Clean-up BossBallos.cpp
This commit is contained in:
parent
e04f4184f4
commit
519acb5db1
1 changed files with 132 additions and 96 deletions
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@ -37,7 +37,9 @@ static void ActBossChar_Eye(NPCHAR *npc)
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npc->ani_wait = 0;
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npc->ani_wait = 0;
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// Fallthrough
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// Fallthrough
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case 101:
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case 101:
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if (++npc->ani_wait > 2)
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++npc->ani_wait;
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if (npc->ani_wait > 2)
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{
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{
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npc->ani_wait = 0;
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npc->ani_wait = 0;
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++npc->ani_no;
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++npc->ani_no;
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@ -58,7 +60,9 @@ static void ActBossChar_Eye(NPCHAR *npc)
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npc->ani_wait = 0;
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npc->ani_wait = 0;
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// Fallthrough
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// Fallthrough
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case 201:
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case 201:
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if (++npc->ani_wait > 2)
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++npc->ani_wait;
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if (npc->ani_wait > 2)
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{
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{
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npc->ani_wait = 0;
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npc->ani_wait = 0;
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--npc->ani_no;
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--npc->ani_no;
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@ -74,19 +78,19 @@ static void ActBossChar_Eye(NPCHAR *npc)
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npc->ani_no = 4;
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npc->ani_no = 4;
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if (npc->direct == 0)
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if (npc->direct == 0)
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SetDestroyNpChar(npc->x - 0x800, npc->y, 0x800, 10);
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SetDestroyNpChar(npc->x - (4 * 0x200), npc->y, 0x800, 10);
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else
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else
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SetDestroyNpChar(npc->x + 0x800, npc->y, 0x800, 10);
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SetDestroyNpChar(npc->x + (4 * 0x200), npc->y, 0x800, 10);
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break;
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break;
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}
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}
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if (npc->direct == 0)
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if (npc->direct == 0)
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npc->x = gBoss[0].x - 0x3000;
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npc->x = gBoss[0].x - (24 * 0x200);
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else
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else
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npc->x = gBoss[0].x + 0x3000;
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npc->x = gBoss[0].x + (24 * 0x200);
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npc->y = gBoss[0].y - 0x4800;
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npc->y = gBoss[0].y - (36 * 0x200);
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if (npc->act_no >= 0 && npc->act_no < 300)
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if (npc->act_no >= 0 && npc->act_no < 300)
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{
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{
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@ -120,7 +124,7 @@ static void ActBossChar_Body(NPCHAR *npc)
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static void ActBossChar_HITAI(NPCHAR *npc) // "Hitai" = "forehead" or "brow" (according to Google Translate, anyway)
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static void ActBossChar_HITAI(NPCHAR *npc) // "Hitai" = "forehead" or "brow" (according to Google Translate, anyway)
