Document bullets a little
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90714cb7a4
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5d37391882
1 changed files with 58 additions and 2 deletions
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@ -100,53 +100,72 @@ void PutBullet(int fx, int fy)
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}
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}
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BULLET_TABLE gBulTbl[46] =
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{
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BULLET_TABLE gBulTbl[46] = {
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// Null
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{0, 0, 0, 0, 0, 0, 0, 0, {0, 0, 0, 0}},
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// Snake
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{4, 1, 20, 36, 4, 4, 2, 2, {8, 8, 8, 8}},
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{6, 1, 23, 36, 4, 4, 2, 2, {8, 8, 8, 8}},
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{8, 1, 30, 36, 4, 4, 2, 2, {8, 8, 8, 8}},
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// Polar Star
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{1, 1, 8, 32, 6, 6, 2, 2, {8, 8, 8, 8}},
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{2, 1, 12, 32, 6, 6, 2, 2, {8, 8, 8, 8}},
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{4, 1, 16, 32, 6, 6, 2, 2, {8, 8, 8, 8}},
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// Fireball
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{2, 2, 100, 8, 8, 16, 4, 2, {8, 8, 8, 8}},
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{3, 2, 100, 8, 4, 4, 4, 2, {8, 8, 8, 8}},
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{3, 2, 100, 8, 4, 4, 4, 2, {8, 8, 8, 8}},
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// Machine Gun
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{2, 1, 20, 32, 2, 2, 2, 2, {8, 8, 8, 8}},
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{4, 1, 20, 32, 2, 2, 2, 2, {8, 8, 8, 8}},
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{6, 1, 20, 32, 2, 2, 2, 2, {8, 8, 8, 8}},
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// Missile Launcher
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{0, 10, 50, 40, 2, 2, 2, 2, {8, 8, 8, 8}},
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{0, 10, 70, 40, 4, 4, 4, 4, {8, 8, 8, 8}},
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{0, 10, 90, 40, 4, 4, 0, 0, {8, 8, 8, 8}},
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// Missile Launcher explosion
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{1, 100, 100, 20, 16, 16, 0, 0, {0, 0, 0, 0}},
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{1, 100, 100, 20, 16, 16, 0, 0, {0, 0, 0, 0}},
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{1, 100, 100, 20, 16, 16, 0, 0, {0, 0, 0, 0}},
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// Bubbler
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{1, 1, 20, 8, 2, 2, 2, 2, {4, 4, 4, 4}},
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{2, 1, 20, 8, 2, 2, 2, 2, {4, 4, 4, 4}},
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{2, 1, 20, 8, 4, 4, 4, 4, {4, 4, 4, 4}},
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// Bubbler level 3 thorns
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{3, 1, 32, 32, 2, 2, 2, 2, {4, 4, 4, 4}},
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// Blade slashes
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{0, 100, 0, 36, 8, 8, 8, 8, {12, 12, 12, 12}},
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// Falling spike that deals 127 damage
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{127, 1, 2, 4, 8, 4, 8, 4, {0, 0, 0, 0}},
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// Blade
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{15, 1, 30, 36, 8, 8, 4, 2, {8, 8, 8, 8}},
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{6, 3, 18, 36, 10, 10, 4, 2, {12, 12, 12, 12}},
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{1, 100, 30, 36, 6, 6, 4, 4, {12, 12, 12, 12}},
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// Super Missile Launcher
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{0, 10, 30, 40, 2, 2, 2, 2, {8, 8, 8, 8}},
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{0, 10, 40, 40, 4, 4, 4, 4, {8, 8, 8, 8}},
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{0, 10, 40, 40, 4, 4, 0, 0, {8, 8, 8, 8}},
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// Super Missile Launcher explosion
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{2, 100, 100, 20, 12, 12, 0, 0, {0, 0, 0, 0}},
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{2, 100, 100, 20, 12, 12, 0, 0, {0, 0, 0, 0}},
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{2, 100, 100, 20, 12, 12, 0, 0, {0, 0, 0, 0}},
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// Nemesis
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{4, 4, 20, 32, 4, 4, 3, 3, {8, 8, 24, 8}},
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{4, 2, 20, 32, 2, 2, 2, 2, {8, 8, 24, 8}},
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{1, 1, 20, 32, 2, 2, 2, 2, {8, 8, 24, 8}},
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// Spur
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{4, 4, 30, 64, 6, 6, 3, 3, {8, 8, 8, 8}},
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{8, 8, 30, 64, 6, 6, 3, 3, {8, 8, 8, 8}},
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{12, 12, 30, 64, 6, 6, 3, 3, {8, 8, 8, 8}},
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// Spur trail
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{3, 100, 30, 32, 6, 6, 3, 3, {4, 4, 4, 4}},
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{6, 100, 30, 32, 6, 6, 3, 3, {4, 4, 4, 4}},
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{11, 100, 30, 32, 6, 6, 3, 3, {4, 4, 4, 4}},
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// Curly's Nemesis
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{4, 4, 20, 32, 4, 4, 3, 3, {8, 8, 24, 8}},
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// Screen-nuke that kills all enemies
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{0, 4, 4, 4, 0, 0, 0, 0, {0, 0, 0, 0}},
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// Whimsical Star
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{1, 1, 1, 36, 1, 1, 1, 1, {1, 1, 1, 1}}
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};
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@ -2258,6 +2277,7 @@ void ActBullet(void)
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switch (gBul[i].code_bullet)
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{
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// Snake
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case 1:
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ActBullet_Frontia1(&gBul[i]);
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break;
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@ -2267,6 +2287,8 @@ void ActBullet(void)
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case 3:
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ActBullet_Frontia2(&gBul[i], 3);
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break;
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// Polar Star
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case 4:
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ActBullet_PoleStar(&gBul[i], 1);
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break;
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@ -2276,6 +2298,8 @@ void ActBullet(void)
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case 6:
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ActBullet_PoleStar(&gBul[i], 3);
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break;
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// Fireball
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case 7:
