Clean-up NpcAct140.cpp

More ASM-accuracy-improvements.

...How the heck did I miss all of these?
This commit is contained in:
Clownacy 2019-11-14 18:23:49 +00:00
parent 8aa6ebdf79
commit 5e6a57d6a5

View file

@ -1,5 +1,7 @@
#include "NpcAct.h"
#include <stddef.h>
#include "WindowsWrapper.h"
#include "Bullet.h"
@ -93,7 +95,7 @@ void ActNpc140(NPCHAR *npc)
break;
case 10:
npc->bits = npc->bits; // Redundant line
npc->bits = npc->bits; // Chances are this line isn't accurate to the original source code, but it produces the same assembly
npc->act_no = 11;
npc->ani_no = 0;
npc->ani_wait = 0;
@ -118,7 +120,7 @@ void ActNpc140(NPCHAR *npc)
if (CountArmsBullet(6) || CountArmsBullet(3) > 3)
npc->act_no = 20;
if (npc->act_wait)
if (npc->act_wait != 0)
{
--npc->act_wait;
}
@ -201,7 +203,7 @@ void ActNpc140(NPCHAR *npc)
break;
case 26:
npc->xm = 8 * npc->xm / 9;
npc->xm = (npc->xm * 8) / 9;
if (++npc->act_wait > 20)
{
@ -248,7 +250,7 @@ void ActNpc140(NPCHAR *npc)
npc->damage = 0;
for (i = 0; i < 8; ++i)
SetNpChar(4, npc->x + (Random(-12, 12) * 0x200), npc->y + (Random(-12, 12) * 0x200), Random(-341, 341), Random(-0x600, 0), 0, 0, 0x100);
SetNpChar(4, npc->x + (Random(-12, 12) * 0x200), npc->y + (Random(-12, 12) * 0x200), Random(-341, 341), Random(-0x600, 0), 0, NULL, 0x100);
break;
@ -265,7 +267,7 @@ void ActNpc140(NPCHAR *npc)
break;
case 102:
npc->xm = 8 * npc->xm / 9;
npc->xm = (npc->xm * 8) / 9;
if (++npc->act_wait > 50)
{
@ -334,7 +336,7 @@ void ActNpc140(NPCHAR *npc)
if (++npc->act_wait > 100)
{
for (i = 0; i < 4; ++i)
SetNpChar(4, npc->x + (Random(-12, 12) * 0x200), npc->y + (Random(-12, 12) * 0x200), Random(-341, 341), Random(-0x600, 0), 0, 0, 0x100);
SetNpChar(4, npc->x + (Random(-12, 12) * 0x200), npc->y + (Random(-12, 12) * 0x200), Random(-341, 341), Random(-0x600, 0), 0, NULL, 0x100);
npc->cond = 0;
}
@ -343,7 +345,7 @@ void ActNpc140(NPCHAR *npc)
}
if (npc->act_no > 100 && npc->act_no < 105 && npc->act_wait % 9 == 0)
SetNpChar(4, npc->x + (Random(-12, 12) * 0x200), npc->y + (Random(-12, 12) * 0x200), Random(-341, 341), Random(-0x600, 0), 0, 0, 0x100);
SetNpChar(4, npc->x + (Random(-12, 12) * 0x200), npc->y + (Random(-12, 12) * 0x200), Random(-341, 341), Random(-0x600, 0), 0, NULL, 0x100);
npc->ym += 0x20;
@ -380,26 +382,26 @@ void ActNpc141(NPCHAR *npc)
// Fallthrough
case 1:
if (npc->pNpc->direct == 0)
npc->x = npc->pNpc->x + 0x1400;
npc->x = npc->pNpc->x + (10 * 0x200);
else
npc->x = npc->pNpc->x - 0x1400;
npc->x = npc->pNpc->x - (10 * 0x200);
npc->y = npc->pNpc->y - 0x1000;
npc->y = npc->pNpc->y - (8 * 0x200);
if (npc->pNpc->act_no == 24 || npc->pNpc->act_no == 52)
{
npc->act_no = 10;
if (npc->pNpc->direct == 0)
npc->x = npc->pNpc->x - 0x2000;