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{
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{
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npc->x = gBoss[0].x;
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npc->x = gBoss[0].x;
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npc->y = gBoss[0].y - 0x5800;
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npc->y = gBoss[0].y - (44 * 0x200);
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}
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}
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static void ActBossChar_HARA(NPCHAR *npc) // "Hara" = "belly" or "stomach" (according to Google Translate, anyway)
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static void ActBossChar_HARA(NPCHAR *npc) // "Hara" = "belly" or "stomach" (according to Google Translate, anyway)
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@ -147,13 +151,13 @@ void ActBossChar_Ballos(void)
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npc->cond = 0x80;
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npc->cond = 0x80;
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npc->exp = 1;
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npc->exp = 1;
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npc->direct = 0;
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npc->direct = 0;
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npc->x = 0x28000;
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npc->x = 320 * 0x200;
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npc->y = -0x8000;
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npc->y = -64 * 0x200;
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npc->hit_voice = 54;
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npc->hit_voice = 54;
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npc->hit.front = 0x4000;
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npc->hit.front = 32 * 0x200;
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npc->hit.top = 0x6000;
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npc->hit.top = 48 * 0x200;
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npc->hit.back = 0x4000;
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npc->hit.back = 32 * 0x200;
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npc->hit.bottom = 0x6000;
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npc->hit.bottom = 48 * 0x200;
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npc->bits = (NPC_IGNORE_SOLIDITY | NPC_SOLID_HARD | NPC_EVENT_WHEN_KILLED | NPC_SHOW_DAMAGE);
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npc->bits = (NPC_IGNORE_SOLIDITY | NPC_SOLID_HARD | NPC_EVENT_WHEN_KILLED | NPC_SHOW_DAMAGE);
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npc->size = 3;
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npc->size = 3;
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npc->damage = 0;
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npc->damage = 0;
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@ -165,14 +169,14 @@ void ActBossChar_Ballos(void)
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gBoss[1].direct = 0;
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gBoss[1].direct = 0;
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gBoss[1].bits = NPC_IGNORE_SOLIDITY;
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gBoss[1].bits = NPC_IGNORE_SOLIDITY;
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gBoss[1].life = 10000;
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gBoss[1].life = 10000;
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gBoss[1].view.front = 0x1800;
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gBoss[1].view.front = 12 * 0x200;
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gBoss[1].view.top = 0;
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gBoss[1].view.top = 0;
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gBoss[1].view.back = 0x1800;
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gBoss[1].view.back = 12 * 0x200;
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gBoss[1].view.bottom = 0x2000;
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gBoss[1].view.bottom = 16 * 0x200;
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gBoss[1].hit.front = 0x1800;
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gBoss[1].hit.front = 12 * 0x200;
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gBoss[1].hit.top = 0;
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gBoss[1].hit.top = 0;
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gBoss[1].hit.back = 0x1800;
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gBoss[1].hit.back = 12 * 0x200;
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gBoss[1].hit.bottom = 0x2000;
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gBoss[1].hit.bottom = 16 * 0x200;
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gBoss[2] = gBoss[1];
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gBoss[2] = gBoss[1];
