Made NpcAct200.cpp ASM-accurate
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65be197fdf
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6f8197d9ac
1 changed files with 63 additions and 45 deletions
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@ -15,6 +15,10 @@
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//Dragon Zombie
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void ActNpc200(NPCHAR *npc)
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{
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unsigned char deg;
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int ym;
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int xm;
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RECT rcLeft[6] = {
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{0, 0, 40, 40},
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{40, 0, 80, 40},
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@ -97,9 +101,15 @@ void ActNpc200(NPCHAR *npc)
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case 31:
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if (++npc->act_wait < 40 && npc->act_wait % 8 == 1)
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{
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const unsigned char deg = npc->direct ? GetArktan(npc->x + 0x1C00 - npc->tgt_x, npc->y - npc->tgt_y) : GetArktan( npc->x - 0x1C00 - npc->tgt_x, npc->y - npc->tgt_y) + Random(-6, 6);
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const int ym = 3 * GetSin(deg);
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const int xm = 3 * GetCos(deg);
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if (npc->direct == 0)
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deg = GetArktan(npc->x - 0x1C00 - npc->tgt_x, npc->y - npc->tgt_y);
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else
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deg = GetArktan(npc->x + 0x1C00 - npc->tgt_x, npc->y - npc->tgt_y);
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deg += (unsigned char)Random(-6, 6);
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ym = 3 * GetSin(deg);
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xm = 3 * GetCos(deg);
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if (npc->direct == 0)
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SetNpChar(202, npc->x - 0x1C00, npc->y, xm, ym, 0, 0, 0x100);
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@ -200,19 +210,20 @@ void ActNpc203(NPCHAR *npc)
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npc->act_no = 1;
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// Fallthrough
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case 1:
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if (gMC.x < npc->x)
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if (npc->x > gMC.x)
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npc->direct = 0;
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else
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npc->direct = 2;
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if (npc->act_wait >= 8 && gMC.x > npc->x - 0xE000 && gMC.x < npc->x + 0xE000 && gMC.y > npc->y - 0xA000 && gMC.y < npc->y + 0xA000)
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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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npc->ani_no = 1;
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}
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else
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{
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if ( npc->act_wait < 8 )
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if (npc->act_wait < 8)
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++npc->act_wait;
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npc->ani_no = 0;
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}
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@ -223,7 +234,7 @@ void ActNpc203(NPCHAR *npc)
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npc->act_wait = 0;
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}
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if (npc->act_wait >= 8 && gMC.x > npc->x - 0x6000 && gMC.x < npc->x + 0x6000 && gMC.y > npc->y - 0xA000 && gMC.y < npc->y + 0x6000)
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if (npc->act_wait >= 8 && npc->x - 0x6000 < gMC.x && npc->x + 0x6000 > gMC.x && npc->y - 0xA000 < gMC.y && npc->y + 0x6000 > gMC.y)
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{
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npc->act_no = 2;
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npc->ani_no = 0;
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@ -430,13 +441,12 @@ void ActNpc206(NPCHAR *npc)
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npc->act_wait = Random(0, 50);
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// Fallthrough
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case 1:
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if (++npc->act_wait >= 50)
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{
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npc->act_wait = 0;
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npc->act_no = 2;
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npc->ym = 0x300;
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}
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if (++npc->act_wait < 50)
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break;
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npc->act_wait = 0;
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npc->act_no = 2;
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npc->ym = 0x300;
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break;
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case 2:
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@ -623,7 +633,7 @@ void ActNpc208(NPCHAR *npc)
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return;
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case 1:
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if (gMC.x < npc->x)
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if (npc->x > gMC.x)
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{
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npc->direct = 0;
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npc->xm -= 0x10;
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@ -639,7 +649,7 @@ void ActNpc208(NPCHAR *npc)
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if (npc->flag & 4)
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npc->xm = -0x200;
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if (npc->tgt_y > npc->y)
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if (npc->y < npc->tgt_y)
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npc->ym += 8;
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else
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npc->ym -= 8;
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@ -688,7 +698,8 @@ void ActNpc208(NPCHAR *npc)
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{
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if (++npc->count2 % 8 == 0 && npc->x < gMC.x + 0x14000 && npc->x > gMC.x - 0x14000)
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{
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const unsigned char deg = GetArktan(npc->x - gMC.x, npc->y - gMC.y) + Random(-6, 6);
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unsigned char deg = GetArktan(npc->x - gMC.x, npc->y - gMC.y);
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deg += (unsigned char)Random(-6, 6);
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const int ym = 3 * GetSin(deg);
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const int xm = 3 * GetCos(deg);
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SetNpChar(209, npc->x, npc->y, xm, ym, 0, 0, 0x100);
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@ -774,7 +785,26 @@ void ActNpc210(NPCHAR *npc)
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switch (npc->act_no)
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{
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case 0:
