Fortnite
This commit is contained in:
parent
32dd3bef65
commit
97b8a3b4a2
5 changed files with 478 additions and 17 deletions
11
src/NpcAct.h
11
src/NpcAct.h
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@ -284,12 +284,19 @@ void ActNpc278(NPCHAR *npc);
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void ActNpc292(NPCHAR *npc);
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void ActNpc295(NPCHAR *npc);
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void ActNpc296(NPCHAR *npc);
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void ActNpc297(NPCHAR *npc);
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void ActNpc298(NPCHAR *npc);
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void ActNpc299(NPCHAR *npc);
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void ActNpc300(NPCHAR *npc);
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void ActNpc302(NPCHAR *npc);
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void ActNpc303(NPCHAR *npc);
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void ActNpc304(NPCHAR *npc);
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void ActNpc305(NPCHAR *npc);
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void ActNpc306(NPCHAR *npc);
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void ActNpc307(NPCHAR *npc);
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void ActNpc308(NPCHAR *npc);
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void ActNpc313(NPCHAR *npc);
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@ -306,7 +313,9 @@ void ActNpc347(NPCHAR *npc);
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void ActNpc349(NPCHAR *npc);
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void ActNpc351(NPCHAR *npc);
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void ActNpc352(NPCHAR *npc);
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void ActNpc355(NPCHAR *npc);
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void ActNpc359(NPCHAR *npc);
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void ActNpc360(NPCHAR *npc);
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@ -18,17 +18,150 @@ void ActNpc292(NPCHAR *npc)
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SetQuake(10);
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}
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//Cloud
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void ActNpc295(NPCHAR *npc)
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{
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RECT rc[4];
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rc[0] = {0, 0, 208, 64};
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rc[1] = {32, 64, 144, 96};
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rc[2] = {32, 96, 104, 0x80};
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rc[3] = {104, 96, 144, 0x80};
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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 = npc->direct % 4;
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switch (npc->direct)
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{
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case 0:
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npc->ym = -1000;
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npc->view.back = 0xD000;
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npc->view.front = 0xD000;
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break;
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case 1:
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npc->ym = -0x800;
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npc->view.back = 0x7000;
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npc->view.front = 0x7000;
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break;
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case 2:
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npc->ym = -0x400;
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npc->view.back = 0x4000;
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npc->view.front = 0x4000;
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break;
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case 3:
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npc->ym = -0x200;
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npc->view.back = 0x2800;
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npc->view.front = 0x2800;
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break;
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case 4:
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npc->xm = -0x400;
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npc->view.back = 0xD000;
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npc->view.front = 0xD000;
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break;
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case 5:
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npc->xm = -0x200;
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npc->view.back = 0x7000;
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npc->view.front = 0x7000;
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break;
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case 6:
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npc->xm = -0x100;
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npc->view.back = 0x4000;
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npc->view.front = 0x4000;
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break;
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case 7:
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npc->xm = -0x80;
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npc->view.back = 0x2800;
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npc->view.front = 0x2800;
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break;
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default:
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break;
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}
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//Fallthrough
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case 1:
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npc->x += npc->xm;
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npc->y += npc->ym;
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if (npc->x < -0x8000)
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npc->cond = 0;
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if (npc->y < -0x4000)
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npc->cond = 0;
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break;
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}
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npc->rect = rc[npc->ani_no];
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}
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//Cloud generator
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void ActNpc296(NPCHAR *npc)
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{
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if (++npc->act_wait > 16)
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{
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npc->act_wait = Random(0, 16);
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int dir = Random(0, 100) % 4;
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int pri;
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if (npc->direct)
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{
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switch (dir)
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{
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case 0:
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pri = 0x80;
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break;
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case 1:
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pri = 0x55;
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break;
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case 2:
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pri = 0x40;
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break;
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case 3:
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pri = 0x00;
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break;
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}
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SetNpChar(295, npc->x, npc->y + (Random(-7, 7) << 13), 0, 0, dir + 4, 0, pri);
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}
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else
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{
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switch (dir)
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{
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case 0:
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pri = 0x180;
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break;
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case 1:
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pri = 0x80;
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break;
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case 2:
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pri = 0x40;
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break;
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case 3:
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pri = 0x00;
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break;
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}
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SetNpChar(295, npc->x + (Random(-10, 10) << 13), npc->y, 0, 0, dir, 0, pri);
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}
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}
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}
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//Sue in dragon's mouth
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void ActNpc297(NPCHAR *npc)
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{
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npc->x = npc->pNpc->x + 0x2000;
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npc->y = npc->pNpc->y + 0x1000;
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npc->rect = {112, 48, 0x80, 64};
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}
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//Doctor (opening)
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void ActNpc298(NPCHAR *npc)
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{
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RECT rc[8];
