Added more NPCs
Mostly, if not all, Egg Corridor.
This commit is contained in:
parent
05a71c8eb8
commit
81f22c2bb8
7 changed files with 603 additions and 11 deletions
2
Makefile
2
Makefile
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@ -65,7 +65,9 @@ SOURCES = \
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NpcAct020 \
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NpcAct040 \
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NpcAct060 \
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NpcAct080 \
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NpcAct100 \
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NpcAct140 \
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NpcAct200 \
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NpcAct280 \
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NpcAct300 \
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@ -16,6 +16,9 @@
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NPCHAR gNPC[NPC_MAX];
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int gSuperXpos;
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int gSuperYpos;
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const char *gPassPixEve = "PXE\0";
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void InitNpChar()
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@ -73,6 +73,9 @@ struct EVENT
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extern NPCHAR gNPC[NPC_MAX];
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extern int gSuperXpos;
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extern int gSuperYpos;
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void InitNpChar();
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bool LoadEvent(char *path_event);
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void SetNpChar(int code_char, int x, int y, int xm, int ym, int dir, NPCHAR *npc, int start_index);
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13
src/NpcAct.h
13
src/NpcAct.h
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@ -10,6 +10,8 @@ void ActNpc004(NPCHAR *npc);
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void ActNpc005(NPCHAR *npc);
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void ActNpc006(NPCHAR *npc);
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void ActNpc008(NPCHAR *npc);
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void ActNpc015(NPCHAR *npc);
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void ActNpc016(NPCHAR *npc);
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void ActNpc017(NPCHAR *npc);
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@ -28,19 +30,26 @@ void ActNpc037(NPCHAR *npc);
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void ActNpc039(NPCHAR *npc);
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void ActNpc042(NPCHAR *npc);
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void ActNpc046(NPCHAR *npc);
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void ActNpc058(NPCHAR *npc);
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void ActNpc059(NPCHAR *npc);
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void ActNpc062(NPCHAR *npc);
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void ActNpc032(NPCHAR *npc);
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void ActNpc064(NPCHAR *npc);
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void ActNpc065(NPCHAR *npc);
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void ActNpc073(NPCHAR *npc);
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void ActNpc083(NPCHAR *npc);
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void ActNpc119(NPCHAR *npc);
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void ActNpc151(NPCHAR *npc);
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void ActNpc211(NPCHAR *npc);
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void ActNpc298(NPCHAR *npc);
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@ -620,6 +620,106 @@ void ActNpc006(NPCHAR *npc)
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npc->rect = rcLeft[npc->ani_no];
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}
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//Beetle (Follows you, Egg Corridor)
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void ActNpc008(NPCHAR *npc)
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{
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RECT rcLeft[2];
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RECT rcRight[2];
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rcLeft[0] = {80, 80, 96, 96};
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rcLeft[1] = {96, 80, 112, 96};
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rcRight[0] = {80, 96, 96, 112};
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rcRight[1] = {96, 96, 112, 112};
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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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{
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npc->bits &= ~0x20;
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npc->rect.right = 0;
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npc->damage = 0;
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npc->xm = 0;
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npc->ym = 0;
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return;
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}
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npc->bits |= 0x20;
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npc->ym = -0x100;
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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 (npc->x <= gMC.x)
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{
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npc->direct = 2;
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npc->xm += 0x10;
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}
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else
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{
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npc->direct = 0;
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npc->xm -= 0x10;
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}
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if (npc->xm > 0x2FF)
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npc->xm = 0x2FF;
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if (npc->xm < -0x2FF)
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npc->xm = -0x2FF;
