Made NpcAct220.cpp ASM-accurate
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6f8197d9ac
commit
5290ce3bd5
1 changed files with 56 additions and 40 deletions
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@ -449,7 +449,7 @@ void ActNpc228(NPCHAR *npc)
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npc->ani_no = 0;
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// Fallthrough
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case 2:
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if (gMC.x < npc->x)
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if (npc->x > gMC.x)
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npc->direct = 0;
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else
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npc->direct = 2;
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@ -525,10 +525,12 @@ void ActNpc229(NPCHAR *npc)
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{0, 112, 48, 128},
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};
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if (npc->act_no == 0)
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switch (npc->act_no)
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{
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npc->act_no = 1;
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npc->y -= 0x2000;
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case 0:
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npc->act_no = 1;
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npc->y -= 0x2000;
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break;
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}
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if (npc->direct == 0)
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@ -545,11 +547,13 @@ void ActNpc230(NPCHAR *npc)
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{96, 96, 144, 128},
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};
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if (npc->act_no == 0)
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switch (npc->act_no)
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{
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npc->act_no = 1;
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npc->x -= 0x2000;
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npc->y -= 0x2000;
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case 0:
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npc->act_no = 1;
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npc->x -= 0x2000;
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npc->y -= 0x2000;
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break;
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}
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if (npc->direct == 0)
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@ -561,6 +565,8 @@ void ActNpc230(NPCHAR *npc)
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//Rocket
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void ActNpc231(NPCHAR *npc)
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{
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int i;
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RECT rc[2] = {
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{176, 32, 208, 48},
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{176, 48, 208, 64},
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@ -599,7 +605,7 @@ void ActNpc231(NPCHAR *npc)
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npc->act_wait = 0;
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npc->ani_no = 1;
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for (int i = 0; i < 10; ++i)
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for (i = 0; i < 10; ++i)
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{
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SetNpChar(4, npc->x + (Random(-16, 16) * 0x200), npc->y + (Random(-8, 8) * 0x200), 0, 0, 0, 0, 0x100);
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PlaySoundObject(12, 1); // Wait, it does this in a loop?
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@ -625,7 +631,7 @@ void ActNpc231(NPCHAR *npc)
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npc->act_no = 15;
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for (int i = 0; i < 6; ++i)
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for (i = 0; i < 6; ++i)
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{
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SetNpChar(4, npc->x + (Random(-16, 16) * 0x200), npc->y + (Random(-8, 8) * 0x200), 0, 0, 0, 0, 0x100);
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PlaySoundObject(12, 1);
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@ -641,9 +647,9 @@ void ActNpc231(NPCHAR *npc)
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if (npc->ym < 0)
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{
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if (npc->act_wait % 8 == 0)
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SetCaret(npc->x - 5120, npc->y + 0x1000, 7, 3);
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SetCaret(npc->x - 0x1400, npc->y + 0x1000, 7, 3);
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if (npc->act_wait % 8 == 4)
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SetCaret(npc->x + 5120, npc->y + 0x1000, 7, 3);
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SetCaret(npc->x + 0x1400, npc->y + 0x1000, 7, 3);
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if (npc->act_wait % 16 == 1)
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PlaySoundObject(34, 1);
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}
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@ -671,6 +677,8 @@ void ActNpc231(NPCHAR *npc)
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//Orangebell
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void ActNpc232(NPCHAR *npc)
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{
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int i;
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switch (npc->act_no)
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{
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case 0:
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@ -679,7 +687,7 @@ void ActNpc232(NPCHAR *npc)
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npc->tgt_y = npc->y;
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npc->ym = 0x200;
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for (int i = 0; i < 8; ++i)
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for (i = 0; i < 8; ++i)
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SetNpChar(233, npc->x, npc->y, 0, 0, npc->direct, npc, 0x100);
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// Fallthrough
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case 1:
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@ -693,7 +701,7 @@ void ActNpc232(NPCHAR *npc)
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else
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npc->xm = 0x100;
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if (npc->tgt_y > npc->y)
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if (npc->y < npc->tgt_y)
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npc->ym += 8;
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else
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npc->ym -= 8;
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@ -765,9 +773,9 @@ void ActNpc233(NPCHAR *npc)
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if (npc->tgt_x > npc->x)
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npc->xm += 8;
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if (npc->count2 + npc->tgt_y < npc->y)
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if (npc->tgt_y + npc->count2 < npc->y)
