diff --git a/src/NpcAct060.cpp b/src/NpcAct060.cpp index 26bf628b..b57049c3 100644 --- a/src/NpcAct060.cpp +++ b/src/NpcAct060.cpp @@ -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;