npc->x = npc->pNpc->x - (16 * 0x200);
else
npc->x = npc->pNpc->x + 0x2000;
npc->x = npc->pNpc->x + (16 * 0x200);
npc->y = npc->pNpc->y;
deg = GetArktan(npc->x - gMC.x, npc->y - gMC.y);
npc->ym = 4 * GetSin(deg);
npc->xm = 4 * GetCos(deg);
npc->ym = GetSin(deg) * 4;
npc->xm = GetCos(deg) * 4;
PlaySoundObject(39, 1);
}
@ -415,14 +417,14 @@ void ActNpc141(NPCHAR *npc)
PlaySoundObject(12, 1);
for (i = 0; i < 4; ++i)
SetNpChar(4, npc->x, npc->y, Random(-0x200, 0x200), Random(-0x200, 0x200), 0, 0, 0x100);
}
else
{
npc->x += npc->xm;
npc->y += npc->ym;
SetNpChar(4, npc->x, npc->y, Random(-0x200, 0x200), Random(-0x200, 0x200), 0, NULL, 0x100);
break;
}
npc->x += npc->xm;
npc->y += npc->ym;
break;
case 20:
@ -432,7 +434,7 @@ void ActNpc141(NPCHAR *npc)
if (++npc->act_wait > 4)
{
for (i = 0; i < 4; ++i)
SetNpChar(4, npc->x, npc->y, Random(-0x200, 0x200), Random(-0x200, 0x200), 0, 0, 0x100);
SetNpChar(4, npc->x, npc->y, Random(-0x200, 0x200), Random(-0x200, 0x200), 0, NULL, 0x100);
npc->code_char = 142;
npc->ani_no = 0;
@ -660,7 +662,7 @@ void ActNpc144(NPCHAR *npc)
if (npc->act_wait / 2 % 2)
npc->x = npc->tgt_x;
else
npc->x = npc->tgt_x + 0x200;
npc->x = npc->tgt_x + (1 * 0x200);
}
}
@ -694,9 +696,9 @@ void ActNpc145(NPCHAR *npc)
}
if (npc->direct == 0)
npc->x = npc->pNpc->x - 0x1400;
npc->x = npc->pNpc->x - (10 * 0x200);
else
npc->x = npc->pNpc->x + 0x1400;
npc->x = npc->pNpc->x + (10 * 0x200);
npc->y = npc->pNpc->y;
@ -787,11 +789,11 @@ void ActNpc147(NPCHAR *npc)
switch (npc->act_no)
{
case 0:
npc->y += 0x600;
npc->y += 3 * 0x200;
npc->act_no = 1;
// Fallthrough
case 1:
if (npc->act_wait >= 8 && npc->x - 0xC000 < gMC.x && npc->x + 0xC000 > gMC.x && npc->y - 0xC000 < gMC.y && npc->y + 0x4000 > gMC.y)
if (npc->act_wait >= 8 && npc->x - (96 * 0x200) < gMC.x && npc->x + (96 * 0x200) > gMC.x && npc->y - (96 * 0x200) < gMC.y && npc->y + (32 * 0x200) > gMC.y)
{
if (npc->x > gMC.x)
npc->direct = 0;
@ -815,7 +817,7 @@ void ActNpc147(NPCHAR *npc)
npc->act_wait = 0;
}
if (npc->act_wait >= 8 && npc->x - 0x6000 < gMC.x && npc->x + 0x6000 > gMC.x && npc->y - 0xC000 < gMC.y && npc->y + 0x4000 > gMC.y)
if (npc->act_wait >= 8 && npc->x - (48 * 0x200) < gMC.x && npc->x + (48 * 0x200) > gMC.x && npc->y - (96 * 0x200) < gMC.y && npc->y + (32 * 0x200) > gMC.y)
{
npc->act_no = 2;
npc->ani_no = 0;
@ -865,35 +867,35 @@ void ActNpc147(NPCHAR *npc)
npc->damage = 3;
npc->act_no = 5;
npc->ani_no = 2;
break;
}
else
if (npc->act_wait % 4 == 1)
PlaySoundObject(109, 1);
if (npc->flag & 8)
npc->ym = -0x200;
if (npc->act_wait % 30 == 6)
{
if (npc->act_wait % 4 == 1)
PlaySoundObject(109, 1);
deg = GetArktan(npc->x - gMC.x, npc->y - gMC.y);
deg += (unsigned char)Random(-6, 6);
ym = GetSin(deg) * 3;
xm = GetCos(deg) * 3;