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gBoss[2].direct = 2;
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gBoss[2].direct = 2;
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@ -180,39 +184,41 @@ void ActBossChar_Ballos(void)
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// Initialize the body
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// Initialize the body
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gBoss[3].cond = 0x90;
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gBoss[3].cond = 0x90;
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gBoss[3].bits = (NPC_SOLID_SOFT | NPC_INVULNERABLE | NPC_IGNORE_SOLIDITY);
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gBoss[3].bits = (NPC_SOLID_SOFT | NPC_INVULNERABLE | NPC_IGNORE_SOLIDITY);
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gBoss[3].view.front = 0x7800;
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gBoss[3].view.front = 60 * 0x200;
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gBoss[3].view.top = 0x7800;
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gBoss[3].view.top = 60 * 0x200;
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gBoss[3].view.back = 0x7800;
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gBoss[3].view.back = 60 * 0x200;
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gBoss[3].view.bottom = 0x7800;
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gBoss[3].view.bottom = 60 * 0x200;
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gBoss[3].hit.front = 0x6000;
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gBoss[3].hit.front = 48 * 0x200;
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gBoss[3].hit.top = 0x3000;
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gBoss[3].hit.top = 24 * 0x200;
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gBoss[3].hit.back = 0x6000;
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gBoss[3].hit.back = 48 * 0x200;
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gBoss[3].hit.bottom = 0x4000;
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gBoss[3].hit.bottom = 32 * 0x200;
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gBoss[4].cond = 0x90;
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gBoss[4].cond = 0x90;
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gBoss[4].bits = (NPC_SOLID_SOFT | NPC_INVULNERABLE | NPC_IGNORE_SOLIDITY);
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gBoss[4].bits = (NPC_SOLID_SOFT | NPC_INVULNERABLE | NPC_IGNORE_SOLIDITY);
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gBoss[4].hit.front = 0x4000;
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gBoss[4].hit.front = 32 * 0x200;
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gBoss[4].hit.top = 0x1000;
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gBoss[4].hit.top = 8 * 0x200;
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gBoss[4].hit.back = 0x4000;
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gBoss[4].hit.back = 32 * 0x200;
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gBoss[4].hit.bottom = 0x1000;
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gBoss[4].hit.bottom = 8 * 0x200;
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gBoss[5].cond = 0x90;
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gBoss[5].cond = 0x90;
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gBoss[5].bits = (NPC_INVULNERABLE | NPC_IGNORE_SOLIDITY | NPC_SOLID_HARD);
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gBoss[5].bits = (NPC_INVULNERABLE | NPC_IGNORE_SOLIDITY | NPC_SOLID_HARD);
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gBoss[5].hit.front = 0x4000;
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gBoss[5].hit.front = 32 * 0x200;
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gBoss[5].hit.top = 0;
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gBoss[5].hit.top = 0;
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gBoss[5].hit.back = 0x4000;
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gBoss[5].hit.back = 32 * 0x200;
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gBoss[5].hit.bottom = 0x6000;
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gBoss[5].hit.bottom = 48 * 0x200;
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break;
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break;
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case 100:
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case 100:
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npc->act_no = 101;
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npc->act_no = 101;
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npc->ani_no = 0;
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npc->ani_no = 0;
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npc->x = gMC.x;
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npc->x = gMC.x;
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SetNpChar(333, gMC.x, 0x26000, 0, 0, 2, 0, 0x100);
