Clean-up NpcAct220.cpp
Also fixed an ASM-inaccuracy
This commit is contained in:
parent
b59aaabb2d
commit
89b0c1a85d
1 changed files with 59 additions and 48 deletions
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@ -1,5 +1,7 @@
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#include "NpcAct.h"
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#include "NpcAct.h"
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#include <stddef.h>
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#include "WindowsWrapper.h"
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#include "WindowsWrapper.h"
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#include "Caret.h"
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#include "Caret.h"
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@ -168,7 +170,7 @@ void ActNpc222(NPCHAR *npc)
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if (npc->act_no == 0)
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if (npc->act_no == 0)
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{
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{
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++npc->act_no;
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++npc->act_no;
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npc->y -= 0x1000;
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npc->y -= 8 * 0x200;
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}
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}
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npc->rect = rc;
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npc->rect = rc;
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@ -220,7 +222,7 @@ void ActNpc223(NPCHAR *npc)
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break;
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break;
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}
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}
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if (npc->act_no < 2 && gMC.y < npc->y + 0x2000 && gMC.y > npc->y - 0x2000)
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if (npc->act_no < 2 && gMC.y < npc->y + (16 * 0x200) && gMC.y > npc->y - (16 * 0x200))
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{
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{
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if (gMC.x < npc->x)
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if (gMC.x < npc->x)
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npc->direct = 0;
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npc->direct = 0;
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@ -274,7 +276,7 @@ void ActNpc224(NPCHAR *npc)
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break;
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break;
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}
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}
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if (npc->act_no < 2 && gMC.y < npc->y + 0x2000 && gMC.y > npc->y - 0x2000)
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if (npc->act_no < 2 && gMC.y < npc->y + (16 * 0x200) && gMC.y > npc->y - (16 * 0x200))
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{
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{
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if (gMC.x < npc->x)
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if (gMC.x < npc->x)
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npc->direct = 0;
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npc->direct = 0;
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@ -392,6 +394,7 @@ void ActNpc226(NPCHAR *npc)
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npc->ani_no = 2;
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npc->ani_no = 2;
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++npc->act_wait;
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++npc->act_wait;
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break;
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break;
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case 20:
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case 20:
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@ -438,7 +441,7 @@ void ActNpc228(NPCHAR *npc)
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{
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{
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case 0:
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case 0:
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npc->act_no = 1;
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npc->act_no = 1;
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npc->y -= 0x1000;
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npc->y -= 8 * 0x200;
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// Fallthrough
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// Fallthrough
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case 1:
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case 1:
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npc->xm = 0;
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npc->xm = 0;
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@ -526,7 +529,7 @@ void ActNpc229(NPCHAR *npc)
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{
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{
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case 0:
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case 0:
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npc->act_no = 1;
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npc->act_no = 1;
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npc->y -= 0x2000;
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npc->y -= 16 * 0x200;
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break;
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break;
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}
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}
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@ -548,8 +551,8 @@ void ActNpc230(NPCHAR *npc)
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{
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{
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case 0:
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case 0:
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npc->act_no = 1;
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npc->act_no = 1;
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npc->x -= 0x2000;
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npc->x -= 16 * 0x200;
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npc->y -= 0x2000;
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npc->y -= 16 * 0x200;
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break;
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break;
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}
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}
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@ -604,7 +607,7 @@ void ActNpc231(NPCHAR *npc)
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for (i = 0; i < 10; ++i)
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for (i = 0; i < 10; ++i)
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{
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{
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SetNpChar(4, npc->x + (Random(-16, 16) * 0x200), npc->y + (Random(-8, 8) * 0x200), 0, 0, 0, 0, 0x100);
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SetNpChar(4, npc->x + (Random(-16, 16) * 0x200), npc->y + (Random(-8, 8) * 0x200), 0, 0, 0, NULL, 0x100);
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PlaySoundObject(12, 1); // Wait, it does this in a loop?
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PlaySoundObject(12, 1); // Wait, it does this in a loop?