if (npc->flag & 8)
npc->ym = -0x200;
if (npc->act_wait % 30 == 6)
{
deg = GetArktan(npc->x - gMC.x, npc->y - gMC.y);
deg += (unsigned char)Random(-6, 6);
ym = 3 * GetSin(deg);
xm = 3 * GetCos(deg);
SetNpChar(148, npc->x, npc->y, xm, ym, 0, 0, 0x100);
PlaySoundObject(39, 1);
}
if (++npc->ani_wait > 0)
{
npc->ani_wait = 0;
++npc->ani_no;
}
if (npc->ani_no > 5)
npc->ani_no = 3;
SetNpChar(148, npc->x, npc->y, xm, ym, 0, NULL, 0x100);
PlaySoundObject(39, 1);
}
if (++npc->ani_wait > 0)
{
npc->ani_wait = 0;
++npc->ani_no;
}
if (npc->ani_no > 5)
npc->ani_no = 3;
break;
case 5:
@ -980,8 +982,8 @@ void ActNpc149(NPCHAR *npc)
switch (npc->act_no)
{
case 0:
npc->x += 0x1000;
npc->y += 0x1000;
npc->x += 8 * 0x200;
npc->y += 8 * 0x200;
if (npc->direct == 0)
npc->act_no = 10;
@ -998,7 +1000,7 @@ void ActNpc149(NPCHAR *npc)
npc->bits &= ~NPC_REAR_AND_TOP_DONT_HURT;
npc->damage = 0;
if (gMC.x < npc->x + 0x3200 && gMC.x > npc->x - 0x32000 && gMC.y < npc->y + 0x3200 && gMC.y > npc->y - 0x3200)
if (gMC.x < npc->x + (25 * 0x200) && gMC.x > npc->x - (25 * 0x10 * 0x200) && gMC.y < npc->y + (25 * 0x200) && gMC.y > npc->y - (25 * 0x200))
{
npc->act_no = 11;
npc->act_wait = 0;
@ -1019,31 +1021,31 @@ void ActNpc149(NPCHAR *npc)
PlaySoundObject(26, 1);
for (i = 0; i < 4; ++i)
SetNpChar(4, npc->x - 0x2000, npc->y + (Random(-12, 12) * 0x200), Random(-341, 341), Random(-0x600, 0), 0, 0, 0x100);
SetNpChar(4, npc->x - (16 * 0x200), npc->y + (Random(-12, 12) * 0x200), Random(-341, 341), Random(-0x600, 0), 0, NULL, 0x100);
break;
}
if (gMC.flag & 1)
{
npc->bits |= NPC_REAR_AND_TOP_DONT_HURT;
npc->damage = 100;
}
else
{
if (gMC.flag & 1)
{
npc->bits |= NPC_REAR_AND_TOP_DONT_HURT;
npc->damage = 100;
}
else
{
npc->bits &= ~NPC_REAR_AND_TOP_DONT_HURT;
npc->damage = 0;
}
npc->xm -= 0x20;
npc->bits &= ~NPC_REAR_AND_TOP_DONT_HURT;
npc->damage = 0;
}
npc->xm -= 0x20;
break;
case 20:
npc->bits &= ~NPC_REAR_AND_TOP_DONT_HURT;
npc->damage = 0;
if (gMC.x > npc->x - 0x3200 && gMC.x < npc->x + 0x32000 && gMC.y < npc->y + 0x3200 && gMC.y > npc->y - 0x3200)
if (gMC.x > npc->x - (25 * 0x200) && gMC.x < npc->x + (25 * 0x10 * 0x200) && gMC.y < npc->y + (25 * 0x200) && gMC.y > npc->y - (25 * 0x200))
{
npc->act_no = 21;
npc->act_wait = 0;
@ -1064,24 +1066,24 @@ void ActNpc149(NPCHAR *npc)
PlaySoundObject(26, 1);
for (i = 0; i < 4; ++i)
SetNpChar(4, npc->x + 0x2000, npc->y + (Random(-12, 12) * 0x200), Random(-341, 341), Random(-0x600, 0), 0, 0, 0x100);
SetNpChar(4, npc->x + (16 * 0x200), npc->y + (Random(-12, 12) * 0x200), Random(-341, 341), Random(-0x600, 0), 0, NULL, 0x100);
break;
}
if (gMC.flag & 4)
{
npc->bits |= NPC_REAR_AND_TOP_DONT_HURT;
npc->damage = 100;
}
else
{
if (gMC.flag & 4)
{
