More formatting stuff

Also "Mahin the sex god" 😂

Signed-off-by: Gabriel Ravier <gabravier@gmail.com>
This commit is contained in:
Gabriel Ravier 2019-05-14 08:50:22 +02:00
parent c596abdad5
commit 57767f338e
No known key found for this signature in database
GPG key ID: 1E75F156884F3DCE

View file

@ -14,7 +14,7 @@
#include "Sound.h"
#include "Triangle.h"
//Toroko
// Toroko
void ActNpc060(NPCHAR *npc)
{
RECT rcLeft[8] = {
@ -161,7 +161,7 @@ void ActNpc060(NPCHAR *npc)
break;
case 11:
if ( npc->act_wait++ && npc->flag & 8 )
if (npc->act_wait++ && npc->flag & 8)
{
npc->act_no = 12;
npc->ani_no = 7;
@ -194,7 +194,7 @@ void ActNpc060(NPCHAR *npc)
npc->rect = rcRight[npc->ani_no];
}
//King
// King
void ActNpc061(NPCHAR *npc)
{
RECT rcLeft[11] = {
@ -277,6 +277,7 @@ void ActNpc061(NPCHAR *npc)
npc->act_no = 5;
break;
case 8:
npc->act_no = 9;
npc->ani_no = 4;
@ -420,7 +421,7 @@ void ActNpc061(NPCHAR *npc)
npc->rect = rcRight[npc->ani_no];
}
//Kazuma at computer
// Kazuma at computer
void ActNpc062(NPCHAR *npc)
{
RECT rcLeft[3] = {
@ -488,7 +489,7 @@ void ActNpc062(NPCHAR *npc)
npc->rect = rcLeft[npc->ani_no];
}
//Toroko with stick
// Toroko with stick
void ActNpc063(NPCHAR *npc)
{
RECT rcLeft[6] = {
@ -625,7 +626,7 @@ void ActNpc063(NPCHAR *npc)
npc->rect = rcRight[npc->ani_no];
}
//First Cave Critter
// First Cave Critter
void ActNpc064(NPCHAR *npc)
{
RECT rcLeft[3] = {
@ -642,12 +643,12 @@ void ActNpc064(NPCHAR *npc)
switch (npc->act_no)
{
case 0: //Init
case 0: // Initialize
npc->y += 0x600;
npc->act_no = 1;
// Fallthrough
case 1: //Waiting
//Look at player
case 1: // Waiting
// Look at player
if (npc->x > gMC.x)
npc->direct = 0;
else
@ -656,7 +657,7 @@ void ActNpc064(NPCHAR *npc)
if (npc->tgt_x < 100)
++npc->tgt_x;
//Open eyes near player
// Open eyes near player
if (npc->act_wait >= 8 && npc->x - 0xE000 < gMC.x && npc->x + 0xE000 > gMC.x && npc->y - 0xA000 < gMC.y && npc->y + 0xA000 > gMC.y)
{
npc->ani_no = 1;
@ -669,7 +670,7 @@ void ActNpc064(NPCHAR *npc)
npc->ani_no = 0;
}
//Jump if attacked
// Jump if attacked
if (npc->shock)
{
npc->act_no = 2;
@ -677,7 +678,7 @@ void ActNpc064(NPCHAR *npc)
npc->act_wait = 0;
}
//Jump if player is nearby
// Jump if player is nearby
if (npc->act_wait >= 8 && npc->tgt_x >= 100 && npc->x - 0x8000 < gMC.x && npc->x + 0x8000 > gMC.x && npc->y - 0xA000 < gMC.y && npc->y + 0x6000 > gMC.y)
{
npc->act_no = 2;
@ -686,18 +687,18 @@ void ActNpc064(NPCHAR *npc)
}
break;
case 2: //Going to jump
case 2: // Going to jump
if (++npc->act_wait > 8)
{
//Set jump state
// Set jump state
npc->act_no = 3;
npc->ani_no = 2;
//Jump
// Jump
npc->ym = -0x5FF;
PlaySoundObject(30, 1);
//Jump in facing direction
// Jump in facing direction