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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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if (npc->ym > 0x100)
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npc->ym = 0x100;
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if (npc->ym < -0x100)
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npc->ym = -0x100;
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if (npc->shock)
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{
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npc->x += npc->xm / 2;
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npc->y += npc->ym / 2;
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}
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else
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{
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npc->x += npc->xm;
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npc->y += npc->ym;
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}
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break;
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}
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if (++npc->ani_wait > 1)
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{
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npc->ani_wait = 0;
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++npc->ani_no;
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}
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if (npc->ani_no > 1)
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npc->ani_no = 0;
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if (npc->direct == 0)
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npc->rect = rcLeft[npc->ani_no];
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else
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npc->rect = rcRight[npc->ani_no];
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}
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//Chest (closed)
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void ActNpc015(NPCHAR *npc)
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{
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@ -9,6 +9,481 @@
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#include "Back.h"
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#include "Triangle.h"
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// Sue
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void ActNpc042(NPCHAR *npc)
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{
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RECT rcLeft[13];
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RECT rcRight[13];
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rcLeft[0] = {0, 0, 16, 16};
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rcLeft[1] = {16, 0, 32, 16};
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rcLeft[2] = {32, 0, 48, 16};
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rcLeft[3] = {0, 0, 16, 16};
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rcLeft[4] = {48, 0, 64, 16};
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rcLeft[5] = {0, 0, 16, 16};
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rcLeft[6] = {64, 0, 80, 16};
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rcLeft[7] = {80, 32, 96, 48};
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rcLeft[8] = {96, 32, 112, 48};
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rcLeft[9] = {128, 32, 144, 48};
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rcLeft[10] = {0, 0, 16, 16};
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rcLeft[11] = {112, 32, 128, 48};
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rcLeft[12] = {160, 32, 176, 48};
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rcRight[0] = {0, 16, 16, 32};
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rcRight[1] = {16, 16, 32, 32};
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rcRight[2] = {32, 16, 48, 32};
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rcRight[3] = {0, 16, 16, 32};
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rcRight[4] = {48, 16, 64, 32};
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rcRight[5] = {0, 16, 16, 32};
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rcRight[6] = {64, 16, 80, 32};
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rcRight[7] = {80, 48, 96, 64};
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rcRight[8] = {96, 48, 112, 64};
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rcRight[9] = {128, 48, 144, 64};
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rcRight[10] = {0, 16, 16, 32};
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rcRight[11] = {112, 48, 128, 64};
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rcRight[12] = {160, 48, 176, 64};
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switch (npc->act_no)
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{
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case 0:
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npc->act_no = 1;
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npc->ani_no = 0;
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npc->ani_wait = 0;
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npc->xm = 0;
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// Fallthrough
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case 1:
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if (Random(0, 120) == 10)
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{
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npc->act_no = 2;
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npc->act_wait = 0;
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npc->ani_no = 1;
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}
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break;
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case 2:
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if (++npc->act_wait > 8)
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{
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npc->act_no = 1;
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npc->ani_no = 0;
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}
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break;
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case 3:
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npc->act_no = 4;
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npc->ani_no = 2;