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SetNpChar(333, gMC.x, 304 * 0x200, 0, 0, 2, NULL, 0x100);
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npc->act_wait = 0;
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npc->act_wait = 0;
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// Fallthrough
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// Fallthrough
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case 101:
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case 101:
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if (++npc->act_wait > 30)
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++npc->act_wait;
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if (npc->act_wait > 30)
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npc->act_no = 102;
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npc->act_no = 102;
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break;
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break;
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@ -224,22 +230,22 @@ void ActBossChar_Ballos(void)
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npc->y += npc->ym;
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npc->y += npc->ym;
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if (npc->y > 0x26000 - npc->hit.bottom)
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if (npc->y > (304 * 0x200) - npc->hit.bottom)
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{
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{
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npc->y = 0x26000 - npc->hit.bottom;
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npc->y = (304 * 0x200) - npc->hit.bottom;
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npc->ym = 0;
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npc->ym = 0;
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npc->act_no = 103;
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npc->act_no = 103;
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npc->act_wait = 0;
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npc->act_wait = 0;
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SetQuake2(30);
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SetQuake2(30);
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PlaySoundObject(44, 1);
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PlaySoundObject(44, 1);
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if (gMC.y > npc->y + 0x6000 && gMC.x < npc->x + 0x3000 && gMC.x > npc->x - 0x3000)
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if (gMC.y > npc->y + (48 * 0x200) && gMC.x < npc->x + (24 * 0x200) && gMC.x > npc->x - (24 * 0x200))
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DamageMyChar(16);
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DamageMyChar(16);
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for (i = 0; i < 0x10; ++i)
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for (i = 0; i < 0x10; ++i)
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{
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{
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x = npc->x + (Random(-40, 40) * 0x200);
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x = npc->x + (Random(-40, 40) * 0x200);
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SetNpChar(4, x, npc->y + 0x5000, 0, 0, 0, 0, 0x100);
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SetNpChar(4, x, npc->y + (40 * 0x200), 0, 0, 0, NULL, 0x100);
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}
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}
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if (gMC.flag & 8)
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if (gMC.flag & 8)
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@ -249,7 +255,9 @@ void ActBossChar_Ballos(void)
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break;
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break;
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case 103:
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case 103:
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if (++npc->act_wait == 50)
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++npc->act_wait;
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if (npc->act_wait == 50)
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{
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{
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npc->act_no = 104;
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npc->act_no = 104;
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gBoss[1].act_no = 100;
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gBoss[1].act_no = 100;
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@ -266,7 +274,7 @@ void ActBossChar_Ballos(void)
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npc->act_no = 203;
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npc->act_no = 203;
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npc->xm = 0;
