More NPCs
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5c8f80e611
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4 changed files with 379 additions and 1 deletions
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@ -91,4 +91,6 @@ void ActNpc298(NPCHAR *npc);
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void ActNpc299(NPCHAR *npc);
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void ActNpc300(NPCHAR *npc);
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void ActNpc355(NPCHAR *npc);
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void ActNpc359(NPCHAR *npc);
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@ -9,6 +9,7 @@
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#include "Back.h"
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#include "Triangle.h"
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#include "Frame.h"
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#include "Map.h"
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//Null
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void ActNpc000(NPCHAR *npc)
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@ -803,6 +804,334 @@ void ActNpc008(NPCHAR *npc)
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npc->rect = rcRight[npc->ani_no];
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}
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//Balrog (cutscene)
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void ActNpc012(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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if (npc->direct == 4)
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{
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if (gMC.x < npc->x)
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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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npc->act_no = 1;
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npc->ani_no = 0;
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// Fallthrough
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case 1:
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if (Random(0, 100) == 0)
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{
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npc->act_no = 2;
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npc->act_wait = 0;
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npc->ani_no = 1;
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}
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break;
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case 2:
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if (++npc->act_wait > 16)
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{
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npc->act_no = 1;
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npc->ani_no = 0;
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}
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break;
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case 10:
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if (npc->direct == 4)
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{
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if (gMC.x < npc->x)
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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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npc->act_no = 11;
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npc->ani_no = 2;
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npc->act_wait = 0;
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npc->tgt_x = 0;
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// Fallthrough
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case 11:
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if (++npc->act_wait > 30)
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{
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npc->act_no = 12;
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npc->act_wait = 0;
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npc->ani_no = 3;
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npc->ym = -0x800;
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npc->bits |= 8;
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}
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break;
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case 12:
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if (npc->flag & 5)
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npc->xm = 0;
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if (npc->y < 0)
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{
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npc->code_char = 0;
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PlaySoundObject(26, 1);
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SetQuake(30);
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}
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break;
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case 20:
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if (npc->direct == 4)
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{
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if (gMC.x < npc->x)
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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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npc->act_no = 21;
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npc->ani_no = 5;
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npc->act_wait = 0;
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npc->count1 = 0;
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for (int i = 0; i < 4; ++i)
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SetNpChar(4, npc->x + (Random(-12, 12) * 0x200), npc->y + (Random(-12, 12) * 0x200), Random(-341, 341), Random(-0x600, 0), 0, 0, 0x100);
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PlaySoundObject(72, 1);
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// Fallthrough
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case 21:
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npc->tgt_x = 1;
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if (npc->flag & 8)
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++npc->act_wait;
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if (++npc->count1 / 2 % 2)
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npc->x += 0x200;
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else
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npc->x -= 0x200;
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if (npc->act_wait > 100)
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{
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npc->act_no = 11;
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npc->act_wait = 0;
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npc->ani_no = 2;
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}
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npc->ym += 0x20;
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if (npc->ym > 0x5FF)
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npc->ym = 0x5FF;
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break;
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case 30:
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npc->ani_no = 4;
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if (++npc->act_wait > 100)
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{
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npc->act_no = 0;
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npc->ani_no = 0;
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}
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break;
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case 40:
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if (npc->direct == 4)
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{
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if (gMC.x < npc->x)
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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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npc->act_no = 41;
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npc->act_wait = 0;
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npc->ani_no = 5;
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// Fallthrough
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case 41:
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if (++npc->ani_wait / 2 % 2)
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npc->ani_no = 5;
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else
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npc->ani_no = 6;
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break;
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case 42:
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if (npc->direct == 4)
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{
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if (gMC.x < npc->x)
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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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npc->act_no = 43;
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npc->act_wait = 0;
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npc->ani_no = 6;
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// Fallthrough
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case 43:
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if (++npc->ani_wait / 2 % 2)
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npc->ani_no = 7;
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else
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npc->ani_no = 6;
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break;
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case 50:
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npc->ani_no = 8;
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npc->xm = 0;
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break;
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case 60:
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npc->act_no = 61;
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npc->ani_no = 9;
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npc->ani_wait = 0;
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// Fallthrough
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case 61:
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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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if (++npc->ani_no == 10 || npc->ani_no == 11)
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PlaySoundObject(23, 1);
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}
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if (npc->ani_no > 12)
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npc->ani_no = 9;
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if (npc->direct == 0)
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npc->xm = -0x200;
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else
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npc->xm = 0x200;
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break;
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case 70:
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npc->act_no = 71;
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npc->act_wait = 64;
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PlaySoundObject(29, 1);