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npc->ani_wait = 0;
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// Fallthrough
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case 4:
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if (++npc->ani_wait > 4)
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{
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npc->ani_wait = 0;
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++npc->ani_no;
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}
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if (npc->ani_no > 5)
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npc->ani_no = 2;
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if (npc->direct == 0)
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npc->xm = -0x200;
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else
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npc->xm = 0x200;
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break;
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case 5:
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npc->ani_no = 6;
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npc->xm = 0;
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break;
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case 6:
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PlaySoundObject(50, 1);
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npc->act_wait = 0;
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npc->act_no = 7;
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npc->ani_no = 7;
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// Fallthrough
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case 7:
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if (++npc->act_wait > 10)
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npc->act_no = 0;
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break;
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case 8:
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PlaySoundObject(50, 1);
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npc->act_wait = 0;
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npc->act_no = 9;
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npc->ani_no = 7;
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npc->ym = -0x200;
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if (npc->direct == 0)
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npc->xm = 0x400;
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else
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npc->xm = -0x400;
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// Fallthrough
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case 9:
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if (++npc->act_wait > 3 && npc->flag & 8)
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{
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npc->act_no = 10;
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if (npc->direct == 0)
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npc->direct = 2;
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else
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npc->direct = 0;
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}
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break;
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case 10:
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npc->xm = 0;
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npc->ani_no = 8;
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break;
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case 11:
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npc->act_no = 12;
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npc->act_wait = 0;
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npc->ani_no = 9;
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npc->ani_wait = 0;
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npc->xm = 0;
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// Fallthrough
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case 12:
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if (++npc->ani_wait > 8)
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{
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npc->ani_wait = 0;
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++npc->ani_no;
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}
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if (npc->ani_no > 10)
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npc->ani_no = 9;
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break;
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case 13:
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npc->ani_no = 11;
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npc->xm = 0;
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npc->ym = 0;
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npc->act_no = 14;
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int i;
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for (i = 0; i < 0x200 && gNPC[i].code_event != 501; ++i);
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if (i == 0x200)
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{
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npc->act_no = 0;
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break;
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}
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else
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{
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npc->pNpc = &gNPC[i];
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}
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// Fallthrough
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case 14:
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if (npc->pNpc->direct == 0)
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npc->direct = 2;
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else
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npc->direct = 0;
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if (npc->pNpc->direct == 0)
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npc->x = npc->pNpc->x - 0xC00;
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else
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npc->x = npc->pNpc->x + 0xC00;
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npc->y = npc->pNpc->y + 0x800;
