Changed some stuff to conform to Clownacy's PR review
Changed BalfrogAnims to BalfrogSprites Changed BALFANI_[name] to BALFROG_SPRT_[name] Changed -[macro](val) to [macro](-val) Signed-off-by: Gabriel Ravier <gabravier@gmail.com>
This commit is contained in:
parent
0d833b38a8
commit
4070f1b972
1 changed files with 64 additions and 64 deletions
128
src/BossFrog.cpp
128
src/BossFrog.cpp
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@ -11,17 +11,17 @@
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#include "Sound.h"
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#include "Triangle.h"
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enum BalfrogAnims
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enum BalfrogSprites
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{
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BALFANI_NOTHING = 0,
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BALFANI_STANDING_STILL = 1,
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BALFANI_MOUTH_BARELY_OPEN_CROUCHING = 2,
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BALFANI_MOUTH_OPEN_CROUCHING = 3,
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BALFANI_MOUTH_OPEN_CROUCHING_FLASHING = 4,
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BALFANI_JUMPING = 5,
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BALFANI_BALROG_WHITE = 6,
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BALFANI_BALROG_CROUCHING = 7,
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BALFANI_BALROG_JUMPING = 8
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BALFROG_SPRT_NOTHING = 0,
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BALFROG_SPRT_STANDING_STILL = 1,
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BALFROG_SPRT_MOUTH_BARELY_OPEN_CROUCHING = 2,
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BALFROG_SPRT_MOUTH_OPEN_CROUCHING = 3,
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BALFROG_SPRT_MOUTH_OPEN_CROUCHING_FLASHING = 4,
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BALFROG_SPRT_JUMPING = 5,
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BALFROG_SPRT_BALROG_WHITE = 6,
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BALFROG_SPRT_BALROG_CROUCHING = 7,
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BALFROG_SPRT_BALROG_JUMPING = 8
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};
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enum BalfrogStates
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@ -69,7 +69,7 @@ static void ActBossChar02_01(void)
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switch (gBoss[0].ani_no)
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{
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case BALFANI_NOTHING:
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case BALFROG_SPRT_NOTHING:
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boss->hit_voice = SND_BEHEMOTH_LARGE_HURT;
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boss->hit.front = TILES_TO_UNITS(1);
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boss->hit.top = TILES_TO_UNITS(1);
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@ -79,24 +79,24 @@ static void ActBossChar02_01(void)
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boss->bits = NPC_INVULNERABLE;
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break;
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case BALFANI_STANDING_STILL:
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boss->x = gBoss[0].x + -TILES_TO_UNITS(1.5) * minus;
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case BALFROG_SPRT_STANDING_STILL:
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boss->x = gBoss[0].x + TILES_TO_UNITS(-1.5) * minus;
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boss->y = gBoss[0].y - TILES_TO_UNITS(1.5);
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break;
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case BALFANI_MOUTH_BARELY_OPEN_CROUCHING:
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boss->x = gBoss[0].x + -TILES_TO_UNITS(1.5) * minus;
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case BALFROG_SPRT_MOUTH_BARELY_OPEN_CROUCHING:
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boss->x = gBoss[0].x + TILES_TO_UNITS(-1.5) * minus;
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boss->y = gBoss[0].y - TILES_TO_UNITS(1.25);
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break;
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case BALFANI_MOUTH_OPEN_CROUCHING:
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case BALFANI_MOUTH_OPEN_CROUCHING_FLASHING:
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boss->x = gBoss[0].x + -TILES_TO_UNITS(1.5) * minus;
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case BALFROG_SPRT_MOUTH_OPEN_CROUCHING:
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case BALFROG_SPRT_MOUTH_OPEN_CROUCHING_FLASHING:
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boss->x = gBoss[0].x + TILES_TO_UNITS(-1.5) * minus;
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boss->y = gBoss[0].y - TILES_TO_UNITS(2);
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break;
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case BALFANI_JUMPING:
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boss->x = gBoss[0].x + -TILES_TO_UNITS(1.5) * minus;
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case BALFROG_SPRT_JUMPING:
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boss->x = gBoss[0].x + TILES_TO_UNITS(-1.5) * minus;
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boss->y = gBoss[0].y - PIXELS_TO_UNITS(43); // 2.6873 tiles
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break;
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}