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npc->xm = 0;
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++npc->count1;
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++npc->count1;
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npc->hit.bottom = 0x6000;
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npc->hit.bottom = 48 * 0x200;
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npc->damage = 0;
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npc->damage = 0;
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if (npc->count1 % 3 == 0)
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if (npc->count1 % 3 == 0)
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@ -275,7 +283,9 @@ void ActBossChar_Ballos(void)
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npc->act_wait = 50;
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npc->act_wait = 50;
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// Fallthrough
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// Fallthrough
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case 203:
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case 203:
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if (--npc->act_wait <= 0)
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--npc->act_wait;
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if (npc->act_wait <= 0)
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{
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{
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npc->act_no = 204;
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npc->act_no = 204;
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npc->ym = -0xC00;
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npc->ym = -0xC00;
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@ -289,9 +299,9 @@ void ActBossChar_Ballos(void)
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break;
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break;
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case 204:
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case 204:
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if (npc->x < 0xA000)
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if (npc->x < 80 * 0x200)
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npc->xm = 0x200;
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npc->xm = 0x200;
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if (npc->x > 0x44000)
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if (npc->x > 544 * 0x200)
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npc->xm = -0x200;
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npc->xm = -0x200;
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npc->ym += 0x55;
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npc->ym += 0x55;
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@ -301,14 +311,14 @@ void ActBossChar_Ballos(void)
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npc->x += npc->xm;
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npc->x += npc->xm;
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npc->y += npc->ym;
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npc->y += npc->ym;
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if (npc->y > 0x26000 - npc->hit.bottom)
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if (npc->y > (304 * 0x200) - npc->hit.bottom)
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{
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{
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npc->y = 0x26000 - npc->hit.bottom;
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npc->y = (304 * 0x200) - npc->hit.bottom;
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npc->ym = 0;
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npc->ym = 0;
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npc->act_no = 201;
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npc->act_no = 201;
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npc->act_wait = 0;
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npc->act_wait = 0;
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if (gMC.y > npc->y + 0x7000)
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if (gMC.y > npc->y + (56 * 0x200))
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DamageMyChar(16);
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DamageMyChar(16);
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if (gMC.flag & 8)
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if (gMC.flag & 8)
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@ -316,14 +326,14 @@ void ActBossChar_Ballos(void)
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SetQuake2(30);
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SetQuake2(30);
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PlaySoundObject(26, 1);
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PlaySoundObject(26, 1);
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SetNpChar(332, npc->x - 0x1800, npc->y + 0x6800, 0, 0, 0, 0, 0x100);