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if (npc->pNpc->ani_no == 2 || npc->pNpc->ani_no == 4)
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npc->y -= 0x200;
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break;
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case 15:
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npc->act_no = 16;
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SetNpChar(257, npc->x + 0x10000, npc->y, 0, 0, 0, 0, 0);
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SetNpChar(257, npc->x + 0x10000, npc->y, 0, 0, 2, 0, 0x80);
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npc->xm = 0;
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npc->ani_no = 0;
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// Fallthrough
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case 16:
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gSuperXpos = npc->x - 0x3000;
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gSuperYpos = npc->y - 0x1000;
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break;
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case 17:
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npc->xm = 0;
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npc->ani_no = 12;
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gSuperXpos = npc->x;
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gSuperYpos = npc->y - 0x1000;
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break;
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case 20:
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npc->act_no = 21;
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npc->ani_no = 2;
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npc->ani_wait = 0;
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// Fallthrough
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case 21:
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if (++npc->ani_wait > 2)
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{
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npc->ani_wait = 0;
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++npc->ani_no;
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}
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if (npc->ani_no > 5)
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npc->ani_no = 2;
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if (npc->direct == 0)
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npc->xm = -0x400;
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else
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npc->xm = 0x400;
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if (npc->x < gMC.x - 0x1000)
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{
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npc->direct = 2;
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npc->act_no = 0;
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}
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break;
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case 30:
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npc->act_no = 31;
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npc->ani_no = 2;
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npc->ani_wait = 0;
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// Fallthrough
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case 31:
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if (++npc->ani_wait > 2)
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{
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npc->ani_wait = 0;
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++npc->ani_no;
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}
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if (npc->ani_no > 5)
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npc->ani_no = 2;
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if (npc->direct == 0)
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npc->xm = -0x400;
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else
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npc->xm = 0x400;
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break;
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case 40:
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npc->act_no = 41;
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npc->ani_no = 9;
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npc->ym = -0x400;
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break;
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}
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if (npc->act_no != 14)
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{
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npc->ym += 0x40;
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if (npc->xm > 0x400)
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npc->xm = 0x400;
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if (npc->xm < -0x400)
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npc->xm = -0x400;
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if (npc->ym > 0x5FF)
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npc->ym = 0x5FF;
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npc->x += npc->xm;
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npc->y += npc->ym;
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}
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if (npc->direct == 0)
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npc->rect = rcLeft[npc->ani_no];
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else
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npc->rect = rcRight[npc->ani_no];
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}
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// H/V Trigger
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void ActNpc046(NPCHAR *npc)
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{
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RECT rect[1];
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rect[0] = {0, 0, 16, 16};
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npc->bits |= 0x100;
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if (npc->direct == 0)
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{
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if (npc->x >= gMC.x)
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npc->x -= 0x5FF;
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else
