Clean-up BossBallos.cpp

This commit is contained in:
Clownacy 2019-11-17 14:50:03 +00:00
parent e04f4184f4
commit 519acb5db1

View file

@ -37,7 +37,9 @@ static void ActBossChar_Eye(NPCHAR *npc)
npc->ani_wait = 0; npc->ani_wait = 0;
// Fallthrough // Fallthrough
case 101: case 101:
if (++npc->ani_wait > 2) ++npc->ani_wait;
if (npc->ani_wait > 2)
{ {
npc->ani_wait = 0; npc->ani_wait = 0;
++npc->ani_no; ++npc->ani_no;
@ -58,7 +60,9 @@ static void ActBossChar_Eye(NPCHAR *npc)
npc->ani_wait = 0; npc->ani_wait = 0;
// Fallthrough // Fallthrough
case 201: case 201:
if (++npc->ani_wait > 2) ++npc->ani_wait;
if (npc->ani_wait > 2)
{ {
npc->ani_wait = 0; npc->ani_wait = 0;
--npc->ani_no; --npc->ani_no;
@ -74,19 +78,19 @@ static void ActBossChar_Eye(NPCHAR *npc)
npc->ani_no = 4; npc->ani_no = 4;
if (npc->direct == 0) if (npc->direct == 0)
SetDestroyNpChar(npc->x - 0x800, npc->y, 0x800, 10); SetDestroyNpChar(npc->x - (4 * 0x200), npc->y, 0x800, 10);
else else
SetDestroyNpChar(npc->x + 0x800, npc->y, 0x800, 10); SetDestroyNpChar(npc->x + (4 * 0x200), npc->y, 0x800, 10);
break; break;
} }
if (npc->direct == 0) if (npc->direct == 0)
npc->x = gBoss[0].x - 0x3000; npc->x = gBoss[0].x - (24 * 0x200);
else else
npc->x = gBoss[0].x + 0x3000; npc->x = gBoss[0].x + (24 * 0x200);
npc->y = gBoss[0].y - 0x4800; npc->y = gBoss[0].y - (36 * 0x200);
if (npc->act_no >= 0 && npc->act_no < 300) if (npc->act_no >= 0 && npc->act_no < 300)
{ {
@ -120,7 +124,7 @@ static void ActBossChar_Body(NPCHAR *npc)
static void ActBossChar_HITAI(NPCHAR *npc) // "Hitai" = "forehead" or "brow" (according to Google Translate, anyway) static void ActBossChar_HITAI(NPCHAR *npc) // "Hitai" = "forehead" or "brow" (according to Google Translate, anyway)
{ {
npc->x = gBoss[0].x; npc->x = gBoss[0].x;
npc->y = gBoss[0].y - 0x5800; npc->y = gBoss[0].y - (44 * 0x200);
} }
static void ActBossChar_HARA(NPCHAR *npc) // "Hara" = "belly" or "stomach" (according to Google Translate, anyway) static void ActBossChar_HARA(NPCHAR *npc) // "Hara" = "belly" or "stomach" (according to Google Translate, anyway)
@ -147,13 +151,13 @@ void ActBossChar_Ballos(void)
npc->cond = 0x80; npc->cond = 0x80;
npc->exp = 1; npc->exp = 1;
npc->direct = 0; npc->direct = 0;
npc->x = 0x28000; npc->x = 320 * 0x200;
npc->y = -0x8000; npc->y = -64 * 0x200;
npc->hit_voice = 54; npc->hit_voice = 54;
npc->hit.front = 0x4000; npc->hit.front = 32 * 0x200;
npc->hit.top = 0x6000; npc->hit.top = 48 * 0x200;
npc->hit.back = 0x4000; npc->hit.back = 32 * 0x200;
npc->hit.bottom = 0x6000; npc->hit.bottom = 48 * 0x200;