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if (gMC.x >= npc->x + 0x2000 || gMC.x <= npc->x - 0x2000)
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if (gMC.x < npc->x + 0x2000 && gMC.x > npc->x - 0x2000)
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{
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npc->bits |= 0x20;
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npc->ym = -0x200;
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npc->tgt_y = npc->y;
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npc->act_no = 1;
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npc->damage = 2;
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if (npc->direct == 0)
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{
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npc->x = gMC.x + 0x20000;
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npc->xm = -0x2FF;
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}
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else
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{
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npc->x = gMC.x - 0x20000;
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npc->xm = 0x2FF;
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}
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}
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else
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{
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npc->bits &= ~0x20;
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npc->rect.right = 0;
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@ -784,27 +814,10 @@ void ActNpc210(NPCHAR *npc)
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return;
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}
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npc->bits |= 0x20;
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npc->ym = -0x200;
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npc->tgt_y = npc->y;
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npc->act_no = 1;
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npc->damage = 2;
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if (npc->direct == 0)
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{
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npc->x = gMC.x + 0x20000;
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npc->xm = -0x2FF;
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}
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else
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{
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npc->x = gMC.x - 0x20000;
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npc->xm = 0x2FF;
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}
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break;
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case 1:
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if (gMC.x < npc->x)
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if (npc->x > gMC.x)
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{
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npc->direct = 0;
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npc->xm -= 0x10;
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@ -820,7 +833,7 @@ void ActNpc210(NPCHAR *npc)
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if (npc->xm < -0x2FF)
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npc->xm = -0x2FF;
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if (npc->tgt_y > npc->y)
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if (npc->y < npc->tgt_y)
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npc->ym += 8;
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else
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npc->ym -= 8;
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@ -910,12 +923,12 @@ void ActNpc212(NPCHAR *npc)
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npc->bits |= 8;
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// Fallthrough
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case 11:
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if (npc->tgt_x > npc->x)
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if (npc->x < npc->tgt_x)
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npc->xm += 8;
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else
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npc->xm -= 8;
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if (npc->tgt_y > npc->y)
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if (npc->y < npc->tgt_y)
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npc->ym += 8;
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else
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npc->ym -= 8;
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@ -936,10 +949,10 @@ void ActNpc212(NPCHAR *npc)
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case 20:
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npc->act_no = 21;
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npc->bits |= 8u;
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npc->bits |= 8;
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// Fallthrough
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case 21:
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if (npc->tgt_y > npc->y)
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if (npc->y < npc->tgt_y)
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npc->ym += 0x10;
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else
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npc->ym -= 0x10;
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@ -1087,7 +1100,7 @@ void ActNpc213(NPCHAR *npc)
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break;
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case 40:
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if (npc->tgt_y > npc->y)
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if (npc->y < npc->tgt_y)
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npc->ym += 0x40;
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else
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npc->ym -= 0x40;
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@ -1122,7 +1135,7 @@ void ActNpc213(NPCHAR *npc)
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if (npc->act_no >= 10 && npc->act_no <= 30)
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{
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if (gMC.y > npc->y)
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if (npc->y < gMC.y)
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npc->ym += 25;
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else
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npc->ym -= 25;
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@ -1465,10 +1478,15 @@ void ActNpc219(NPCHAR *npc)
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{
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RECT rc = {0, 0, 0, 0};
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if (npc->direct)
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if (npc->direct == 0)
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{
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if (Random(0, 40) == 1)
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SetNpChar(4, npc->x + (Random(-20, 20) * 0x200), npc->y, 0, -0x200, 0, 0, 0x100);
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}
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else
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{
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SetNpChar(199, npc->x + (Random(-0xA0, 0xA0) * 0x200), npc->y + (Random(-0x80, 0x80) * 0x200), 0, 0, 2, 0, 0x100);
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else if (Random(0, 40) == 1)
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SetNpChar(4, npc->x + (Random(-20, 20) * 0x200), npc->y, 0, -0x200, 0, 0, 0x100);
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}
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npc->rect = rc;
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}
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