npc->bits |= NPC_REAR_AND_TOP_DONT_HURT;
npc->damage = 100;
}
else
{
npc->bits &= ~NPC_REAR_AND_TOP_DONT_HURT;
npc->damage = 0;
}
npc->xm += 0x20;
npc->bits &= ~NPC_REAR_AND_TOP_DONT_HURT;
npc->damage = 0;
}
npc->xm += 0x20;
break;
}
@ -1146,8 +1148,8 @@ void ActNpc150(NPCHAR *npc)
case 10:
npc->act_no = 11;
for (i = 0; i < 4; i++)
SetNpChar(4, npc->x, npc->y, Random(-0x155, 0x155), Random(-0x600, 0), 0, 0, 0x100);
for (i = 0; i < 4; ++i)
SetNpChar(4, npc->x, npc->y, Random(-0x155, 0x155), Random(-0x600, 0), 0, NULL, 0x100);
PlaySoundObject(71, 1);
// Fallthrough
@ -1182,9 +1184,9 @@ void ActNpc150(NPCHAR *npc)
npc->ani_no = 3;
if (npc->direct == 0)
npc->x -= 0x200;
npc->x -= 1 * 0x200;
else
npc->x += 0x200;
npc->x += 1 * 0x200;
break;
@ -1220,6 +1222,7 @@ void ActNpc150(NPCHAR *npc)
if (npc->ani_no > 6)
npc->ani_no = 3;
break;
case 80:
@ -1267,12 +1270,13 @@ void ActNpc150(NPCHAR *npc)
if (npc->act_no == 21)
{
npc->rect.bottom = npc->act_wait / 4 + npc->rect.top;
npc->rect.bottom = npc->rect.top + (npc->act_wait / 4);
if (npc->act_wait / 2 % 2)
++npc->rect.left;
}
// Use a different sprite if the player is wearing the Mimiga Mask
if (gMC.equip & 0x40)
{
npc->rect.top += 32;
@ -1336,7 +1340,7 @@ void ActNpc152(NPCHAR *npc)
{
case 0:
if (npc->direct == 2)
npc->y += 0x2000;
npc->y += 16 * 0x200;
npc->act_no = 1;
break;
@ -1396,7 +1400,7 @@ static const RECT grcKitR[21] = {
// Gaudi
void ActNpc153(NPCHAR *npc)
{
if (npc->x > gMC.x + (WINDOW_WIDTH * 0x200) || npc->x < gMC.x - (WINDOW_WIDTH * 0x200) || npc->y > gMC.y + (WINDOW_HEIGHT * 0x200) || npc->y < gMC.y - (WINDOW_HEIGHT * 0x200))
if (npc->x > gMC.x + (((WINDOW_WIDTH / 2) + 160) * 0x200) || npc->x < gMC.x - (((WINDOW_WIDTH / 2) + 160) * 0x200) || npc->y > gMC.y + (((WINDOW_HEIGHT / 2) + 120) * 0x200) || npc->y < gMC.y - (((WINDOW_HEIGHT / 2) + 120) * 0x200))
return;
switch (npc->act_no)
@ -1405,7 +1409,7 @@ void ActNpc153(NPCHAR *npc)
npc->act_no = 1;
npc->xm = 0;
npc->ani_no = 0;
npc->y += 0x600;
npc->y += 3 * 0x200;
// Fallthrough
case 1:
if (Random(0, 100) == 1)
@ -1458,7 +1462,7 @@ void ActNpc153(NPCHAR *npc)
else
npc->xm = 0x200;
if (npc->act_wait)
if (npc->act_wait != 0)
{
--npc->act_wait;
}
@ -1475,7 +1479,7 @@ void ActNpc153(NPCHAR *npc)
npc->ym = -0x5FF;
npc->act_no = 20;
if ((gMC.cond & 2) == 0)
if (!(gMC.cond & 2))
PlaySoundObject(30, 1);
}
else if (npc->direct == 2 && npc->flag & 4)
@ -1484,7 +1488,7 @@ void ActNpc153(NPCHAR *npc)
npc->ym = -0x5FF;
npc->act_no = 20;
if ((gMC.cond & 2) == 0)
if (!(gMC.cond & 2))
PlaySoundObject(30, 1);
}
@ -1518,7 +1522,7 @@ void ActNpc153(NPCHAR *npc)
npc->act_wait = 0;
npc->xm = 0;
if ((gMC.cond & 2) == 0)
if (!(gMC.cond & 2))
PlaySoundObject(23, 1);
}
