious)
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void ActNpc259(NPCHAR *npc)
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{
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RECT rcLeft = {224, 96, 240, 112};
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