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@ -108,7 +108,7 @@ static void ActBossChar02_02(void)
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switch (gBoss[0].ani_no)
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{
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case BALFANI_NOTHING:
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case BALFROG_SPRT_NOTHING:
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boss->hit_voice = SND_BEHEMOTH_LARGE_HURT;
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boss->hit.front = TILES_TO_UNITS(1.5);
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boss->hit.top = TILES_TO_UNITS(1);
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@ -118,11 +118,11 @@ static void ActBossChar02_02(void)
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boss->bits = NPC_INVULNERABLE;
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break;
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case BALFANI_STANDING_STILL:
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case BALFANI_MOUTH_BARELY_OPEN_CROUCHING:
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case BALFANI_MOUTH_OPEN_CROUCHING:
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case BALFANI_MOUTH_OPEN_CROUCHING_FLASHING:
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case BALFANI_JUMPING:
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case BALFROG_SPRT_STANDING_STILL:
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case BALFROG_SPRT_MOUTH_BARELY_OPEN_CROUCHING:
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case BALFROG_SPRT_MOUTH_OPEN_CROUCHING:
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case BALFROG_SPRT_MOUTH_OPEN_CROUCHING_FLASHING:
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case BALFROG_SPRT_JUMPING:
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boss->x = gBoss[0].x;
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boss->y = gBoss[0].y;
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break;
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@ -189,7 +189,7 @@ void ActBossChar_Frog(void)
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case BALFROG_START:
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boss->act_no = (BALFROG_START + 1);
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boss->ani_no = BALFANI_MOUTH_OPEN_CROUCHING;
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boss->ani_no = BALFROG_SPRT_MOUTH_OPEN_CROUCHING;
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boss->cond = NPCCOND_ALIVE;
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boss->rect = rcRight[0];
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@ -201,7 +201,7 @@ void ActBossChar_Frog(void)
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gBoss[2].damage = 5;
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for (i = 0; i < 8; ++i)
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SetNpChar(NPC_SMOKE, boss->x + PIXELS_TO_UNITS(Random(-12, 12)), boss->y + PIXELS_TO_UNITS(Random(-12, 12)), Random(-341, 341), Random(-PIXELS_TO_UNITS(3), 0), DIR_LEFT, NULL, 0x100);
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SetNpChar(NPC_SMOKE, boss->x + PIXELS_TO_UNITS(Random(-12, 12)), boss->y + PIXELS_TO_UNITS(Random(-12, 12)), Random(-341, 341), Random(PIXELS_TO_UNITS(-3), 0), DIR_LEFT, NULL, 0x100);
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break;
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@ -211,16 +211,16 @@ void ActBossChar_Frog(void)
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// Fallthrough
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case BALFROG_FLICKER:
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if (++boss->act_wait / 2 % 2)
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boss->ani_no = BALFANI_MOUTH_OPEN_CROUCHING;
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boss->ani_no = BALFROG_SPRT_MOUTH_OPEN_CROUCHING;
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else
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boss->ani_no = BALFANI_NOTHING;
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boss->ani_no = BALFROG_SPRT_NOTHING;
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break;
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case BALFROG_WAIT:
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boss->act_no = BALFROG_INITIALIZE_HOP_1;
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boss->act_wait = 0;
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boss->ani_no = BALFANI_STANDING_STILL;
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boss->ani_no = BALFROG_SPRT_STANDING_STILL;
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boss->xm = 0;
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// Fallthrough
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case BALFROG_INITIALIZE_HOP_1:
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@ -228,7 +228,7 @@ void ActBossChar_Frog(void)
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{
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boss->act_no = BALFROG_INITIALIZE_HOP_2;
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boss->ani_wait = 0;
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boss->ani_no = BALFANI_MOUTH_BARELY_OPEN_CROUCHING;
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boss->ani_no = BALFROG_SPRT_MOUTH_BARELY_OPEN_CROUCHING;
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}
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break;
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@ -238,7 +238,7 @@ void ActBossChar_Frog(void)
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{
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boss->act_no = BALFROG_HOP;
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boss->ani_wait = 0;
