More formatting stuff
Also "Mahin the sex god" 😂
Signed-off-by: Gabriel Ravier <gabravier@gmail.com>
This commit is contained in:
parent
c596abdad5
commit
57767f338e
1 changed files with 36 additions and 35 deletions
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@ -14,7 +14,7 @@
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#include "Sound.h"
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#include "Sound.h"
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#include "Triangle.h"
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#include "Triangle.h"
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//Toroko
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// Toroko
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void ActNpc060(NPCHAR *npc)
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void ActNpc060(NPCHAR *npc)
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{
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{
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RECT rcLeft[8] = {
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RECT rcLeft[8] = {
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@ -161,7 +161,7 @@ void ActNpc060(NPCHAR *npc)
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break;
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break;
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case 11:
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case 11:
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if ( npc->act_wait++ && npc->flag & 8 )
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if (npc->act_wait++ && npc->flag & 8)
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{
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{
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npc->act_no = 12;
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npc->act_no = 12;
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npc->ani_no = 7;
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npc->ani_no = 7;
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@ -194,7 +194,7 @@ void ActNpc060(NPCHAR *npc)
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npc->rect = rcRight[npc->ani_no];
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npc->rect = rcRight[npc->ani_no];
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}
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}
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//King
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// King
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void ActNpc061(NPCHAR *npc)
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void ActNpc061(NPCHAR *npc)
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{
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{
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RECT rcLeft[11] = {
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RECT rcLeft[11] = {
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@ -277,6 +277,7 @@ void ActNpc061(NPCHAR *npc)
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npc->act_no = 5;
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npc->act_no = 5;
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break;
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break;
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case 8:
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case 8:
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npc->act_no = 9;
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npc->act_no = 9;
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npc->ani_no = 4;
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npc->ani_no = 4;
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@ -420,7 +421,7 @@ void ActNpc061(NPCHAR *npc)
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npc->rect = rcRight[npc->ani_no];
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npc->rect = rcRight[npc->ani_no];
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}
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}
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//Kazuma at computer
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// Kazuma at computer
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void ActNpc062(NPCHAR *npc)
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void ActNpc062(NPCHAR *npc)
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{
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{
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RECT rcLeft[3] = {
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RECT rcLeft[3] = {
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@ -488,7 +489,7 @@ void ActNpc062(NPCHAR *npc)
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npc->rect = rcLeft[npc->ani_no];
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npc->rect = rcLeft[npc->ani_no];
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}
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}
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//Toroko with stick
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// Toroko with stick
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void ActNpc063(NPCHAR *npc)
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void ActNpc063(NPCHAR *npc)
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{
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{
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RECT rcLeft[6] = {
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RECT rcLeft[6] = {
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@ -625,7 +626,7 @@ void ActNpc063(NPCHAR *npc)
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npc->rect = rcRight[npc->ani_no];
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npc->rect = rcRight[npc->ani_no];
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}
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}
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//First Cave Critter
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// First Cave Critter
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void ActNpc064(NPCHAR *npc)
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void ActNpc064(NPCHAR *npc)
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{
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{
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RECT rcLeft[3] = {
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RECT rcLeft[3] = {
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@ -642,12 +643,12 @@ void ActNpc064(NPCHAR *npc)
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switch (npc->act_no)
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switch (npc->act_no)
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{
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{
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case 0: //Init
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case 0: // Initialize
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npc->y += 0x600;
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npc->y += 0x600;
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npc->act_no = 1;
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npc->act_no = 1;
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// Fallthrough
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// Fallthrough
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case 1: //Waiting
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case 1: // Waiting
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//Look at player
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// Look at player
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if (npc->x > gMC.x)
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if (npc->x > gMC.x)
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npc->direct = 0;
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npc->direct = 0;
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else
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else
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@ -656,7 +657,7 @@ void ActNpc064(NPCHAR *npc)
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if (npc->tgt_x < 100)
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if (npc->tgt_x < 100)
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++npc->tgt_x;
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++npc->tgt_x;
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//Open eyes near player
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// Open eyes near player
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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)
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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)
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{
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{
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npc->ani_no = 1;
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npc->ani_no = 1;
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@ -669,7 +670,7 @@ void ActNpc064(NPCHAR *npc)
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npc->ani_no = 0;
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npc->ani_no = 0;