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SetNpChar(332, npc->x - (12 * 0x200), npc->y + (52 * 0x200), 0, 0, 0, NULL, 0x100);
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SetNpChar(332, npc->x + 0x1800, npc->y + 0x6800, 0, 0, 2, 0, 0x100);
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SetNpChar(332, npc->x + (12 * 0x200), npc->y + (52 * 0x200), 0, 0, 2, NULL, 0x100);
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PlaySoundObject(44, 1);
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PlaySoundObject(44, 1);
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for (i = 0; i < 0x10; ++i)
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for (i = 0; i < 0x10; ++i)
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{
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{
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x = npc->x + (Random(-40, 40) * 0x200);
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x = npc->x + (Random(-40, 40) * 0x200);
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SetNpChar(4, x, npc->y + 0x5000, 0, 0, 0, 0, 0x100);
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SetNpChar(4, x, npc->y + (40 * 0x200), 0, 0, 0, NULL, 0x100);
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}
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}
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}
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}
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@ -346,9 +356,9 @@ void ActBossChar_Ballos(void)
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npc->y += npc->ym;
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npc->y += npc->ym;
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if (npc->y > 0x26000 - npc->hit.bottom)
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if (npc->y > (304 * 0x200) - npc->hit.bottom)
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{
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{
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npc->y = 0x26000 - npc->hit.bottom;
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npc->y = (304 * 0x200) - npc->hit.bottom;
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npc->ym = 0;
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npc->ym = 0;
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npc->act_no = 222;
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npc->act_no = 222;
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npc->act_wait = 0;
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npc->act_wait = 0;
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@ -358,7 +368,7 @@ void ActBossChar_Ballos(void)
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for (i = 0; i < 0x10; ++i)
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for (i = 0; i < 0x10; ++i)
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{
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{
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x = npc->x + (Random(-40, 40) * 0x200);
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x = npc->x + (Random(-40, 40) * 0x200);
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SetNpChar(4, x, npc->y + 0x5000, 0, 0, 0, 0, 0x100);
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SetNpChar(4, x, npc->y + (40 * 0x200), 0, 0, 0, NULL, 0x100);
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}
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}
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if (gMC.flag & 8)
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if (gMC.flag & 8)
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@ -374,17 +384,19 @@ void ActBossChar_Ballos(void)
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for (i = 0; i < 0x100; i += 0x40)
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for (i = 0; i < 0x100; i += 0x40)
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{
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{
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SetNpChar(342, npc->x, npc->y, 0, 0, i, npc, 90);
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SetNpChar(342, npc->x, npc->y, 0, 0, i, npc, 90);
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SetNpChar(342, npc->x, npc->y, 0, 0, i + 544, npc, 90);
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SetNpChar(342, npc->x, npc->y, 0, 0, i + 0x220, npc, 90);
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}
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}
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SetNpChar(343, npc->x, npc->y, 0, 0, 0, npc, 0x18);
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SetNpChar(343, npc->x, npc->y, 0, 0, 0, npc, 0x18);
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||||||
SetNpChar(344, npc->x - 0x3000, npc->y - 0x4800, 0, 0, 0, npc, 0x20);
|
SetNpChar(344, npc->x - (24 * 0x200), npc->y - (36 * 0x200), 0, 0, 0, npc, 0x20);
|
||||||
SetNpChar(344, npc->x + 0x3000, npc->y - 0x4800, 0, 0, 2, npc, 0x20);
|
