More-accurate Bullet.cpp variable arrangement
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1 changed files with 103 additions and 97 deletions
200
src/Bullet.cpp
200
src/Bullet.cpp
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@ -12,56 +12,6 @@
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#include "NpChar.h"
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#include "Sound.h"
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BULLET_TABLE gBulTbl[46] =
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{
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{0, 0, 0, 0, 0, 0, 0, 0, {0, 0, 0, 0}},
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{4, 1, 20, 36, 4, 4, 2, 2, {8, 8, 8, 8}},
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{6, 1, 23, 36, 4, 4, 2, 2, {8, 8, 8, 8}},
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{8, 1, 30, 36, 4, 4, 2, 2, {8, 8, 8, 8}},
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{1, 1, 8, 32, 6, 6, 2, 2, {8, 8, 8, 8}},
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{2, 1, 12, 32, 6, 6, 2, 2, {8, 8, 8, 8}},
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{4, 1, 16, 32, 6, 6, 2, 2, {8, 8, 8, 8}},
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{2, 2, 100, 8, 8, 16, 4, 2, {8, 8, 8, 8}},
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{3, 2, 100, 8, 4, 4, 4, 2, {8, 8, 8, 8}},
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{3, 2, 100, 8, 4, 4, 4, 2, {8, 8, 8, 8}},
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{2, 1, 20, 32, 2, 2, 2, 2, {8, 8, 8, 8}},
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{4, 1, 20, 32, 2, 2, 2, 2, {8, 8, 8, 8}},
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{6, 1, 20, 32, 2, 2, 2, 2, {8, 8, 8, 8}},
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{0, 10, 50, 40, 2, 2, 2, 2, {8, 8, 8, 8}},
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{0, 10, 70, 40, 4, 4, 4, 4, {8, 8, 8, 8}},
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{0, 10, 90, 40, 4, 4, 0, 0, {8, 8, 8, 8}},
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{1, 100, 100, 20, 16, 16, 0, 0, {0, 0, 0, 0}},
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{1, 100, 100, 20, 16, 16, 0, 0, {0, 0, 0, 0}},
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{1, 100, 100, 20, 16, 16, 0, 0, {0, 0, 0, 0}},
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{1, 1, 20, 8, 2, 2, 2, 2, {4, 4, 4, 4}},
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{2, 1, 20, 8, 2, 2, 2, 2, {4, 4, 4, 4}},
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{2, 1, 20, 8, 4, 4, 4, 4, {4, 4, 4, 4}},
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{3, 1, 32, 32, 2, 2, 2, 2, {4, 4, 4, 4}},
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{0, 100, 0, 36, 8, 8, 8, 8, {12, 12, 12, 12}},
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{127, 1, 2, 4, 8, 4, 8, 4, {0, 0, 0, 0}},
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{15, 1, 30, 36, 8, 8, 4, 2, {8, 8, 8, 8}},
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{6, 3, 18, 36, 10, 10, 4, 2, {12, 12, 12, 12}},
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{1, 100, 30, 36, 6, 6, 4, 4, {12, 12, 12, 12}},
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{0, 10, 30, 40, 2, 2, 2, 2, {8, 8, 8, 8}},
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{0, 10, 40, 40, 4, 4, 4, 4, {8, 8, 8, 8}},
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{0, 10, 40, 40, 4, 4, 0, 0, {8, 8, 8, 8}},
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{2, 100, 100, 20, 12, 12, 0, 0, {0, 0, 0, 0}},
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{2, 100, 100, 20, 12, 12, 0, 0, {0, 0, 0, 0}},
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{2, 100, 100, 20, 12, 12, 0, 0, {0, 0, 0, 0}},
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{4, 4, 20, 32, 4, 4, 3, 3, {8, 8, 24, 8}},
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{4, 2, 20, 32, 2, 2, 2, 2, {8, 8, 24, 8}},
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{1, 1, 20, 32, 2, 2, 2, 2, {8, 8, 24, 8}},
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{4, 4, 30, 64, 6, 6, 3, 3, {8, 8, 8, 8}},
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{8, 8, 30, 64, 6, 6, 3, 3, {8, 8, 8, 8}},
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{12, 12, 30, 64, 6, 6, 3, 3, {8, 8, 8, 8}},
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{3, 100, 30, 32, 6, 6, 3, 3, {4, 4, 4, 4}},
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{6, 100, 30, 32, 6, 6, 3, 3, {4, 4, 4, 4}},
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{11, 100, 30, 32, 6, 6, 3, 3, {4, 4, 4, 4}},
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{4, 4, 20, 32, 4, 4, 3, 3, {8, 8, 24, 8}},
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{0, 4, 4, 4, 0, 0, 0, 0, {0, 0, 0, 0}},
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{1, 1, 1, 36, 1, 1, 1, 1, {1, 1, 1, 1}}
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};
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BULLET gBul[BULLET_MAX];
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void InitBullet(void)
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@ -150,6 +100,56 @@ void PutBullet(int fx, int fy)
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}
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}
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BULLET_TABLE gBulTbl[46] =
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{
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{0, 0, 0, 0, 0, 0, 0, 0, {0, 0, 0, 0}},
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{4, 1, 20, 36, 4, 4, 2, 2, {8, 8, 8, 8}},
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{6, 1, 23, 36, 4, 4, 2, 2, {8, 8, 8, 8}},