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ActBullet_FireBall(&gBul[i], 1);
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break;
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@ -2285,6 +2309,8 @@ void ActBullet(void)
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case 9:
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ActBullet_FireBall(&gBul[i], 3);
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break;
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// Machine Gun
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case 10:
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ActBullet_MachineGun(&gBul[i], 1);
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break;
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@ -2294,6 +2320,8 @@ void ActBullet(void)
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case 12:
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ActBullet_MachineGun(&gBul[i], 3);
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break;
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// Missile Launcher
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case 13:
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ActBullet_Missile(&gBul[i], 1);
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break;
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@ -2303,6 +2331,8 @@ void ActBullet(void)
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case 15:
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ActBullet_Missile(&gBul[i], 3);
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break;
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// Missile Launcher explosion
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case 16:
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ActBullet_Bom(&gBul[i], 1);
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break;
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@ -2312,6 +2342,8 @@ void ActBullet(void)
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case 18:
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ActBullet_Bom(&gBul[i], 3);
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break;
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// Bubbler
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case 19:
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ActBullet_Bubblin1(&gBul[i]);
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break;
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@ -2321,15 +2353,23 @@ void ActBullet(void)
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case 21:
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ActBullet_Bubblin3(&gBul[i]);
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break;
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// Bubbler level 3 spines
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case 22:
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ActBullet_Spine(&gBul[i]);
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break;
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// Blade slashes
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case 23:
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ActBullet_Edge(&gBul[i]);
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break;
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// Falling spike that deals 127 damage
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case 24:
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ActBullet_Drop(&gBul[i]);
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break;
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// Blade
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case 25:
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ActBullet_Sword1(&gBul[i]);
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break;
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@ -2339,6 +2379,8 @@ void ActBullet(void)
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case 27:
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ActBullet_Sword3(&gBul[i]);
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break;
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// Super Missile Launcher
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case 28:
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ActBullet_SuperMissile(&gBul[i], 1);
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break;
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@ -2348,6 +2390,8 @@ void ActBullet(void)
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case 30:
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ActBullet_SuperMissile(&gBul[i], 3);
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break;
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// Super Missile Launcher explosion
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case 31:
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ActBullet_SuperBom(&gBul[i], 1);
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break;
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@ -2357,6 +2401,8 @@ void ActBullet(void)
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case 33:
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ActBullet_SuperBom(&gBul[i], 3);
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break;
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// Nemesis
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case 34: // Identical to case 43
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ActBullet_Nemesis(&gBul[i], 1);
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break;
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@ -2366,6 +2412,8 @@ void ActBullet(void)
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case 36:
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ActBullet_Nemesis(&gBul[i], 3);
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break;
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// Spur
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case 37:
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ActBullet_Spur(&gBul[i], 1);
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break;
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@ -2375,6 +2423,8 @@ void ActBullet(void)
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case 39:
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ActBullet_Spur(&gBul[i], 3);
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break;
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// Spur trail
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case 40:
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ActBullet_SpurTail(&gBul[i], 1);
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break;
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@ -2384,12 +2434,18 @@ void ActBullet(void)
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case 42:
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ActBullet_SpurTail(&gBul[i], 3);
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break;
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// Curly's Nemesis
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case 43: // Identical to case 34
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ActBullet_Nemesis(&gBul[i], 1);
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break;
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// Screen-nuke that kills all enemies
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case 44:
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ActBullet_EnemyClear(&gBul[i]);
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break;
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// Whimsical Star
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case 45:
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ActBullet_Star(&gBul[i]);
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break;
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