if (npc->direct == 0)
npc->xm = -0x100;
else
@ -705,8 +706,8 @@ void ActNpc064(NPCHAR *npc)
}
break;
case 3: //Jumping
//Land
case 3: // Jumping
// Land
if (npc->flag & 8)
{
npc->xm = 0;
@ -718,23 +719,23 @@ void ActNpc064(NPCHAR *npc)
break;
}
//Gravity
// Gravity
npc->ym += 0x40;
if (npc->ym > 0x5FF)
npc->ym = 0x5FF;
//Move
// Move
npc->x += npc->xm;
npc->y += npc->ym;
//Set framerect
// Set framerect
if (npc->direct == 0)
npc->rect = rcLeft[npc->ani_no];
else
npc->rect = rcRight[npc->ani_no];
}
//First Cave Bat
// First Cave Bat
void ActNpc065(NPCHAR *npc)
{
switch (npc->act_no)
@ -808,7 +809,7 @@ void ActNpc065(NPCHAR *npc)
npc->rect = rect_right[npc->ani_no];
}
//Misery bubble
// Misery bubble
void ActNpc066(NPCHAR *npc)
{
RECT rect[4] = {
@ -889,7 +890,7 @@ void ActNpc066(NPCHAR *npc)
npc->rect = rect[npc->ani_no];
}
//Misery (floating)
// Misery (floating)
void ActNpc067(NPCHAR *npc)
{
switch (npc->act_no)
@ -1071,7 +1072,7 @@ void ActNpc067(NPCHAR *npc)
npc->rect.bottom = ++npc->ani_wait / 2 + npc->rect.bottom - 16;
}
//Balrog (running)
// Balrog (running)
void ActNpc068(NPCHAR *npc)
{
switch (npc->act_no)
@ -1287,7 +1288,7 @@ void ActNpc068(NPCHAR *npc)
npc->rect = rect_right[npc->ani_no];
}
//Pignon
// Pignon
void ActNpc069(NPCHAR *npc)
{
RECT rcLeft[6] = {
@ -1426,7 +1427,7 @@ void ActNpc069(NPCHAR *npc)
npc->rect = rcRight[npc->ani_no];
}
//Sparkle
// Sparkle
void ActNpc070(NPCHAR *npc)
{
RECT rect[4] = {
@ -1448,7 +1449,7 @@ void ActNpc070(NPCHAR *npc)
npc->rect = rect[npc->ani_no];
}
//Chinfish
// Chinfish
void ActNpc071(NPCHAR *npc)
{
switch (npc->act_no)
@ -1506,7 +1507,7 @@ void ActNpc071(NPCHAR *npc)
npc->rect = rcRight[npc->ani_no];
}
//Sprinkler
// Sprinkler
void ActNpc072(NPCHAR *npc)
{
if (npc->direct == 0)
@ -1540,7 +1541,7 @@ void ActNpc072(NPCHAR *npc)
npc->rect = rect[npc->ani_no];
}
//Water droplet
// Water droplet
void ActNpc073(NPCHAR *npc)
{
RECT rect[5] = {
@ -1701,7 +1702,7 @@ void ActNpc075(NPCHAR *npc)
npc->rect = rcLeft[npc->ani_no];
}
//Flowers
// Flowers
void ActNpc076(NPCHAR *npc)
{
npc->rect.left = 16 * npc->code_event;
@ -1710,7 +1711,7 @@ void ActNpc076(NPCHAR *npc)
npc->rect.bottom = 16;
}
//Yamashita
// Yamashita
void ActNpc077(NPCHAR *npc)
{
RECT rc[3] = {
@ -1766,7 +1767,7 @@ void ActNpc078(NPCHAR *npc)
npc->rect = rc[1];
}
// Mahin the sex god
// Mahin
void ActNpc079(NPCHAR *npc)
{
RECT rcLeft[3] = {
@ -1810,7 +1811,7 @@ void ActNpc079(NPCHAR *npc)
break;
case 3:
if (++npc->act_wait > 8 )
if (++npc->act_wait > 8)
{
npc->act_no = 2;
npc->ani_no = 0;
@ -1820,7 +1821,7 @@ void ActNpc079(NPCHAR *npc)
}
npc->ym += 0x40;
if ( npc->ym > 0x5FF )
if (npc->ym > 0x5FF)
npc->ym = 0x5FF;
npc->y += npc->ym;