SetNpChar(344, npc->x + (24 * 0x200), npc->y - (36 * 0x200), 0, 0, 2, npc, 0x20);
|
||||||
// Fallthrough
|
// Fallthrough
|
||||||
case 301:
|
case 301:
|
||||||
npc->y += (0x1C200 - npc->y) / 8;
|
npc->y += ((225 * 0x200) - npc->y) / 8;
|
||||||
|
|
||||||
if (++npc->act_wait > 50)
|
++npc->act_wait;
|
||||||
|
|
||||||
|
if (npc->act_wait > 50)
|
||||||
{
|
{
|
||||||
npc->act_no = 310;
|
npc->act_no = 310;
|
||||||
npc->act_wait = 0;
|
npc->act_wait = 0;
|
||||||
|
@ -398,9 +410,9 @@ void ActBossChar_Ballos(void)
|
||||||
npc->ym = 0;
|
npc->ym = 0;
|
||||||
npc->x += npc->xm;
|
npc->x += npc->xm;
|
||||||
|
|
||||||
if (npc->x < 0xDE00)
|
if (npc->x < 111 * 0x200)
|
||||||
{
|
{
|
||||||
npc->x = 0xDE00;
|
npc->x = 111 * 0x200;
|
||||||
npc->act_no = 312;
|
npc->act_no = 312;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -412,9 +424,9 @@ void ActBossChar_Ballos(void)
|
||||||
npc->xm = 0;
|
npc->xm = 0;
|
||||||
npc->y += npc->ym;
|
npc->y += npc->ym;
|
||||||
|
|
||||||
if (npc->y < 0xDE00)
|
if (npc->y < 111 * 0x200)
|
||||||
{
|
{
|
||||||
npc->y = 0xDE00;
|
npc->y = 111 * 0x200;
|
||||||
npc->act_no = 313;
|
npc->act_no = 313;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -426,16 +438,16 @@ void ActBossChar_Ballos(void)
|
||||||
npc->ym = 0;
|
npc->ym = 0;
|
||||||
npc->x += npc->xm;
|
npc->x += npc->xm;
|
||||||
|
|
||||||
if (npc->x > 0x40200)
|
if (npc->x > 513 * 0x200)
|
||||||
{
|
{
|
||||||
npc->x = 0x40200;
|
npc->x = 513 * 0x200;
|
||||||
npc->act_no = 314;
|
npc->act_no = 314;
|
||||||
}
|
}
|
||||||
|
|
||||||
if (npc->count1)
|
if (npc->count1 != 0)
|
||||||
--npc->count1;
|
--npc->count1;
|
||||||
|
|
||||||
if (npc->count1 == 0 && npc->x > 0x26000 && npc->x < 0x2A000)
|
if (npc->count1 == 0 && npc->x > 304 * 0x200 && npc->x < 336 * 0x200)
|
||||||
npc->act_no = 400;
|
npc->act_no = 400;
|
||||||
|
|
||||||
break;
|
break;
|
||||||
|
@ -446,9 +458,9 @@ void ActBossChar_Ballos(void)
|
||||||
npc->xm = 0;
|
npc->xm = 0;
|
||||||
npc->y += npc->ym;
|
npc->y += npc->ym;
|
||||||
|
|
||||||
if (npc->y > 0x1C200)
|
if (npc->y > 225 * 0x200)
|
||||||
{
|
{
|
||||||
npc->y = 0x1C200;
|
npc->y = 225 * 0x200;
|
||||||
npc->act_no = 311;
|
npc->act_no = 311;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -462,9 +474,11 @@ void ActBossChar_Ballos(void)
|
||||||
DeleteNpCharCode(339, 0);
|
DeleteNpCharCode(339, 0);
|
||||||
// Fallthrough
|
// Fallthrough
|
||||||
case 401:
|
case 401:
|
||||||
npc->y += (0x13E00 - npc->y) / 8;
|
npc->y += ((159 * 0x200) - npc->y) / 8;
|
||||||
|
|
||||||
if (++npc->act_wait > 50)
|
++npc->act_wait;
|
||||||
|
|
||||||
|
if (npc->act_wait > 50)
|
||||||
{
|
{
|
||||||
npc->act_wait = 0;
|
npc->act_wait = 0;
|
||||||
npc->act_no = 410;
|
npc->act_no = 410;
|
||||||
|
@ -473,14 +487,16 @@ void ActBossChar_Ballos(void)
|
||||||
SetNpChar(346, npc->x, npc->y, 0, 0, i, npc, 0x50);
|
SetNpChar(346, npc->x, npc->y, 0, 0, i, npc, 0x50);
|
||||||
|
|
||||||
SetNpChar(343, npc->x, npc->y, 0, 0, 0, npc, 0x18);
|
SetNpChar(343, npc->x, npc->y, 0, 0, 0, npc, 0x18);
|
||||||
SetNpChar(344, npc->x - 0x3000, npc->y - 0x4800, 0, 0, 0, npc, 0x20);
|
SetNpChar(344, npc->x - (24 * 0x200), npc->y - (36 * 0x200), 0, 0, 0, npc, 0x20);
|
||||||
SetNpChar(344, npc->x + 0x3000, npc->y - 0x4800, 0, 0, 2, npc, 0x20);
|
SetNpChar(344, npc->x + (24 * 0x200), npc->y - (36 * 0x200), 0, 0, 2, npc, 0x20);
|
||||||
}
|
}
|
||||||
|
|
||||||
break;
|
break;
|
||||||
|
|
||||||
case 410:
|
case 410:
|
||||||
if (++npc->act_wait > 50)
|
++npc->act_wait;
|
||||||
|
|
||||||
|
if (npc->act_wait > 50)
|
||||||
{
|
{
|
||||||
npc->act_wait = 0;
|
npc->act_wait = 0;
|
||||||
npc->act_no = 411;
|
npc->act_no = 411;
|
||||||
|
@ -489,10 +505,12 @@ void ActBossChar_Ballos(void)
|
||||||
break;
|
break;
|
||||||
|
|
||||||
case 411:
|
case 411:
|
||||||
if (++npc->act_wait % 30 == 1)
|
++npc->act_wait;
|
||||||
|
|
||||||
|
if (npc->act_wait % 30 == 1)
|
||||||
{
|
{
|
||||||
x = (2 * (npc->act_wait / 30) + 2) * 0x10 * 0x200;
|
x = (((npc->act_wait / 30) * 2) + 2) * 0x10 * 0x200;
|
||||||
SetNpChar(348, x, 0x2A000, 0, 0, 0, 0, 0x180);
|
SetNpChar(348, x, 336 * 0x200, 0, 0, 0, NULL, 0x180);
|
||||||
}
|
}
|
||||||
|
|
||||||
if (npc->act_wait / 3 % 2)
|
if (npc->act_wait / 3 % 2)
|
||||||
|
@ -516,11 +534,13 @@ void ActBossChar_Ballos(void)
|
||||||
{
|
{
|
||||||
x = npc->x + (Random(-60, 60) * 0x200);
|
x = npc->x + (Random(-60, 60) * 0x200);
|
||||||
y = npc->y + (Random(-60, 60) * 0x200);
|
y = npc->y + (Random(-60, 60) * 0x200);
|
||||||
SetNpChar(4, x, y, 0, 0, 0, 0, 0);
|
SetNpChar(4, x, y, 0, 0, 0, NULL, 0);
|
||||||
}
|
}
|
||||||
// Fallthrough
|
// Fallthrough
|
||||||
case 421:
|
case 421:
|
||||||
if (++npc->ani_wait > 500)
|
++npc->ani_wait;
|
||||||
|
|
||||||
|
if (npc->ani_wait > 500)
|
||||||
{
|
{
|
||||||
npc->ani_wait = 0;
|
npc->ani_wait = 0;
|
||||||
npc->act_no = 422;
|
npc->act_no = 422;
|
||||||
|
@ -529,7 +549,9 @@ void ActBossChar_Ballos(void)
|
||||||
break;
|
break;
|
||||||
|
|
||||||
case 422:
|
case 422:
|
||||||
if (++npc->ani_wait > 200)
|
++npc->ani_wait;
|
||||||
|
|
||||||
|
if (npc->ani_wait > 200)