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}
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}
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// Fallthrough
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// Fallthrough
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@ -614,9 +617,9 @@ void ActNpc231(NPCHAR *npc)
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++npc->act_wait;
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++npc->act_wait;
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if (npc->act_wait % 2 == 0)
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if (npc->act_wait % 2 == 0)
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SetCaret(npc->x - 0x1400, npc->y + 0x1000, 7, 3);
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SetCaret(npc->x - (10 * 0x200), npc->y + (8 * 0x200), 7, 3);
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if (npc->act_wait % 2 == 1)
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if (npc->act_wait % 2 == 1)
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SetCaret(npc->x + 0x1400, npc->y + 0x1000, 7, 3);
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SetCaret(npc->x + (10 * 0x200), npc->y + (8 * 0x200), 7, 3);
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if (npc->act_wait % 4 == 1)
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if (npc->act_wait % 4 == 1)
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PlaySoundObject(34, 1);
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PlaySoundObject(34, 1);
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@ -630,7 +633,7 @@ void ActNpc231(NPCHAR *npc)
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for (i = 0; i < 6; ++i)
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for (i = 0; i < 6; ++i)
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{
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{
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SetNpChar(4, npc->x + (Random(-16, 16) * 0x200), npc->y + (Random(-8, 8) * 0x200), 0, 0, 0, 0, 0x100);
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SetNpChar(4, npc->x + (Random(-16, 16) * 0x200), npc->y + (Random(-8, 8) * 0x200), 0, 0, 0, NULL, 0x100);
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PlaySoundObject(12, 1);
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PlaySoundObject(12, 1);
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}
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}
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}
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}
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@ -644,9 +647,11 @@ void ActNpc231(NPCHAR *npc)
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if (npc->ym < 0)
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if (npc->ym < 0)
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{
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{
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if (npc->act_wait % 8 == 0)
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if (npc->act_wait % 8 == 0)
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SetCaret(npc->x - 0x1400, npc->y + 0x1000, 7, 3);
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SetCaret(npc->x - (10 * 0x200), npc->y + (8 * 0x200), 7, 3);
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if (npc->act_wait % 8 == 4)
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if (npc->act_wait % 8 == 4)
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SetCaret(npc->x + 0x1400, npc->y + 0x1000, 7, 3);
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SetCaret(npc->x + (10 * 0x200), npc->y + (8 * 0x200), 7, 3);
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if (npc->act_wait % 16 == 1)
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if (npc->act_wait % 16 == 1)
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PlaySoundObject(34, 1);
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PlaySoundObject(34, 1);
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}
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}
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@ -750,10 +755,12 @@ void ActNpc233(NPCHAR *npc)
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{
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{
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case 0:
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case 0:
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npc->act_no = 1;
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npc->act_no = 1;
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deg = Random(0, 0xFF);
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deg = Random(0, 0xFF);
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npc->xm = GetCos(deg);
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npc->xm = GetCos(deg);
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deg = Random(0, 0xFF);
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deg = Random(0, 0xFF);
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npc->ym = GetSin(deg);
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npc->ym = GetSin(deg);
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npc->count1 = 120;
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npc->count1 = 120;
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npc->count2 = Random(-0x20, 0x20) * 0x200;
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npc->count2 = Random(-0x20, 0x20) * 0x200;
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// Fallthrough
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// Fallthrough
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@ -788,16 +795,15 @@ void ActNpc233(NPCHAR *npc)
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if (npc->count1 < 120)
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if (npc->count1 < 120)
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{
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{
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++npc->count1;
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++npc->count1;
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break;
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}
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}
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else
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if (npc->x - (8 * 0x200) < gMC.x && npc->x + (8 * 0x200) > gMC.x && npc->y < gMC.y && npc->y + (176 * 0x200) > gMC.y)
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{
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{
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if (npc->x - 0x1000 < gMC.x && npc->x + 0x1000 > gMC.x && npc->y < gMC.y && npc->y + 0x16000 > gMC.y)
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npc->xm /= 4;
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{
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npc->ym = 0;
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npc->xm /= 4;
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npc->act_no = 3;
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npc->ym = 0;
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npc->bits &= ~NPC_IGNORE_SOLIDITY;
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npc->act_no = 3;
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npc->bits &= ~NPC_IGNORE_SOLIDITY;
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}
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}
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}
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break;