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npc->ym -= 0x20;
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if (npc->count2 + npc->tgt_y > npc->y)
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if (npc->tgt_y + npc->count2 > npc->y)
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npc->ym += 0x20;
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if (npc->xm > 0x400)
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@ -786,7 +794,7 @@ void ActNpc233(NPCHAR *npc)
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}
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else
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{
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if (gMC.x > npc->x - 0x1000 && gMC.x < npc->x + 0x1000 && gMC.y > npc->y && gMC.y < npc->y + 0x16000)
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if (npc->x - 0x1000 < gMC.x && npc->x + 0x1000 > gMC.x && npc->y < gMC.y && npc->y + 0x16000 > gMC.y)
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{
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npc->xm /= 4;
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npc->ym = 0;
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@ -861,10 +869,12 @@ void ActNpc234(NPCHAR *npc)
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{144, 112, 192, 128},
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};
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if (npc->act_no == 0)
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switch (npc->act_no)
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{
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npc->act_no = 1;
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npc->y += 0x2000;
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case 0:
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npc->act_no = 1;
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npc->y += 0x2000;
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break;
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}
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if (npc->direct == 0)
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@ -1023,7 +1033,7 @@ void ActNpc236(NPCHAR *npc)
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break;
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case 2:
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if (gMC.x > npc->x)
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if (npc->x < gMC.x)
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npc->direct = 2;
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else
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npc->direct = 0;
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@ -1095,7 +1105,7 @@ void ActNpc236(NPCHAR *npc)
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break;
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}
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if (npc->tgt_y > npc->y)
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if (npc->y < npc->tgt_y)
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npc->ym += 0x10;
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else
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npc->ym -= 0x10;
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@ -1116,6 +1126,8 @@ void ActNpc236(NPCHAR *npc)
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//Gunfish projectile
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void ActNpc237(NPCHAR *npc)
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{
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int i;
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RECT rc = {312, 32, 320, 40};
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switch (npc->act_no)
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@ -1124,21 +1136,22 @@ void ActNpc237(NPCHAR *npc)
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npc->act_no = 1;
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// Fallthrough
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case 1:
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bool bHit = false;
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BOOL bHit = FALSE;
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++npc->act_wait;
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if (npc->flag & 0xFF)
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bHit = true;
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bHit = TRUE;
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if (npc->act_wait > 10 && npc->flag & 0x100)
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bHit = true;
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bHit = TRUE;
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if (bHit)
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{
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for (int i = 0; i < 5; ++i)
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for (i = 0; i < 5; ++i)
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SetCaret(npc->x, npc->y, 1, 0);
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PlaySoundObject(21, 1);
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npc->cond = 0;
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return;
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}
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break;
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@ -1257,22 +1270,25 @@ void ActNpc239(NPCHAR *npc)
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RECT rcLeft = {192, 48, 256, 80};
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RECT rcRight = {96, 112, 144, 144};
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if (npc->act_no == 0)
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switch (npc->act_no)
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{
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npc->act_no = 1;
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case 0:
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npc->act_no = 1;
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if (npc->direct == 0)
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{
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npc->x += 0x1000;
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npc->y += 0x2000;
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}
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else
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{
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npc->view.front = 0x3000;
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npc->view.back = 0x3000;
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npc->view.top = 0x1000;
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npc->view.back = 0x3000;
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}
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if (npc->direct == 0)
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{
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npc->x += 0x1000;
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npc->y += 0x2000;
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}
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else
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{
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npc->view.front = 0x3000;
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npc->view.back = 0x3000;
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npc->view.top = 0x1000;
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npc->view.back = 0x3000;
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}
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break;
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}
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if (npc->direct == 0)
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