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{8, 1, 30, 36, 4, 4, 2, 2, {8, 8, 8, 8}},
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{1, 1, 8, 32, 6, 6, 2, 2, {8, 8, 8, 8}},
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{2, 1, 12, 32, 6, 6, 2, 2, {8, 8, 8, 8}},
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{4, 1, 16, 32, 6, 6, 2, 2, {8, 8, 8, 8}},
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{2, 2, 100, 8, 8, 16, 4, 2, {8, 8, 8, 8}},
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{3, 2, 100, 8, 4, 4, 4, 2, {8, 8, 8, 8}},
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{3, 2, 100, 8, 4, 4, 4, 2, {8, 8, 8, 8}},
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{2, 1, 20, 32, 2, 2, 2, 2, {8, 8, 8, 8}},
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{4, 1, 20, 32, 2, 2, 2, 2, {8, 8, 8, 8}},
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{6, 1, 20, 32, 2, 2, 2, 2, {8, 8, 8, 8}},
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{0, 10, 50, 40, 2, 2, 2, 2, {8, 8, 8, 8}},
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{0, 10, 70, 40, 4, 4, 4, 4, {8, 8, 8, 8}},
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{0, 10, 90, 40, 4, 4, 0, 0, {8, 8, 8, 8}},
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{1, 100, 100, 20, 16, 16, 0, 0, {0, 0, 0, 0}},
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{1, 100, 100, 20, 16, 16, 0, 0, {0, 0, 0, 0}},
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{1, 100, 100, 20, 16, 16, 0, 0, {0, 0, 0, 0}},
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{1, 1, 20, 8, 2, 2, 2, 2, {4, 4, 4, 4}},
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{2, 1, 20, 8, 2, 2, 2, 2, {4, 4, 4, 4}},
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{2, 1, 20, 8, 4, 4, 4, 4, {4, 4, 4, 4}},
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{3, 1, 32, 32, 2, 2, 2, 2, {4, 4, 4, 4}},
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{0, 100, 0, 36, 8, 8, 8, 8, {12, 12, 12, 12}},
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{127, 1, 2, 4, 8, 4, 8, 4, {0, 0, 0, 0}},
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{15, 1, 30, 36, 8, 8, 4, 2, {8, 8, 8, 8}},
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{6, 3, 18, 36, 10, 10, 4, 2, {12, 12, 12, 12}},
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{1, 100, 30, 36, 6, 6, 4, 4, {12, 12, 12, 12}},
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{0, 10, 30, 40, 2, 2, 2, 2, {8, 8, 8, 8}},
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{0, 10, 40, 40, 4, 4, 4, 4, {8, 8, 8, 8}},
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{0, 10, 40, 40, 4, 4, 0, 0, {8, 8, 8, 8}},
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{2, 100, 100, 20, 12, 12, 0, 0, {0, 0, 0, 0}},
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{2, 100, 100, 20, 12, 12, 0, 0, {0, 0, 0, 0}},
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{2, 100, 100, 20, 12, 12, 0, 0, {0, 0, 0, 0}},
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{4, 4, 20, 32, 4, 4, 3, 3, {8, 8, 24, 8}},
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{4, 2, 20, 32, 2, 2, 2, 2, {8, 8, 24, 8}},
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{1, 1, 20, 32, 2, 2, 2, 2, {8, 8, 24, 8}},
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{4, 4, 30, 64, 6, 6, 3, 3, {8, 8, 8, 8}},
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{8, 8, 30, 64, 6, 6, 3, 3, {8, 8, 8, 8}},
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{12, 12, 30, 64, 6, 6, 3, 3, {8, 8, 8, 8}},
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{3, 100, 30, 32, 6, 6, 3, 3, {4, 4, 4, 4}},
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{6, 100, 30, 32, 6, 6, 3, 3, {4, 4, 4, 4}},
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{11, 100, 30, 32, 6, 6, 3, 3, {4, 4, 4, 4}},
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{4, 4, 20, 32, 4, 4, 3, 3, {8, 8, 24, 8}},
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{0, 4, 4, 4, 0, 0, 0, 0, {0, 0, 0, 0}},
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{1, 1, 1, 36, 1, 1, 1, 1, {1, 1, 1, 1}}
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};
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void SetBullet(int no, int x, int y, int dir)
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{
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int i = 0;
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@ -246,6 +246,8 @@ void ActBullet_Frontia1(BULLET *bul)
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void ActBullet_Frontia2(BULLET *bul, int level)
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{
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static unsigned int inc;
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if (++bul->count1 > bul->life_count)
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{
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bul->cond = 0;
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@ -274,7 +276,6 @@ void ActBullet_Frontia2(BULLET *bul, int level)
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break;
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}
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static unsigned int inc;
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++inc;
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switch (bul->direct)
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@ -372,10 +373,6 @@ void ActBullet_Frontia2(BULLET *bul, int level)
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void ActBullet_PoleStar(BULLET *bul, int level)
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{
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RECT rect1[2];
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RECT rect2[2];