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break;
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@ -870,7 +876,7 @@ void ActNpc234(NPCHAR *npc)
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{
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{
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case 0:
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case 0:
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npc->act_no = 1;
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npc->act_no = 1;
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npc->y += 0x2000;
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npc->y += 16 * 0x200;
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break;
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break;
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}
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}
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@ -976,9 +982,9 @@ void ActNpc235(NPCHAR *npc)
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npc->y += npc->ym;
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npc->y += npc->ym;
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if (npc->ani_no == 2)
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if (npc->ani_no == 2)
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npc->hit.top = 0xA00;
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npc->hit.top = 5 * 0x200;
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else
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else
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npc->hit.top = 0x800;
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npc->hit.top = 4 * 0x200;
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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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@ -1017,7 +1023,7 @@ void ActNpc236(NPCHAR *npc)
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npc->ym = 0;
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npc->ym = 0;
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// Fallthrough
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// Fallthrough
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case 1:
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case 1:
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if (npc->act_wait)
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if (npc->act_wait != 0)
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{
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{
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--npc->act_wait;
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--npc->act_wait;
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}
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}
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@ -1035,7 +1041,7 @@ void ActNpc236(NPCHAR *npc)
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else
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else
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npc->direct = 0;
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npc->direct = 0;
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if (gMC.x < npc->x + 0x10000 && gMC.x > npc->x - 0x10000 && gMC.y < npc->y + 0x4000 && gMC.y > npc->y - 0x14000)
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if (gMC.x < npc->x + (128 * 0x200) && gMC.x > npc->x - (128 * 0x200) && gMC.y < npc->y + (32 * 0x200) && gMC.y > npc->y - (160 * 0x200))
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++npc->act_wait;
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++npc->act_wait;
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if (npc->act_wait > 80)
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if (npc->act_wait > 80)
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@ -1085,9 +1091,9 @@ void ActNpc236(NPCHAR *npc)
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PlaySoundObject(39, 1);
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PlaySoundObject(39, 1);
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if (npc->direct == 0)
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if (npc->direct == 0)
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SetNpChar(237, npc->x - 0x1000, npc->y - 0x1000, -0x400, -0x400, 0, 0, 0x100);
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SetNpChar(237, npc->x - (8 * 0x200), npc->y - (8 * 0x200), -0x400, -0x400, 0, NULL, 0x100);
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else
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else
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SetNpChar(237, npc->x + 0x1000, npc->y - 0x1000, 0x400, -0x400, 0, 0, 0x100);
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SetNpChar(237, npc->x + (8 * 0x200), npc->y - (8 * 0x200), 0x400, -0x400, 0, NULL, 0x100);
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}
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}
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if (++npc->ani_wait > 1)
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if (++npc->ani_wait > 1)
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@ -1124,6 +1130,7 @@ void ActNpc236(NPCHAR *npc)
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void ActNpc237(NPCHAR *npc)
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void ActNpc237(NPCHAR *npc)
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{
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{
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int i;
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int i;
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BOOL bHit;
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RECT rc = {312, 32, 320, 40};
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RECT rc = {312, 32, 320, 40};
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@ -1133,11 +1140,13 @@ void ActNpc237(NPCHAR *npc)
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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:
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case 1:
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BOOL bHit = FALSE;
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bHit = FALSE;
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++npc->act_wait;
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++npc->act_wait;
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if (npc->flag & 0xFF)
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if (npc->flag & 0xFF)
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bHit = TRUE;
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bHit = TRUE;
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if (npc->act_wait > 10 && npc->flag & 0x100)
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if (npc->act_wait > 10 && npc->flag & 0x100)
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bHit = TRUE;
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bHit = TRUE;
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@ -1167,6 +1176,8 @@ void ActNpc237(NPCHAR *npc)
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// Press (sideways)
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// Press (sideways)
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void ActNpc238(NPCHAR *npc)
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void ActNpc238(NPCHAR *npc)
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{
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{
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int i;
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RECT rc[3] = {
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RECT rc[3] = {