@ -1586,7 +1590,7 @@ void ActNpc154(NPCHAR *npc)
break;
case 2:
npc->xm = 8 * npc->xm / 9;
npc->xm = (npc->xm * 8) / 9;
if (++npc->ani_wait > 3)
{
@ -1619,22 +1623,25 @@ void ActNpc154(NPCHAR *npc)
// Gaudi (flying)
void ActNpc155(NPCHAR *npc)
{
if (npc->x > gMC.x + (WINDOW_WIDTH * 0x200) || npc->x < gMC.x - (WINDOW_WIDTH * 0x200) || npc->y > gMC.y + (WINDOW_HEIGHT * 0x200) || npc->y < gMC.y - (WINDOW_HEIGHT * 0x200))
unsigned char deg;
int ym;
int xm;
if (npc->x > gMC.x + (((WINDOW_WIDTH / 2) + 160) * 0x200) || npc->x < gMC.x - (((WINDOW_WIDTH / 2) + 160) * 0x200) || npc->y > gMC.y + (((WINDOW_HEIGHT / 2) + 120) * 0x200) || npc->y < gMC.y - (((WINDOW_HEIGHT / 2) + 120) * 0x200))
return;
unsigned char deg;
switch (npc->act_no)
{
case 0:
deg = Random(0, 0xFF);
npc->xm = GetCos(deg);
deg += 0x40;
npc->tgt_x = npc->x + 8 * GetCos(deg);
npc->tgt_x = npc->x + (GetCos(deg) * 8);
deg = Random(0, 0xFF);
npc->ym = GetSin(deg);
deg += 0x40;
npc->tgt_y = npc->y + 8 * GetSin(deg);
npc->tgt_y = npc->y + (GetSin(deg) * 8);
npc->act_no = 1;
npc->count1 = 120;
@ -1645,7 +1652,7 @@ void ActNpc155(NPCHAR *npc)
if (++npc->ani_no > 15)
npc->ani_no = 14;
if (npc->act_wait)
if (npc->act_wait != 0)
{
--npc->act_wait;
}
@ -1665,11 +1672,11 @@ void ActNpc155(NPCHAR *npc)
{
deg = GetArktan(npc->x - gMC.x, npc->y - gMC.y);
deg += (unsigned char)Random(-6, 6);
const int ym = 3 * GetSin(deg);
const int xm = 3 * GetCos(deg);
SetNpChar(156, npc->x, npc->y, xm, ym, 0, 0, 0x100);
ym = GetSin(deg) * 3;
xm = GetCos(deg) * 3;
SetNpChar(156, npc->x, npc->y, xm, ym, 0, NULL, 0x100);
if ((gMC.cond & 2) == 0)
if (!(gMC.cond & 2))
PlaySoundObject(39, 1);
npc->act_no = 1;
@ -1759,8 +1766,8 @@ void ActNpc157(NPCHAR *npc)
switch (npc->act_no)
{
case 0:
npc->x += 0x1000;
npc->y += 0x1000;
npc->x += 8 * 0x200;
npc->y += 8 * 0x200;
if (npc->direct == 0)
npc->act_no = 10;
@ -1770,13 +1777,14 @@ void ActNpc157(NPCHAR *npc)
npc->xm = 0;
npc->ym = 0;
npc->bits |= NPC_SOLID_HARD;
break;
case 10:
npc->bits &= ~NPC_REAR_AND_TOP_DONT_HURT;
npc->damage = 0;
if (gMC.y < npc->y + 0x3200 && gMC.y > npc->y - 0x32000 && gMC.x < npc->x + 0x3200 && gMC.x > npc->x - 0x3200)
if (gMC.y < npc->y + (25 * 0x200) && gMC.y > npc->y - (25 * 0x10 * 0x200) && gMC.x < npc->x + (25 * 0x200) && gMC.x > npc->x - (25 * 0x200))
{
npc->act_no = 11;
npc->act_wait = 0;
@ -1797,31 +1805,31 @@ void ActNpc157(NPCHAR *npc)
PlaySoundObject(26, 1);
for (i = 0; i < 4; ++i)
SetNpChar(4, npc->x + (Random(-12, 12) * 0x200), npc->y - 0x2000, Random(-341, 341), Random(-0x600, 0), 0, 0, 0x100);
SetNpChar(4, npc->x + (Random(-12, 12) * 0x200), npc->y - (16 * 0x200), Random(-341, 341), Random(-0x600, 0), 0, NULL, 0x100);
break;
}
if (gMC.flag & 2)
{
npc->bits |= NPC_REAR_AND_TOP_DONT_HURT;