npc->bits = (NPC_IGNORE_SOLIDITY | NPC_SOLID_HARD | NPC_EVENT_WHEN_KILLED | NPC_SHOW_DAMAGE); npc->bits = (NPC_IGNORE_SOLIDITY | NPC_SOLID_HARD | NPC_EVENT_WHEN_KILLED | NPC_SHOW_DAMAGE);
npc->size = 3; npc->size = 3;
npc->damage = 0; npc->damage = 0;
@ -165,14 +169,14 @@ void ActBossChar_Ballos(void)
gBoss[1].direct = 0; gBoss[1].direct = 0;
gBoss[1].bits = NPC_IGNORE_SOLIDITY; gBoss[1].bits = NPC_IGNORE_SOLIDITY;
gBoss[1].life = 10000; gBoss[1].life = 10000;
gBoss[1].view.front = 0x1800; gBoss[1].view.front = 12 * 0x200;
gBoss[1].view.top = 0; gBoss[1].view.top = 0;
gBoss[1].view.back = 0x1800; gBoss[1].view.back = 12 * 0x200;
gBoss[1].view.bottom = 0x2000; gBoss[1].view.bottom = 16 * 0x200;
gBoss[1].hit.front = 0x1800; gBoss[1].hit.front = 12 * 0x200;
gBoss[1].hit.top = 0; gBoss[1].hit.top = 0;
gBoss[1].hit.back = 0x1800; gBoss[1].hit.back = 12 * 0x200;
gBoss[1].hit.bottom = 0x2000; gBoss[1].hit.bottom = 16 * 0x200;
gBoss[2] = gBoss[1]; gBoss[2] = gBoss[1];
gBoss[2].direct = 2; gBoss[2].direct = 2;
@ -180,39 +184,41 @@ void ActBossChar_Ballos(void)
// Initialize the body // Initialize the body
gBoss[3].cond = 0x90; gBoss[3].cond = 0x90;
gBoss[3].bits = (NPC_SOLID_SOFT | NPC_INVULNERABLE | NPC_IGNORE_SOLIDITY); gBoss[3].bits = (NPC_SOLID_SOFT | NPC_INVULNERABLE | NPC_IGNORE_SOLIDITY);
gBoss[3].view.front = 0x7800; gBoss[3].view.front = 60 * 0x200;
gBoss[3].view.top = 0x7800; gBoss[3].view.top = 60 * 0x200;
gBoss[3].view.back = 0x7800; gBoss[3].view.back = 60 * 0x200;
gBoss[3].view.bottom = 0x7800; gBoss[3].view.bottom = 60 * 0x200;
gBoss[3].hit.front = 0x6000; gBoss[3].hit.front = 48 * 0x200;
gBoss[3].hit.top = 0x3000; gBoss[3].hit.top = 24 * 0x200;
gBoss[3].hit.back = 0x6000; gBoss[3].hit.back = 48 * 0x200;
gBoss[3].hit.bottom = 0x4000; gBoss[3].hit.bottom = 32 * 0x200;
gBoss[4].cond = 0x90; gBoss[4].cond = 0x90;
gBoss[4].bits = (NPC_SOLID_SOFT | NPC_INVULNERABLE | NPC_IGNORE_SOLIDITY); gBoss[4].bits = (NPC_SOLID_SOFT | NPC_INVULNERABLE | NPC_IGNORE_SOLIDITY);
gBoss[4].hit.front = 0x4000; gBoss[4].hit.front = 32 * 0x200;
gBoss[4].hit.top = 0x1000; gBoss[4].hit.top = 8 * 0x200;
gBoss[4].hit.back = 0x4000; gBoss[4].hit.back = 32 * 0x200;
gBoss[4].hit.bottom = 0x1000; gBoss[4].hit.bottom = 8 * 0x200;
gBoss[5].cond = 0x90; gBoss[5].cond = 0x90;
gBoss[5].bits = (NPC_INVULNERABLE | NPC_IGNORE_SOLIDITY | NPC_SOLID_HARD); gBoss[5].bits = (NPC_INVULNERABLE | NPC_IGNORE_SOLIDITY | NPC_SOLID_HARD);
gBoss[5].hit.front = 0x4000; gBoss[5].hit.front = 32 * 0x200;