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npc->x += 0x5FF;
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}
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else
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{
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if (npc->y >= gMC.y)
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npc->y -= 0x5FF;
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else
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npc->y += 0x5FF;
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}
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npc->rect = rect[0];
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}
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//Basu (Egg Corridor)
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void ActNpc058(NPCHAR *npc)
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{
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unsigned __int8 v1; // ST2F_1@42
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char v2; // ST2F_1@42
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int a5; // ST24_4@42
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int a4; // ST28_4@42
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RECT *v5; // edx@54
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RECT *v6; // eax@54
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RECT *v7; // edx@55
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RECT *v8; // eax@55
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int routine; // [sp+0h] [bp-70h]@1
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RECT rcLeft[3];
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RECT rcRight[3];
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rcLeft[0] = {192, 0, 216, 24};
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rcLeft[1] = {216, 0, 240, 24};
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rcLeft[2] = {240, 0, 264, 24};
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rcRight[0] = {192, 24, 216, 48};
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rcRight[1] = {216, 24, 240, 48};
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rcRight[2] = {240, 24, 264, 48};
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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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{
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npc->rect.right = 0;
|
||||
npc->damage = 0;
|
||||
npc->xm = 0;
|
||||
npc->ym = 0;
|
||||
npc->bits &= ~0x20;
|
||||
}
|
||||
else
|
||||
{
|
||||
npc->bits |= 0x20;
|
||||
npc->ym = -0x100;
|
||||
npc->tgt_x = npc->x;
|
||||
npc->tgt_y = npc->y;
|
||||
npc->act_no = 1;
|
||||
npc->act_wait = 0;
|
||||
npc->count1 = npc->direct;
|
||||
npc->count2 = 0;
|
||||
npc->damage = 6;
|
||||
|
||||
if (npc->direct == 0)
|
||||
{
|
||||
npc->x = gMC.x + 0x20000;
|
||||
npc->xm = -0x2FFu;
|
||||
}
|
||||
else
|
||||
{
|
||||
npc->x = gMC.x - 0x20000;
|
||||
npc->xm = 0x2FF;
|
||||
}
|
||||
}
|
||||
|
||||
break;
|
||||
|
||||
case 1:
|
||||
if (npc->x <= gMC.x)
|
||||
{
|
||||
npc->direct = 2;
|
||||
npc->xm += 0x10;
|
||||
}
|
||||
else
|
||||
{
|
||||
npc->direct = 0;
|
||||
npc->xm -= 0x10;
|
||||
}
|
||||
|
||||
if (npc->flag & 1)
|
||||
npc->xm = 0x200;
|
||||
|
||||
if (npc->flag & 4)
|
||||
npc->xm = -0x200;
|
||||
|
||||
if (npc->y >= npc->tgt_y)
|
||||
npc->ym -= 8;
|
||||
else
|
||||
npc->ym += 8;
|
||||
|
||||
if (npc->xm > 0x2FF)
|
||||
npc->xm = 0x2FF;
|
||||
if (npc->xm < -0x2FF)
|
||||
npc->xm = -0x2FF;
|
||||
|
||||
if (npc->ym > 0x100)
|
||||
npc->ym = 0x100;
|
||||
if (npc->ym < -0x100)
|
||||
npc->ym = -0x100;
|
||||
|
||||
if (npc->shock)
|
||||
{
|
||||
npc->x += npc->xm / 2;
|
||||
npc->y += npc->ym / 2;
|
||||
}
|
||||
else
|
||||
{
|
||||
npc->x += npc->xm;
|
||||
npc->y += npc->ym;
|
||||
}
|
||||
|
||||
if (gMC.x > npc->x + 0x32000 || gMC.x < npc->x - 0x32000) // TODO: Maybe do something about this for widescreen
|
||||
{
|
||||
npc->act_no = 0;
|
||||
npc->xm = 0;
|
||||
npc->direct = npc->count1;
|
||||
npc->x = npc->tgt_x;
|
||||
npc->rect.right = 0;
|
||||
npc->damage = 0;
|
||||
break;
|
||||
}
|
||||
|
||||
// Fallthrough
|
||||
case 2:
|
||||
if (npc->act_no)
|
||||
{
|
||||
if (npc->act_wait < 150)
|
||||
++npc->act_wait;
|
||||
|
||||
if (npc->act_wait == 150)
|
||||
{
|
||||
if ((++npc->count2 % 8) == 0 && npc->x < gMC.x + 0x14000 && npc->x > gMC.x - 0x14000) // TODO: Maybe do something about this for tallscreen
|
||||
{
|
||||
unsigned char deg = GetArktan(npc->x - gMC.x, npc->y - gMC.y);
|
||||
unsigned char rand_deg = Random(-6, 6) + deg;
|
||||
int ym = 2 * GetSin(rand_deg);
|
||||
int xm = 2 * GetCos(rand_deg);
|
||||
SetNpChar(84, npc->x, npc->y, xm, ym, 0, 0, 0x100);
|
||||
PlaySoundObject(39, 1);
|
||||
}
|
||||
|
||||
if (npc->count2 > 8)
|
||||
{
|
||||
npc->act_wait = 0;
|
||||
npc->count2 = 0;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (++npc->ani_wait > 1)
|
||||
{
|
||||
npc->ani_wait = 0;
|
||||
++npc->ani_no;
|
||||
}
|
||||
|
||||
if (npc->ani_no > 1)
|
||||
npc->ani_no = 0;
|
||||
|
||||
if (npc->act_wait > 120 && npc->act_wait / 2 % 2 == 1 && npc->ani_no == 1)
|
||||
npc->ani_no = 2;
|
||||
|
||||
if (npc->direct == 0)
|
||||
npc->rect = rcLeft[npc->ani_no];
|
||||
else
|
||||
npc->rect = rcRight[npc->ani_no];
|
||||
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
//Eye door
|
||||
void ActNpc059(NPCHAR *npc)
|
||||
{
|
||||
|
|
|
@ -64,7 +64,7 @@ NPCFUNCTION gpNpcFuncTbl[361] =
|
|||
ActNpc005,
|
||||
ActNpc006,
|
||||
nullptr,
|
||||
nullptr,
|
||||
ActNpc008,
|
||||
nullptr,
|
||||
nullptr,
|
||||
nullptr,
|
||||
|
@ -98,6 +98,11 @@ NPCFUNCTION gpNpcFuncTbl[361] =
|
|||
ActNpc039,
|
||||
nullptr,
|
||||
nullptr,
|
||||
ActNpc042,
|
||||
nullptr,
|
||||
nullptr,
|
||||
nullptr,
|
||||
ActNpc046,
|
||||
nullptr,
|
||||
nullptr,
|
||||
nullptr,
|
||||
|
@ -109,12 +114,7 @@ NPCFUNCTION gpNpcFuncTbl[361] =
|
|||
nullptr,
|
||||
nullptr,
|
||||
nullptr,
|
||||
nullptr,
|
||||
nullptr,
|
||||
nullptr,
|
||||
nullptr,
|
||||
nullptr,
|
||||
nullptr,
|
||||
ActNpc058,
|
||||
ActNpc059,
|
||||
nullptr,
|
||||
nullptr,
|
||||
|
@ -139,7 +139,7 @@ NPCFUNCTION gpNpcFuncTbl[361] =
|
|||
nullptr,
|
||||
nullptr,
|
||||
nullptr,
|
||||
nullptr,
|
||||
ActNpc083,
|
||||
nullptr,
|
||||
nullptr,
|
||||
nullptr,
|
||||
|
@ -207,7 +207,7 @@ NPCFUNCTION gpNpcFuncTbl[361] =
|
|||
nullptr,
|
||||
nullptr,
|
||||
nullptr,
|
||||
nullptr,
|
||||
ActNpc151,
|
||||
nullptr,
|
||||
nullptr,
|
||||
nullptr,
|
||||
|
|
Loading…
Add table
Reference in a new issue