npc->damage = 100;
}
else
{
if (gMC.flag & 2)
{
npc->bits |= NPC_REAR_AND_TOP_DONT_HURT;
npc->damage = 100;
}
else
{
npc->bits &= ~NPC_REAR_AND_TOP_DONT_HURT;
npc->damage = 0;
}
npc->ym -= 0x20;
npc->bits &= ~NPC_REAR_AND_TOP_DONT_HURT;
npc->damage = 0;
}
npc->ym -= 0x20;
break;
case 20:
npc->bits &= ~NPC_REAR_AND_TOP_DONT_HURT;
npc->damage = 0;
if (gMC.y > npc->y - 0x3200 && gMC.y < npc->y + 0x32000 && gMC.x < npc->x + 0x3200 && gMC.x > npc->x - 0x3200)
if (gMC.y > npc->y - (25 * 0x200) && gMC.y < npc->y + (25 * 0x10 * 0x200) && gMC.x < npc->x + (25 * 0x200) && gMC.x > npc->x - (25 * 0x200))
{
npc->act_no = 21;
npc->act_wait = 0;
@ -1842,24 +1850,24 @@ void ActNpc157(NPCHAR *npc)
PlaySoundObject(26, 1);
for (i = 0; i < 4; ++i)
SetNpChar(4, npc->x + (Random(-12, 12) * 0x200), npc->y + 0x2000, Random(-341, 341), Random(-0x600, 0), 0, 0, 0x100);
SetNpChar(4, npc->x + (Random(-12, 12) * 0x200), npc->y + (16 * 0x200), Random(-341, 341), Random(-0x600, 0), 0, NULL, 0x100);
break;
}
if (gMC.flag & 8)
{
npc->bits |= NPC_REAR_AND_TOP_DONT_HURT;
npc->damage = 100;
}
else
{
if (gMC.flag & 8)
{
npc->bits |= NPC_REAR_AND_TOP_DONT_HURT;
npc->damage = 100;
}
else
{
npc->bits &= ~NPC_REAR_AND_TOP_DONT_HURT;
npc->damage = 0;
}
npc->ym += 0x20;
npc->bits &= ~NPC_REAR_AND_TOP_DONT_HURT;
npc->damage = 0;
}
npc->ym += 0x20;
break;
}
@ -1877,6 +1885,8 @@ void ActNpc157(NPCHAR *npc)
// Fish Missile
void ActNpc158(NPCHAR *npc)
{
int dir;
RECT rect[8] = {
{0, 224, 16, 240},
{16, 224, 32, 240},
@ -1917,7 +1927,7 @@ void ActNpc158(NPCHAR *npc)
npc->ym = 2 * GetSin(npc->count1);
npc->y += npc->ym;
npc->x += npc->xm;
const int dir = GetArktan(npc->x - gMC.x, npc->y - gMC.y);
dir = GetArktan(npc->x - gMC.x, npc->y - gMC.y);
if (dir < npc->count1)
{
@ -1969,7 +1979,7 @@ void ActNpc159(NPCHAR *npc)
npc->act_no = 1;
for (i = 0; i < 8; ++i)
SetNpChar(4, npc->x + (Random(-16, 16) * 0x200), npc->y + (Random(-16, 16) * 0x200), Random(-341, 341), Random(-341, 341), 0, 0, 0x100);
SetNpChar(4, npc->x + (Random(-16, 16) * 0x200), npc->y + (Random(-16, 16) * 0x200), Random(-341, 341), Random(-341, 341), 0, NULL, 0x100);
// Fallthrough
case 1:
if (++npc->act_wait > 50)
@ -1989,7 +1999,7 @@ void ActNpc159(NPCHAR *npc)
++npc->act_wait;
npc->ym += 0x40;
if (npc->y > 0x50000)
if (npc->y > 40 * 0x10 * 0x200)
npc->cond = 0;
break;
@ -2001,5 +2011,5 @@ void ActNpc159(NPCHAR *npc)
npc->rect = rect;
if (npc->act_wait % 8 == 1)
SetNpChar(4, npc->x + (Random(-16, 16) * 0x200), npc->y + (Random(-16, 16) * 0x200), Random(-341, 341), Random(-341, 341), 0, 0, 0x100);
SetNpChar(4, npc->x + (Random(-16, 16) * 0x200), npc->y + (Random(-16, 16) * 0x200), Random(-341, 341), Random(-341, 341), 0, NULL, 0x100);
}