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{184, 200, 208, 216},
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{184, 200, 208, 216},
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{208, 200, 232, 216},
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{208, 200, 232, 216},
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@ -1179,18 +1190,18 @@ void ActNpc238(NPCHAR *npc)
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npc->act_no = 1;
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npc->act_no = 1;
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npc->tgt_x = npc->x;
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npc->tgt_x = npc->x;
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npc->tgt_y = npc->y;
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npc->tgt_y = npc->y;
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npc->view.front = 0x2000;
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npc->view.front = 16 * 0x200;
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npc->view.back = 0x1000;
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npc->view.back = 8 * 0x200;
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// Fallthrough
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// Fallthrough
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case 1:
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case 1:
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if (npc->direct == 0 && gMC.x < npc->x && gMC.x > npc->x - 0x18000 && gMC.y > npc->y - 0x800 && gMC.y < npc->y + 0x1000)
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if (npc->direct == 0 && gMC.x < npc->x && gMC.x > npc->x - (192 * 0x200) && gMC.y > npc->y - (4 * 0x200) && gMC.y < npc->y + (8 * 0x200))
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{
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{
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npc->act_no = 10;
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npc->act_no = 10;
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npc->act_wait = 0;
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npc->act_wait = 0;
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npc->ani_no = 2;
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npc->ani_no = 2;
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}
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}
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if (npc->direct == 2 && gMC.x > npc->x && gMC.x < npc->x + 0x18000 && gMC.y > npc->y - 0x800 && gMC.y < npc->y + 0x1000)
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if (npc->direct == 2 && gMC.x > npc->x && gMC.x < npc->x + (192 * 0x200) && gMC.y > npc->y - (4 * 0x200) && gMC.y < npc->y + (8 * 0x200))
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{
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{
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npc->act_no = 10;
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npc->act_no = 10;
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npc->act_wait = 0;
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npc->act_wait = 0;
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@ -1203,18 +1214,18 @@ void ActNpc238(NPCHAR *npc)
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npc->damage = 0x7F;
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npc->damage = 0x7F;
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if (npc->direct == 0)
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if (npc->direct == 0)
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npc->x -= 0xC00;
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npc->x -= 6 * 0x200;
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else
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else
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npc->x += 0xC00;
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npc->x += 6 * 0x200;
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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 = 20;
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npc->act_no = 20;
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npc->act_wait = 0;
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npc->act_wait = 0;
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for (int i = 0; i < 4; ++i)
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for (i = 0; i < 4; ++i)
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{
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{
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SetNpChar(4, npc->x + (Random(-16, 16) * 0x200), npc->y + (Random(-8, 8) * 0x200), 0, 0, 0, 0, 0x100);
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SetNpChar(4, npc->x + (Random(-16, 16) * 0x200), npc->y + (Random(-8, 8) * 0x200), 0, 0, 0, NULL, 0x100);
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PlaySoundObject(12, 1);
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PlaySoundObject(12, 1);
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}
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}
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}
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}
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@ -1244,19 +1255,19 @@ void ActNpc238(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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npc->x += 0x800;
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npc->x += 4 * 0x200;
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else
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else
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npc->x -= 0x800;
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npc->x -= 4 * 0x200;
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break;
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break;
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}
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}
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if (npc->direct == 0 && gMC.x < npc->x)
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if (npc->direct == 0 && gMC.x < npc->x)
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npc->hit.back = 0x2000;
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npc->hit.back = 16 * 0x200;
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else if (npc->direct == 2 && gMC.x > npc->x)
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else if (npc->direct == 2 && gMC.x > npc->x)
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npc->hit.back = 0x2000;
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npc->hit.back = 16 * 0x200;
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else
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else
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npc->hit.back = 0x1000;
|
npc->hit.back = 8 * 0x200;
|
||||||
|
|
||||||
npc->rect = rc[npc->ani_no];
|
npc->rect = rc[npc->ani_no];
|
||||||
}
|
}
|
||||||
|
@ -1274,15 +1285,15 @@ void ActNpc239(NPCHAR *npc)
|
||||||
|
|
||||||
if (npc->direct == 0)
|
if (npc->direct == 0)
|
||||||
{
|
{
|
||||||
npc->x += 0x1000;
|
npc->x += 8 * 0x200;
|
||||||
npc->y += 0x2000;
|
npc->y += 16 * 0x200;
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
npc->view.front = 0x3000;
|
npc->view.front = 24 * 0x200;
|
||||||
npc->view.back = 0x3000;
|
npc->view.back = 24 * 0x200;
|
||||||
npc->view.top = 0x1000;
|
npc->view.top = 8 * 0x200;
|
||||||
npc->view.back = 0x3000;
|
npc->view.back = 24 * 0x200;
|
||||||
}
|
}
|
||||||
|
|
||||||
break;
|
break;
|
||||||
|
|
Loading…
Add table
Reference in a new issue