|
||||||
{
|
{
|
||||||
npc->ani_wait = 0;
|
npc->ani_wait = 0;
|
||||||
npc->act_no = 423;
|
npc->act_no = 423;
|
||||||
|
@ -538,7 +560,9 @@ void ActBossChar_Ballos(void)
|
||||||
break;
|
break;
|
||||||
|
|
||||||
case 423:
|
case 423:
|
||||||
if (++npc->ani_wait > 20)
|
++npc->ani_wait;
|
||||||
|
|
||||||
|
if (npc->ani_wait > 20)
|
||||||
{
|
{
|
||||||
npc->ani_wait = 0;
|
npc->ani_wait = 0;
|
||||||
npc->act_no = 424;
|
npc->act_no = 424;
|
||||||
|
@ -547,7 +571,9 @@ void ActBossChar_Ballos(void)
|
||||||
break;
|
break;
|
||||||
|
|
||||||
case 424:
|
case 424:
|
||||||
if (++npc->ani_wait > 200)
|
++npc->ani_wait;
|
||||||
|
|
||||||
|
if (npc->ani_wait > 200)
|
||||||
{
|
{
|
||||||
npc->ani_wait = 0;
|
npc->ani_wait = 0;
|
||||||
npc->act_no = 425;
|
npc->act_no = 425;
|
||||||
|
@ -556,7 +582,9 @@ void ActBossChar_Ballos(void)
|
||||||
break;
|
break;
|
||||||
|
|
||||||
case 425:
|
case 425:
|
||||||
if (++npc->ani_wait > 500)
|
++npc->ani_wait;
|
||||||
|
|
||||||
|
if (npc->ani_wait > 500)
|
||||||
{
|
{
|
||||||
npc->ani_wait = 0;
|
npc->ani_wait = 0;
|
||||||
npc->act_no = 426;
|
npc->act_no = 426;
|
||||||
|
@ -565,7 +593,9 @@ void ActBossChar_Ballos(void)
|
||||||
break;
|
break;
|
||||||
|
|
||||||
case 426:
|
case 426:
|
||||||
if (++npc->ani_wait > 200)
|
++npc->ani_wait;
|
||||||
|
|
||||||
|
if (npc->ani_wait > 200)
|
||||||
{
|
{
|
||||||
npc->ani_wait = 0;
|
npc->ani_wait = 0;
|
||||||
npc->act_no = 427;
|
npc->act_no = 427;
|
||||||
|
@ -574,7 +604,9 @@ void ActBossChar_Ballos(void)
|
||||||
break;
|
break;
|
||||||
|
|
||||||
case 427:
|
case 427:
|
||||||
if (++npc->ani_wait > 20)
|
++npc->ani_wait;
|
||||||
|
|
||||||
|
if (npc->ani_wait > 20)
|
||||||
{
|
{
|
||||||
npc->ani_wait = 0;
|
npc->ani_wait = 0;
|
||||||
npc->act_no = 428;
|
npc->act_no = 428;
|
||||||
|
@ -583,7 +615,9 @@ void ActBossChar_Ballos(void)
|
||||||
break;
|
break;
|
||||||
|
|
||||||
case 428:
|
case 428:
|
||||||
if (++npc->ani_wait > 200)
|
++npc->ani_wait;
|
||||||
|
|
||||||
|
if (npc->ani_wait > 200)
|
||||||
{
|
{
|
||||||
npc->ani_wait = 0;
|
npc->ani_wait = 0;
|
||||||
npc->act_no = 421;
|
npc->act_no = 421;
|
||||||
|
@ -655,7 +689,9 @@ void ActBossChar_Ballos(void)
|
||||||
gBoss[4].bits |= NPC_SHOOTABLE;
|
gBoss[4].bits |= NPC_SHOOTABLE;
|
||||||
gBoss[5].bits |= NPC_SHOOTABLE;
|
gBoss[5].bits |= NPC_SHOOTABLE;
|
||||||
|
|
||||||
if (++npc->act_wait > 300)
|
++npc->act_wait;
|
||||||
|
|
||||||
|
if (npc->act_wait > 300)
|
||||||
{
|
{
|
||||||
npc->act_wait = 0;
|
npc->act_wait = 0;
|
||||||
|
|
||||||
|
@ -663,9 +699,9 @@ void ActBossChar_Ballos(void)
|
||||||
{
|
{
|
||||||
for (i = 0; i < 8; ++i)
|
for (i = 0; i < 8; ++i)
|
||||||
{
|
{
|
||||||
x = ((Random(-4, 4) + 156) * 0x200 * 0x10) / 4;
|
x = ((156 + Random(-4, 4)) * 0x200 * 0x10) / 4;
|
||||||
y = (Random(8, 68) * 0x200 * 0x10) / 4;
|
y = (Random(8, 68) * 0x200 * 0x10) / 4;
|
||||||
SetNpChar(350, x, y, 0, 0, 0, 0, 0x100);
|
SetNpChar(350, x, y, 0, 0, 0, NULL, 0x100);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
|
@ -674,18 +710,18 @@ void ActBossChar_Ballos(void)
|
||||||
{
|
{
|
||||||
x = (Random(-4, 4) * 0x200 * 0x10) / 4;
|
x = (Random(-4, 4) * 0x200 * 0x10) / 4;
|
||||||
y = (Random(8, 68) * 0x200 * 0x10) / 4;
|
y = (Random(8, 68) * 0x200 * 0x10) / 4;
|
||||||
SetNpChar(350, x, y, 0, 0, 2, 0, 0x100);
|
SetNpChar(350, x, y, 0, 0, 2, NULL, 0x100);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
if (npc->act_wait == 270 || npc->act_wait == 280 || npc->act_wait == 290)
|
if (npc->act_wait == 270 || npc->act_wait == 280 || npc->act_wait == 290)
|
||||||
{
|
{
|
||||||
SetNpChar(353, npc->x, npc->y - 0x6800, 0, 0, 1, 0, 0x100);
|
SetNpChar(353, npc->x, npc->y - (52 * 0x200), 0, 0, 1, NULL, 0x100);
|
||||||
PlaySoundObject(39, 1);
|
PlaySoundObject(39, 1);
|
||||||
|
|
||||||
for (i = 0; i < 4; ++i)
|
for (i = 0; i < 4; ++i)
|
||||||
SetNpChar(4, npc->x, npc->y - 0x6800, 0, 0, 0, 0, 0x100);
|
SetNpChar(4, npc->x, npc->y - (52 * 0x200), 0, 0, 0, NULL, 0x100);
|
||||||
}
|
}
|
||||||
|
|
||||||
if (npc->life > 500)
|
if (npc->life > 500)
|
||||||
|
@ -694,7 +730,7 @@ void ActBossChar_Ballos(void)
|
||||||
{
|
{
|
||||||
x = npc->x + (Random(-40, 40) * 0x200);
|
x = npc->x + (Random(-40, 40) * 0x200);
|
||||||
y = npc->y + (Random(0, 40) * 0x200);
|
y = npc->y + (Random(0, 40) * 0x200);
|
||||||
SetNpChar(270, x, y, 0, 0, 3, 0, 0);
|
SetNpChar(270, x, y, 0, 0, 3, NULL, 0);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
|
@ -703,12 +739,12 @@ void ActBossChar_Ballos(void)
|
||||||
{
|
{
|
||||||
x = npc->x + (Random(-40, 40) * 0x200);
|
x = npc->x + (Random(-40, 40) * 0x200);
|
||||||
y = npc->y + (Random(0, 40) * 0x200);
|
y = npc->y + (Random(0, 40) * 0x200);
|
||||||
SetNpChar(270, x, y, 0, 0, 3, 0, 0);
|
SetNpChar(270, x, y, 0, 0, 3, NULL, 0);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
if (npc->shock)
|
if (npc->shock != 0)
|
||||||
{
|
{
|
||||||
if (++flash / 2 % 2)
|
if (++flash / 2 % 2)
|
||||||
gBoss[3].ani_no = 1;
|
gBoss[3].ani_no = 1;
|
||||||
|
|
Loading…
Add table
Reference in a new issue