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}
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}
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//Jump if attacked
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// Jump if attacked
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if (npc->shock)
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if (npc->shock)
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{
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{
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npc->act_no = 2;
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npc->act_no = 2;
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@ -677,7 +678,7 @@ void ActNpc064(NPCHAR *npc)
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npc->act_wait = 0;
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npc->act_wait = 0;
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}
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}
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//Jump if player is nearby
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// Jump if player is nearby
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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)
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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)
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{
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{
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npc->act_no = 2;
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npc->act_no = 2;
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@ -686,18 +687,18 @@ void ActNpc064(NPCHAR *npc)
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}
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}
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break;
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break;
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case 2: //Going to jump
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case 2: // Going to jump
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if (++npc->act_wait > 8)
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if (++npc->act_wait > 8)
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{
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{
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//Set jump state
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// Set jump state
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npc->act_no = 3;
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npc->act_no = 3;
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npc->ani_no = 2;
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npc->ani_no = 2;
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//Jump
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// Jump
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npc->ym = -0x5FF;
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npc->ym = -0x5FF;
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PlaySoundObject(30, 1);
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PlaySoundObject(30, 1);
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//Jump in facing direction
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// Jump in facing direction
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if (npc->direct == 0)
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if (npc->direct == 0)
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npc->xm = -0x100;
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npc->xm = -0x100;
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else
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else
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@ -705,8 +706,8 @@ void ActNpc064(NPCHAR *npc)
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}
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}
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break;
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break;
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case 3: //Jumping
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case 3: // Jumping
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//Land
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// Land
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if (npc->flag & 8)
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if (npc->flag & 8)
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{
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{
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npc->xm = 0;
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npc->xm = 0;
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@ -718,23 +719,23 @@ void ActNpc064(NPCHAR *npc)
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break;
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break;
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}
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}
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//Gravity
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// Gravity
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npc->ym += 0x40;
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npc->ym += 0x40;
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if (npc->ym > 0x5FF)
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if (npc->ym > 0x5FF)
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npc->ym = 0x5FF;
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npc->ym = 0x5FF;
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//Move
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// Move
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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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//Set framerect
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// Set framerect
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if (npc->direct == 0)
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if (npc->direct == 0)
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npc->rect = rcLeft[npc->ani_no];
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npc->rect = rcLeft[npc->ani_no];
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else
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else
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npc->rect = rcRight[npc->ani_no];
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npc->rect = rcRight[npc->ani_no];
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}
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}
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//First Cave Bat
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// First Cave Bat
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void ActNpc065(NPCHAR *npc)
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void ActNpc065(NPCHAR *npc)
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{
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{
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switch (npc->act_no)
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switch (npc->act_no)
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@ -808,7 +809,7 @@ void ActNpc065(NPCHAR *npc)
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npc->rect = rect_right[npc->ani_no];
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npc->rect = rect_right[npc->ani_no];
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}
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}
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//Misery bubble
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// Misery bubble
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void ActNpc066(NPCHAR *npc)
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void ActNpc066(NPCHAR *npc)
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{
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{
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RECT rect[4] = {
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RECT rect[4] = {
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@ -889,7 +890,7 @@ void ActNpc066(NPCHAR *npc)
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npc->rect = rect[npc->ani_no];
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npc->rect = rect[npc->ani_no];
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}
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}
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//Misery (floating)
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// Misery (floating)
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void ActNpc067(NPCHAR *npc)
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void ActNpc067(NPCHAR *npc)
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{
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{
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switch (npc->act_no)
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switch (npc->act_no)
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@ -1071,7 +1072,7 @@ void ActNpc067(NPCHAR *npc)
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npc->rect.bottom = ++npc->ani_wait / 2 + npc->rect.bottom - 16;