gBoss[5].hit.top = 0; gBoss[5].hit.top = 0;
gBoss[5].hit.back = 0x4000; gBoss[5].hit.back = 32 * 0x200;
gBoss[5].hit.bottom = 0x6000; gBoss[5].hit.bottom = 48 * 0x200;
break; break;
case 100: case 100:
npc->act_no = 101; npc->act_no = 101;
npc->ani_no = 0; npc->ani_no = 0;
npc->x = gMC.x; npc->x = gMC.x;
SetNpChar(333, gMC.x, 0x26000, 0, 0, 2, 0, 0x100); SetNpChar(333, gMC.x, 304 * 0x200, 0, 0, 2, NULL, 0x100);
npc->act_wait = 0; npc->act_wait = 0;
// Fallthrough // Fallthrough
case 101: case 101:
if (++npc->act_wait > 30) ++npc->act_wait;
if (npc->act_wait > 30)
npc->act_no = 102; npc->act_no = 102;
break; break;
@ -224,22 +230,22 @@ void ActBossChar_Ballos(void)
npc->y += npc->ym; npc->y += npc->ym;
if (npc->y > 0x26000 - npc->hit.bottom) if (npc->y > (304 * 0x200) - npc->hit.bottom)
{ {
npc->y = 0x26000 - npc->hit.bottom; npc->y = (304 * 0x200) - npc->hit.bottom;
npc->ym = 0; npc->ym = 0;
npc->act_no = 103; npc->act_no = 103;
npc->act_wait = 0; npc->act_wait = 0;
SetQuake2(30); SetQuake2(30);
PlaySoundObject(44, 1); PlaySoundObject(44, 1);
if (gMC.y > npc->y + 0x6000 && gMC.x < npc->x + 0x3000 && gMC.x > npc->x - 0x3000) if (gMC.y > npc->y + (48 * 0x200) && gMC.x < npc->x + (24 * 0x200) && gMC.x > npc->x - (24 * 0x200))
DamageMyChar(16); DamageMyChar(16);
for (i = 0; i < 0x10; ++i) for (i = 0; i < 0x10; ++i)
{ {
x = npc->x + (Random(-40, 40) * 0x200); x = npc->x + (Random(-40, 40) * 0x200);
SetNpChar(4, x, npc->y + 0x5000, 0, 0, 0, 0, 0x100); SetNpChar(4, x, npc->y + (40 * 0x200), 0, 0, 0, NULL, 0x100);
} }
if (gMC.flag & 8) if (gMC.flag & 8)
@ -249,7 +255,9 @@ void ActBossChar_Ballos(void)
break; break;
case 103: case 103:
if (++npc->act_wait == 50) ++npc->act_wait;
if (npc->act_wait == 50)
{ {
npc->act_no = 104; npc->act_no = 104;
gBoss[1].act_no = 100; gBoss[1].act_no = 100;
@ -266,7 +274,7 @@ void ActBossChar_Ballos(void)
npc->act_no = 203; npc->act_no = 203;
npc->xm = 0; npc->xm = 0;
++npc->count1; ++npc->count1;
npc->hit.bottom = 0x6000; npc->hit.bottom = 48 * 0x200;
npc->damage = 0; npc->damage = 0;
if (npc->count1 % 3 == 0) if (npc->count1 % 3 == 0)
@ -275,7 +283,9 @@ void ActBossChar_Ballos(void)
npc->act_wait = 50; npc->act_wait = 50;
// Fallthrough // Fallthrough
case 203: case 203:
if (--npc->act_wait <= 0) --npc->act_wait;
if (npc->act_wait <= 0)
{ {
npc->act_no = 204; npc->act_no = 204;
npc->ym = -0xC00; npc->ym = -0xC00;
@ -289,9 +299,9 @@ void ActBossChar_Ballos(void)
break; break;
case 204: case 204:
if (npc->x < 0xA000) if (npc->x < 80 * 0x200)
npc->xm = 0x200; npc->xm = 0x200;