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RECT rect3[2];
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if (++bul->count1 > bul->life_count)
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{
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bul->cond = 0;
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@ -450,14 +447,20 @@ void ActBullet_PoleStar(BULLET *bul, int level)
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bul->y += bul->ym;
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}
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SET_RECT(rect1[0], 128, 32, 144, 48)
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SET_RECT(rect1[1], 144, 32, 160, 48)
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RECT rect1[2] = {
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{128, 32, 144, 48},
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{144, 32, 160, 48},
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};
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SET_RECT(rect2[0], 160, 32, 176, 48)
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SET_RECT(rect2[1], 176, 32, 192, 48)
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RECT rect2[2] = {
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{160, 32, 176, 48},
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{176, 32, 192, 48},
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};
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SET_RECT(rect3[0], 128, 48, 144, 64)
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SET_RECT(rect3[1], 144, 48, 160, 64)
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RECT rect3[2] = {
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{128, 48, 144, 64},
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{144, 48, 160, 64},
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};
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//Set framerect
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switch (level)
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@ -491,10 +494,6 @@ void ActBullet_PoleStar(BULLET *bul, int level)
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void ActBullet_FireBall(BULLET *bul, int level)
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{
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BOOL bBreak;
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RECT rect_left1[4];
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RECT rect_right1[4];
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RECT rect_left2[3];
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RECT rect_right2[3];
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if (++bul->count1 > bul->life_count)
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{
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@ -585,23 +584,31 @@ void ActBullet_FireBall(BULLET *bul, int level)
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PlaySoundObject(34, 1);
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}
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SET_RECT(rect_left1[0], 128, 0, 144, 16)
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SET_RECT(rect_left1[1], 144, 0, 160, 16)
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SET_RECT(rect_left1[2], 160, 0, 176, 16)
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SET_RECT(rect_left1[3], 176, 0, 192, 16)
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RECT rect_left1[4] = {
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{128, 0, 144, 16},
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{144, 0, 160, 16},
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{160, 0, 176, 16},
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{176, 0, 192, 16},
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};
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SET_RECT(rect_right1[0], 128, 16, 144, 32)
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SET_RECT(rect_right1[1], 144, 16, 160, 32)
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SET_RECT(rect_right1[2], 160, 16, 176, 32)
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SET_RECT(rect_right1[3], 176, 16, 192, 32)
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RECT rect_right1[4] = {
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{128, 16, 144, 32},
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{144, 16, 160, 32},
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{160, 16, 176, 32},
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{176, 16, 192, 32},
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};
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SET_RECT(rect_left2[0], 192, 16, 208, 32)
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SET_RECT(rect_left2[1], 208, 16, 224, 32)
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SET_RECT(rect_left2[2], 224, 16, 240, 32)
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RECT rect_left2[3] = {
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{192, 16, 208, 32},
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{208, 16, 224, 32},
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{224, 16, 240, 32},
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};
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SET_RECT(rect_right2[0], 224, 16, 240, 32)
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SET_RECT(rect_right2[1], 208, 16, 224, 32)
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SET_RECT(rect_right2[2], 192, 16, 208, 32)
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RECT rect_right2[3] = {
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{224, 16, 240, 32},
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{208, 16, 224, 32},