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npc->rect.bottom = ++npc->ani_wait / 2 + npc->rect.bottom - 16;
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}
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}
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//Balrog (running)
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// Balrog (running)
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void ActNpc068(NPCHAR *npc)
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void ActNpc068(NPCHAR *npc)
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{
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{
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switch (npc->act_no)
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switch (npc->act_no)
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@ -1287,7 +1288,7 @@ void ActNpc068(NPCHAR *npc)
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npc->rect = rect_right[npc->ani_no];
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npc->rect = rect_right[npc->ani_no];
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}
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}
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//Pignon
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// Pignon
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void ActNpc069(NPCHAR *npc)
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void ActNpc069(NPCHAR *npc)
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{
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{
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RECT rcLeft[6] = {
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RECT rcLeft[6] = {
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@ -1426,7 +1427,7 @@ void ActNpc069(NPCHAR *npc)
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npc->rect = rcRight[npc->ani_no];
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npc->rect = rcRight[npc->ani_no];
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}
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}
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//Sparkle
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// Sparkle
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void ActNpc070(NPCHAR *npc)
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void ActNpc070(NPCHAR *npc)
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{
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{
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RECT rect[4] = {
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RECT rect[4] = {
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@ -1448,7 +1449,7 @@ void ActNpc070(NPCHAR *npc)
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npc->rect = rect[npc->ani_no];
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npc->rect = rect[npc->ani_no];
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}
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}
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//Chinfish
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// Chinfish
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void ActNpc071(NPCHAR *npc)
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void ActNpc071(NPCHAR *npc)
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{
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{
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switch (npc->act_no)
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switch (npc->act_no)
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@ -1506,7 +1507,7 @@ void ActNpc071(NPCHAR *npc)
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npc->rect = rcRight[npc->ani_no];
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npc->rect = rcRight[npc->ani_no];
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}
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}
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//Sprinkler
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// Sprinkler
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void ActNpc072(NPCHAR *npc)
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void ActNpc072(NPCHAR *npc)
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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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@ -1540,7 +1541,7 @@ void ActNpc072(NPCHAR *npc)
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npc->rect = rect[npc->ani_no];
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npc->rect = rect[npc->ani_no];
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}
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}
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//Water droplet
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// Water droplet
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void ActNpc073(NPCHAR *npc)
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void ActNpc073(NPCHAR *npc)
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{
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{
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RECT rect[5] = {
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RECT rect[5] = {
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npc->rect = rcLeft[npc->ani_no];
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npc->rect = rcLeft[npc->ani_no];
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}
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}
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//Flowers
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// Flowers
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void ActNpc076(NPCHAR *npc)
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void ActNpc076(NPCHAR *npc)
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{
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{
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npc->rect.left = 16 * npc->code_event;
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npc->rect.left = 16 * npc->code_event;
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@ -1710,7 +1711,7 @@ void ActNpc076(NPCHAR *npc)
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npc->rect.bottom = 16;
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npc->rect.bottom = 16;
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}
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}
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//Yamashita
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// Yamashita
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void ActNpc077(NPCHAR *npc)
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void ActNpc077(NPCHAR *npc)
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{
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{
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RECT rc[3] = {
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RECT rc[3] = {
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npc->rect = rc[1];
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npc->rect = rc[1];
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}
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}
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// Mahin the sex god
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// Mahin
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void ActNpc079(NPCHAR *npc)
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void ActNpc079(NPCHAR *npc)
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{
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{
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RECT rcLeft[3] = {
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RECT rcLeft[3] = {
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@ -1810,7 +1811,7 @@ void ActNpc079(NPCHAR *npc)
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break;
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break;
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case 3:
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case 3:
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if (++npc->act_wait > 8 )
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if (++npc->act_wait > 8)
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{
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{
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npc->act_no = 2;
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npc->act_no = 2;
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npc->ani_no = 0;
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npc->ani_no = 0;
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}
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}
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npc->ym += 0x40;
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npc->ym += 0x40;
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if ( npc->ym > 0x5FF )
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if (npc->ym > 0x5FF)
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npc->ym = 0x5FF;
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npc->ym = 0x5FF;
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npc->y += npc->ym;
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npc->y += npc->ym;
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