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boss->ani_no = BALFANI_STANDING_STILL;
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boss->ani_no = BALFROG_SPRT_STANDING_STILL;
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}
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break;
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@ -247,12 +247,12 @@ void ActBossChar_Frog(void)
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if (++boss->ani_wait > 4)
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{
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boss->act_no = BALFROG_MIDAIR;
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boss->ani_no = BALFANI_JUMPING;
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boss->ym = -PIXELS_TO_UNITS(2);
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boss->ani_no = BALFROG_SPRT_JUMPING;
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boss->ym = PIXELS_TO_UNITS(-2);
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PlaySoundObject(25, 1);
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if (boss->direct == DIR_LEFT)
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boss->xm = -PIXELS_TO_UNITS(1);
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boss->xm = PIXELS_TO_UNITS(-1);
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else
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boss->xm = PIXELS_TO_UNITS(1);
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@ -272,7 +272,7 @@ void ActBossChar_Frog(void)
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if (boss->direct == DIR_RIGHT && boss->flag & COLL_RIGHT_WALL)
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{
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boss->direct = DIR_LEFT;
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boss->xm = -PIXELS_TO_UNITS(1);
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boss->xm = PIXELS_TO_UNITS(-1);
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}
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if (boss->flag & COLL_GROUND)
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PlaySoundObject(SND_LARGE_OBJECT_HIT_GROUND, 1);
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SetQuake(30);
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boss->act_no = BALFROG_WAIT;
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boss->ani_no = BALFANI_STANDING_STILL;
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boss->ani_no = BALFROG_SPRT_STANDING_STILL;
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boss->view.top = TILES_TO_UNITS(3);
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boss->view.bottom = TILES_TO_UNITS(1);
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SetNpChar(110, TILES_TO_UNITS(Random(4, 16)), TILES_TO_UNITS(Random(0, 4)), 0, 0, DIR_AUTO, NULL, 0x80);
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for (i = 0; i < 4; ++i)
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SetNpChar(NPC_SMOKE, boss->x + PIXELS_TO_UNITS(Random(-12, 12)), boss->y + boss->hit.bottom, Random(-341, 341), Random(-PIXELS_TO_UNITS(3), 0), DIR_LEFT, NULL, 0x100);
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SetNpChar(NPC_SMOKE, boss->x + PIXELS_TO_UNITS(Random(-12, 12)), boss->y + boss->hit.bottom, Random(-341, 341), Random(PIXELS_TO_UNITS(-3), 0), DIR_LEFT, NULL, 0x100);
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}
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break;
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case BALFROG_INITIALIZE_LAND:
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boss->ani_no = BALFANI_STANDING_STILL;
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boss->ani_no = BALFROG_SPRT_STANDING_STILL;
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boss->act_wait = 0;
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boss->act_no = BALFROG_LAND;
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// Fallthrough
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@ -315,7 +315,7 @@ void ActBossChar_Frog(void)
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if (boss->act_wait > SECONDS_TO_FRAMES(1))
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{
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boss->ani_no = BALFANI_MOUTH_BARELY_OPEN_CROUCHING;
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boss->ani_no = BALFROG_SPRT_MOUTH_BARELY_OPEN_CROUCHING;
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boss->ani_wait = 0;
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boss->act_no = BALFROG_INITIALIZE_SHOOT;
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}
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{
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boss->act_no = BALFROG_SHOOT;
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boss->act_wait = 0;
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boss->ani_no = BALFANI_MOUTH_OPEN_CROUCHING;
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boss->ani_no = BALFROG_SPRT_MOUTH_OPEN_CROUCHING;
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boss->count1 = 16;
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gBoss[1].bits |= NPC_SHOOTABLE;
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boss->tgt_x = boss->life;
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@ -339,14 +339,14 @@ void ActBossChar_Frog(void)
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if (boss->shock)
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{
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if (boss->count2++ / 2 % 2)
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boss->ani_no = BALFANI_MOUTH_OPEN_CROUCHING_FLASHING;
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boss->ani_no = BALFROG_SPRT_MOUTH_OPEN_CROUCHING_FLASHING;