if (npc->x > 0x44000) if (npc->x > 544 * 0x200)
npc->xm = -0x200; npc->xm = -0x200;
npc->ym += 0x55; npc->ym += 0x55;
@ -301,14 +311,14 @@ void ActBossChar_Ballos(void)
npc->x += npc->xm; npc->x += npc->xm;
npc->y += npc->ym; npc->y += npc->ym;
if (npc->y > 0x26000 - npc->hit.bottom) if (npc->y > (304 * 0x200) - npc->hit.bottom)
{ {
npc->y = 0x26000 - npc->hit.bottom; npc->y = (304 * 0x200) - npc->hit.bottom;
npc->ym = 0; npc->ym = 0;
npc->act_no = 201; npc->act_no = 201;
npc->act_wait = 0; npc->act_wait = 0;
if (gMC.y > npc->y + 0x7000) if (gMC.y > npc->y + (56 * 0x200))
DamageMyChar(16); DamageMyChar(16);
if (gMC.flag & 8) if (gMC.flag & 8)
@ -316,14 +326,14 @@ void ActBossChar_Ballos(void)
SetQuake2(30); SetQuake2(30);
PlaySoundObject(26, 1); PlaySoundObject(26, 1);
SetNpChar(332, npc->x - 0x1800, npc->y + 0x6800, 0, 0, 0, 0, 0x100); SetNpChar(332, npc->x - (12 * 0x200), npc->y + (52 * 0x200), 0, 0, 0, NULL, 0x100);
SetNpChar(332, npc->x + 0x1800, npc->y + 0x6800, 0, 0, 2, 0, 0x100); SetNpChar(332, npc->x + (12 * 0x200), npc->y + (52 * 0x200), 0, 0, 2, NULL, 0x100);
PlaySoundObject(44, 1); PlaySoundObject(44, 1);
for (i = 0; i < 0x10; ++i) for (i = 0; i < 0x10; ++i)
{ {
x = npc->x + (Random(-40, 40) * 0x200); x = npc->x + (Random(-40, 40) * 0x200);
SetNpChar(4, x, npc->y + 0x5000, 0, 0, 0, 0, 0x100); SetNpChar(4, x, npc->y + (40 * 0x200), 0, 0, 0, NULL, 0x100);
} }
} }
@ -346,9 +356,9 @@ void ActBossChar_Ballos(void)
npc->y += npc->ym; npc->y += npc->ym;
if (npc->y > 0x26000 - npc->hit.bottom) if (npc->y > (304 * 0x200) - npc->hit.bottom)
{ {
npc->y = 0x26000 - npc->hit.bottom; npc->y = (304 * 0x200) - npc->hit.bottom;
npc->ym = 0; npc->ym = 0;
npc->act_no = 222; npc->act_no = 222;
npc->act_wait = 0; npc->act_wait = 0;
@ -358,7 +368,7 @@ void ActBossChar_Ballos(void)
for (i = 0; i < 0x10; ++i) for (i = 0; i < 0x10; ++i)
{ {
x = npc->x + (Random(-40, 40) * 0x200); x = npc->x + (Random(-40, 40) * 0x200);
SetNpChar(4, x, npc->y + 0x5000, 0, 0, 0, 0, 0x100); SetNpChar(4, x, npc->y + (40 * 0x200), 0, 0, 0, NULL, 0x100);
} }
if (gMC.flag & 8) if (gMC.flag & 8)
@ -374,17 +384,19 @@ void ActBossChar_Ballos(void)
for (i = 0; i < 0x100; i += 0x40) for (i = 0; i < 0x100; i += 0x40)
{ {
SetNpChar(342, npc->x, npc->y, 0, 0, i, npc, 90); SetNpChar(342, npc->x, npc->y, 0, 0, i, npc, 90);
SetNpChar(342, npc->x, npc->y, 0, 0, i + 544, npc, 90); SetNpChar(342, npc->x, npc->y, 0, 0, i + 0x220, npc, 90);
} }
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);
// 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;