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{192, 16, 208, 32},
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};
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++bul->ani_no;
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@ -734,6 +741,8 @@ void ActBullet_Missile(BULLET *bul, int level)
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{
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BOOL bHit;
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static unsigned int inc;
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if (++bul->count1 > bul->life_count)
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{
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bul->cond = 0;
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@ -810,8 +819,6 @@ void ActBullet_Missile(BULLET *bul, int level)
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break;
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}
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static unsigned int inc;
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switch (++inc % 3)
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{
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case 0:
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@ -992,8 +999,6 @@ void ActBullet_Bom(BULLET *bul, int level)
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void ActBullet_Bubblin1(BULLET *bul)
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{
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RECT rect[4];
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if (bul->flag & 0x2FF)
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{
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bul->cond = 0;
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@ -1050,10 +1055,12 @@ void ActBullet_Bubblin1(BULLET *bul)
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SetCaret(bul->x, bul->y, 15, 0);
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}
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SET_RECT(rect[0], 192, 0, 200, 8)
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SET_RECT(rect[1], 200, 0, 208, 8)
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SET_RECT(rect[2], 208, 0, 216, 8)
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SET_RECT(rect[3], 216, 0, 224, 8)
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RECT rect[4] = {
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{192, 0, 200, 8},
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{200, 0, 208, 8},
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{208, 0, 216, 8},
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{216, 0, 224, 8},
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};
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if (++bul->ani_wait > 3)
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{
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@ -1069,10 +1076,7 @@ void ActBullet_Bubblin1(BULLET *bul)
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void ActBullet_Bubblin2(BULLET *bul)
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{
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BOOL bDelete;
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RECT rect[4];
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bDelete = FALSE;
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BOOL bDelete = FALSE;
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if (bul->direct == 0 && bul->flag & 1)
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bDelete = TRUE;
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@ -1143,10 +1147,12 @@ void ActBullet_Bubblin2(BULLET *bul)
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SetCaret(bul->x, bul->y, 15, 0);
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}
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SET_RECT(rect[0], 192, 8, 200, 16)
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SET_RECT(rect[1], 200, 8, 208, 16)
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SET_RECT(rect[2], 208, 8, 216, 16)
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SET_RECT(rect[3], 216, 8, 224, 16)
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RECT rect[4] = {
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{192, 8, 200, 16},
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{200, 8, 208, 16},
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{208, 8, 216, 16},
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{216, 8, 224, 16},
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};
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if (++bul->ani_wait > 3)
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{
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@ -1656,6 +1662,8 @@ void ActBullet_SuperMissile(BULLET *bul, int level)
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{
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BOOL bHit;
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static unsigned int inc;
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if (++bul->count1 > bul->life_count)
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{
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bul->cond = 0;
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@ -1737,8 +1745,6 @@ void ActBullet_SuperMissile(BULLET *bul, int level)
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break;
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}
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static unsigned int inc;
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switch (++inc % 3)
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{
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case 0:
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