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else
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boss->ani_no = BALFANI_MOUTH_OPEN_CROUCHING;
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boss->ani_no = BALFROG_SPRT_MOUTH_OPEN_CROUCHING;
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}
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else
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{
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boss->count2 = 0;
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boss->ani_no = BALFANI_MOUTH_OPEN_CROUCHING;
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boss->ani_no = BALFROG_SPRT_MOUTH_OPEN_CROUCHING;
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}
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boss->xm = 10 * boss->xm / 11;
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@ -377,7 +377,7 @@ void ActBossChar_Frog(void)
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{
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boss->act_no = BALFROG_AFTER_SHOOT_WAIT;
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boss->act_wait = 0;
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boss->ani_no = BALFANI_MOUTH_BARELY_OPEN_CROUCHING;
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boss->ani_no = BALFROG_SPRT_MOUTH_BARELY_OPEN_CROUCHING;
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boss->ani_wait = 0;
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gBoss[1].bits &= ~NPC_SHOOTABLE;
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}
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@ -399,7 +399,7 @@ void ActBossChar_Frog(void)
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}
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boss->ani_wait = 0;
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boss->ani_no = BALFANI_STANDING_STILL;
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boss->ani_no = BALFROG_SPRT_STANDING_STILL;
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}
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break;
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@ -407,7 +407,7 @@ void ActBossChar_Frog(void)
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case BALFROG_INITIALIZE_LEAP_1:
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boss->act_no = BALFROG_INITIALIZE_LEAP_2;
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boss->act_wait = 0;
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boss->ani_no = BALFANI_STANDING_STILL;
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boss->ani_no = BALFROG_SPRT_STANDING_STILL;
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boss->xm = 0;
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// Fallthrough
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case BALFROG_INITIALIZE_LEAP_2:
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@ -415,7 +415,7 @@ void ActBossChar_Frog(void)
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{
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boss->act_no = BALFROG_INITIALIZE_LEAP_3;
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boss->ani_wait = 0;
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boss->ani_no = BALFANI_MOUTH_BARELY_OPEN_CROUCHING;
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boss->ani_no = BALFROG_SPRT_MOUTH_BARELY_OPEN_CROUCHING;
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}
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break;
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@ -425,7 +425,7 @@ void ActBossChar_Frog(void)
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{
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boss->act_no = BALFROG_LEAP;
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boss->ani_wait = 0;
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boss->ani_no = BALFANI_STANDING_STILL;
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boss->ani_no = BALFROG_SPRT_STANDING_STILL;
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}
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break;
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@ -434,8 +434,8 @@ void ActBossChar_Frog(void)
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if (++boss->ani_wait > 4)
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{
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boss->act_no = BALFROG_LEAP_MIDAIR;
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boss->ani_no = BALFANI_JUMPING;
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boss->ym = -PIXELS_TO_UNITS(5);
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boss->ani_no = BALFROG_SPRT_JUMPING;
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boss->ym = PIXELS_TO_UNITS(-5);
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boss->view.top = TILES_TO_UNITS(4);
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boss->view.bottom = TILES_TO_UNITS(1.5);
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PlaySoundObject(SND_SILLY_EXPLOSION, 1);
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@ -449,7 +449,7 @@ void ActBossChar_Frog(void)
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PlaySoundObject(SND_LARGE_OBJECT_HIT_GROUND, 1);
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SetQuake(60);
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boss->act_no = BALFROG_WAIT;
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boss->ani_no = BALFANI_STANDING_STILL;
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boss->ani_no = BALFROG_SPRT_STANDING_STILL;
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boss->view.top = TILES_TO_UNITS(3);
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boss->view.bottom = TILES_TO_UNITS(1);