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npc->ani_no = 13;
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// Fallthrough
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case 71:
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if (--npc->act_wait == 0)
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npc->cond = 0;
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break;
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case 80:
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npc->count1 = 0;
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npc->act_no = 81;
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// Fallthrough
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case 81:
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if (++npc->count1 / 2 % 2)
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npc->x += 0x200;
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else
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npc->x -= 0x200;
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npc->ani_no = 5;
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npc->xm = 0;
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npc->ym += 0x20;
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break;
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case 100:
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npc->act_no = 101;
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npc->act_wait = 0;
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npc->ani_no = 2;
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// Fallthrough
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case 101:
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if (++npc->act_wait > 20)
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{
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npc->act_no = 102;
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npc->act_wait = 0;
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npc->ani_no = 3;
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npc->ym = -0x800;
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npc->bits |= 8;
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DeleteNpCharCode(150, 0);
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DeleteNpCharCode(117, 0);
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SetNpChar(355, 0, 0, 0, 0, 0, npc, 0x100);
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SetNpChar(355, 0, 0, 0, 0, 1, npc, 0x100);
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}
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break;
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case 102:
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{
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int x = npc->x / 0x200 / 0x10;
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int y = npc->y / 0x200 / 0x10;
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if (y >= 0 && y < 35 && ChangeMapParts(x, y, 0))
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{
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ChangeMapParts(x - 1, y, 0);
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ChangeMapParts(x + 1, y, 0);
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PlaySoundObject(44, 1);
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SetQuake2(10);
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}
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if (npc->y < -0x4000)
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{
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npc->code_char = 0;
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SetQuake(30);
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}
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break;
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}
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}
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if (npc->tgt_x && Random(0, 10) == 0)
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SetNpChar(4, npc->x + (Random(-12, 12) * 0x200), npc->y + (Random(-12, 12) * 0x200), Random(-341, 341), Random(-0x600, 0), 0, 0, 0x100);
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if (npc->ym > 0x5FF)
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npc->ym = 0x5FF;
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npc->x += npc->xm;
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npc->y += npc->ym;
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RECT rect_left[14];
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RECT rect_right[14];
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rect_left[0] = {0, 0, 40, 24};
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rect_left[1] = {160, 0, 200, 24};
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rect_left[2] = {80, 0, 120, 24};
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rect_left[3] = {120, 0, 160, 24};
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rect_left[4] = {240, 0, 280, 24};
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rect_left[5] = {200, 0, 240, 24};
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rect_left[6] = {280, 0, 320, 24};
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rect_left[7] = {0, 0, 0, 0};
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rect_left[8] = {80, 48, 120, 72};
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rect_left[9] = {0, 48, 40, 72};
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rect_left[10] = {0, 0, 40, 24};
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rect_left[11] = {40, 48, 80, 72};
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rect_left[12] = {0, 0, 40, 24};
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rect_left[13] = {280, 0, 320, 24};
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rect_right[0] = {0, 24, 40, 48};
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rect_right[1] = {160, 24, 200, 48};
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rect_right[2] = {80, 24, 120, 48};
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rect_right[3] = {120, 24, 160, 48};
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rect_right[4] = {240, 24, 280, 48};
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rect_right[5] = {200, 24, 240, 48};
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rect_right[6] = {280, 24, 320, 48};
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rect_right[7] = {0, 0, 0, 0};
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rect_right[8] = {80, 72, 120, 96};
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rect_right[9] = {0, 72, 40, 96};
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rect_right[10] = {0, 24, 40, 48};
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rect_right[11] = {40, 72, 80, 96};
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rect_right[12] = {0, 24, 40, 48};
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rect_right[13] = {280, 24, 320, 48};
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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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if (npc->act_no == 71)
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{
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npc->rect.bottom = npc->rect.top + npc->act_wait / 2;
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if (npc->act_wait % 2)
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++npc->rect.left;
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}
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}
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//Chest (closed)
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void ActNpc015(NPCHAR *npc)
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{
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@ -10,6 +10,53 @@
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#include "Back.h"
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#include "Triangle.h"
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//Quote and Curly on Balrog's back
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void ActNpc355(NPCHAR *npc)
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{
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RECT rc[4];
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rc[0] = {80, 16, 96, 32};
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rc[1] = {80, 96, 96, 112};
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rc[2] = {128, 16, 144, 32};
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rc[3] = {208, 96, 224, 112};
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if (npc->act_no == 0)
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{
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switch (npc->direct)
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{
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case 0:
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npc->surf = 16;
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npc->ani_no = 0;
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npc->x = npc->pNpc->x - 0x1C00;
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npc->y = npc->pNpc->y + 0x1400;
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break;
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case 1:
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npc->surf = 23;
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npc->ani_no = 1;
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npc->x = npc->pNpc->x + 0x1C00;
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npc->y = npc->pNpc->y + 0x1400;
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break;
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case 2:
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npc->surf = 16;
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npc->ani_no = 2;
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npc->x = npc->pNpc->x - 0xE00;
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npc->y = npc->pNpc->y - 0x2600;
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break;
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case 3:
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npc->surf = 23;
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npc->ani_no = 3;
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npc->x = npc->pNpc->x + 0x800;
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npc->y = npc->pNpc->y - 0x2600;
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break;
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}
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}
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npc->rect = rc[npc->ani_no];
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}
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//Water droplet generator
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void ActNpc359(NPCHAR *npc)
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{
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@ -411,7 +411,7 @@ NPCFUNCTION gpNpcFuncTbl[361] =
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nullptr,
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nullptr,
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nullptr,
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nullptr,
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ActNpc355,
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nullptr,
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nullptr,
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nullptr,
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