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@ -460,7 +460,7 @@ void ActBossChar_Frog(void)
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SetNpChar(NPC_ENEMY_PUCHI, TILES_TO_UNITS(Random(4, 16)), TILES_TO_UNITS(Random(0, 4)), 0, 0, DIR_AUTO, NULL, 0x80);
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for (i = 0; i < 8; ++i)
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SetNpChar(NPC_SMOKE, boss->x + PIXELS_TO_UNITS(Random(-12, 12)), boss->y + boss->hit.bottom, Random(-341, 341), Random(-PIXELS_TO_UNITS(3), 0), DIR_LEFT, NULL, 0x100);
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SetNpChar(NPC_SMOKE, boss->x + PIXELS_TO_UNITS(Random(-12, 12)), boss->y + boss->hit.bottom, Random(-341, 341), Random(PIXELS_TO_UNITS(-3), 0), DIR_LEFT, NULL, 0x100);
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if (boss->direct == DIR_LEFT && boss->x < gMC.x)
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{
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@ -479,20 +479,20 @@ void ActBossChar_Frog(void)
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case BALFROG_DIE:
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boss->act_no = BALFROG_DIE_FLASHING;
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boss->ani_no = BALFANI_MOUTH_OPEN_CROUCHING;
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boss->ani_no = BALFROG_SPRT_MOUTH_OPEN_CROUCHING;
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boss->act_wait = 0;
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boss->xm = 0;
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PlaySoundObject(SND_EXPLOSION, 1);
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for (i = 0; i < 8; ++i)
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SetNpChar(NPC_SMOKE, boss->x + PIXELS_TO_UNITS(Random(-12, 12)), boss->y + PIXELS_TO_UNITS(Random(-12, 12)), Random(-341, 341), Random(-PIXELS_TO_UNITS(3), 0), DIR_LEFT, NULL, 0x100);
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SetNpChar(NPC_SMOKE, boss->x + PIXELS_TO_UNITS(Random(-12, 12)), boss->y + PIXELS_TO_UNITS(Random(-12, 12)), Random(-341, 341), Random(PIXELS_TO_UNITS(-3), 0), DIR_LEFT, NULL, 0x100);
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gBoss[1].cond = 0;
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gBoss[2].cond = 0;
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// Fallthrough
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case BALFROG_DIE_FLASHING:
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if (++boss->act_wait % 5 == 0)
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SetNpChar(NPC_SMOKE, boss->x + PIXELS_TO_UNITS(Random(-12, 12)), boss->y + PIXELS_TO_UNITS(Random(-12, 12)), Random(-341, 341), Random(-PIXELS_TO_UNITS(3), 0), DIR_LEFT, NULL, 0x100);
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SetNpChar(NPC_SMOKE, boss->x + PIXELS_TO_UNITS(Random(-12, 12)), boss->y + PIXELS_TO_UNITS(Random(-12, 12)), Random(-341, 341), Random(PIXELS_TO_UNITS(-3), 0), DIR_LEFT, NULL, 0x100);
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if (boss->act_wait / 2 % 2)
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boss->x -= PIXELS_TO_UNITS(1);
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|
@ -514,7 +514,7 @@ void ActBossChar_Frog(void)
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boss->view.top = PIXELS_TO_UNITS(12);
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boss->view.back = TILES_TO_UNITS(1.5);
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boss->view.bottom = PIXELS_TO_UNITS(12);
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boss->ani_no = BALFANI_BALROG_WHITE;
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boss->ani_no = BALFROG_SPRT_BALROG_WHITE;
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||||
}
|
||||
else
|
||||
{
|
||||
|
@ -522,11 +522,11 @@ void ActBossChar_Frog(void)
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|||
boss->view.top = TILES_TO_UNITS(3);
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||||
boss->view.back = TILES_TO_UNITS(2);
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boss->view.bottom = TILES_TO_UNITS(1);
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boss->ani_no = BALFANI_MOUTH_OPEN_CROUCHING;
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||||
boss->ani_no = BALFROG_SPRT_MOUTH_OPEN_CROUCHING;
|
||||
}
|
||||
|
||||
if (boss->act_wait % 9 == 0)
|
||||
SetNpChar(NPC_SMOKE, boss->x + PIXELS_TO_UNITS(Random(-12, 12)), boss->y + PIXELS_TO_UNITS(Random(-12, 12)), Random(-341, 341), Random(-PIXELS_TO_UNITS(3), 0), DIR_LEFT, NULL, 0x100);
|
||||
SetNpChar(NPC_SMOKE, boss->x + PIXELS_TO_UNITS(Random(-12, 12)), boss->y + PIXELS_TO_UNITS(Random(-12, 12)), Random(-341, 341), Random(PIXELS_TO_UNITS(-3), 0), DIR_LEFT, NULL, 0x100);
|
||||
|
||||
if (boss->act_wait > SECONDS_TO_FRAMES(3))
|
||||
{
|
||||
|
@ -544,7 +544,7 @@ void ActBossChar_Frog(void)
|
|||
{
|
||||
boss->act_no = BALFROG_GO_INTO_CEILING;
|
||||
boss->act_wait = 0;
|
||||
boss->ani_no = BALFANI_BALROG_CROUCHING;
|
||||
boss->ani_no = BALFROG_SPRT_BALROG_CROUCHING;
|
||||
}
|
||||
|
||||
break;
|
||||
|
@ -552,8 +552,8 @@ void ActBossChar_Frog(void)
|
|||
case BALFROG_GO_INTO_CEILING:
|
||||
if (++boss->act_wait > 30)
|
||||
{
|
||||
boss->ani_no = BALFANI_BALROG_JUMPING;
|
||||
boss->ym = -PIXELS_TO_UNITS(5);
|
||||
boss->ani_no = BALFROG_SPRT_BALROG_JUMPING;
|
||||
boss->ym = PIXELS_TO_UNITS(-5);
|
||||
boss->bits |= NPC_IGNORE_SOLIDITY;
|
||||
boss->act_no = BALFROG_GONE_INTO_CEILING;
|
||||
}
|
||||
|
@ -561,7 +561,7 @@ void ActBossChar_Frog(void)
|
|||
break;
|
||||
|
||||
case BALFROG_GONE_INTO_CEILING:
|
||||
boss->ym = -PIXELS_TO_UNITS(5);
|
||||
boss->ym = PIXELS_TO_UNITS(-5);
|
||||
|
||||
if (boss->y < 0)
|
||||
{
|
||||
|
|
Loading…
Add table
Reference in a new issue