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rc[0] = {72, 128, 88, 160};
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rc[1] = {88, 128, 104, 160};
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rc[2] = {104, 128, 120, 160};
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rc[3] = {72, 128, 88, 160};
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rc[4] = {120, 128, 136, 160};
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rc[5] = {72, 128, 88, 160};
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rc[0] = {72, 0x80, 88, 160};
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rc[1] = {88, 0x80, 104, 160};
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rc[2] = {104, 0x80, 120, 160};
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rc[3] = {72, 0x80, 88, 160};
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rc[4] = {120, 0x80, 136, 160};
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rc[5] = {72, 0x80, 88, 160};
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rc[6] = {104, 160, 120, 192};
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rc[7] = {120, 160, 136, 192};
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@ -103,6 +103,212 @@ void ActNpc302(NPCHAR *npc)
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}
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}
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//Curly's machine gun
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void ActNpc303(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] = {216, 152, 232, 168};
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rcLeft[1] = {232, 152, 248, 168};
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rcRight[0] = {216, 168, 232, 184};
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rcRight[1] = {232, 168, 248, 184};
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if (npc->pNpc)
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{
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//Set position
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if (npc->pNpc->direct)
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{
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npc->direct = 2;
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npc->x = npc->pNpc->x + 0x1000;
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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->x = npc->pNpc->x - 0x1000;
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}
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npc->y = npc->pNpc->y;
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//Animation
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npc->ani_no = 0;
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if (npc->pNpc->ani_no == 3 || npc->pNpc->ani_no == 5)
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npc->y -= 0x200;
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//Set framerect
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if (npc->direct)
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npc->rect = rcRight[npc->ani_no];
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else
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npc->rect = rcLeft[npc->ani_no];
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}
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}
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//Gaudi in hospital
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void ActNpc304(NPCHAR *npc)
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{
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RECT rc[4];
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rc[0] = {0, 176, 24, 192};
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rc[1] = {24, 176, 48, 192};
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rc[2] = {48, 176, 72, 192};
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rc[3] = {72, 176, 96, 192};
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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->y += 5120;
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//Fallthrough
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case 1:
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npc->ani_no = 0;
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break;
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case 10:
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npc->ani_no = 1;
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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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//Fallthrough
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case 21:
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if (++npc->ani_wait > 10)
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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 > 3)
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npc->ani_no = 2;
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break;
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default:
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break;
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}
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npc->rect = rc[npc->ani_no];
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}
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//Small puppy
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void ActNpc305(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] = {160, 144, 176, 160};
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rcLeft[1] = {176, 144, 192, 160};
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rcRight[0] = {160, 160, 176, 176};
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rcRight[1] = {176, 160, 192, 176};
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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->y -= 0x2000;
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npc->ani_wait = Random(0, 6);
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//Fallthrough
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case 1:
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if (++npc->ani_wait > 6)
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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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break;
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}
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if (npc->direct)
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npc->rect = rcRight[npc->ani_no];
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else
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npc->rect = rcLeft[npc->ani_no];
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}
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//Balrog (nurse)
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void ActNpc306(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] = {240, 96, 280, 128};
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rcLeft[1] = {280, 96, 320, 128};
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rcRight[0] = {160, 152, 200, 184};
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rcRight[1] = {200, 152, 240, 184};
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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->y += 0x800;
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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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}
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if (npc->direct)
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npc->rect = rcRight[npc->ani_no];
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else
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npc->rect = rcLeft[npc->ani_no];
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}
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//Caged Santa
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void ActNpc307(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] = {0, 32, 16, 48};
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rcLeft[1] = {16, 32, 32, 48};
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rcRight[0] = {0, 48, 16, 64};
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rcRight[1] = {16, 48, 32, 64};
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switch (npc->act_no)
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{
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case 0:
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npc->x += 0x200;
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npc->y -= 0x400;
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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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//Fallthrough
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case 1:
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if (Random(0, 160) == 1)
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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 > 12)
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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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}
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if (gMC.x >= npc->x)
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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->direct)
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npc->rect = rcRight[npc->ani_no];
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else
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npc->rect = rcLeft[npc->ani_no];
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}
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//Stumpy
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void ActNpc308(NPCHAR *npc)
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{
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@ -168,6 +168,106 @@ void ActNpc351(NPCHAR *npc)
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npc->rect = rc[npc->ani_no];
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}
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//Ending characters
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void ActNpc352(NPCHAR *npc)
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{
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switch (npc->act_no)
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{
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case 0:
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//Set state
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npc->act_no = 1;
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npc->ani_no = 0;
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npc->count1 = npc->direct / 100;
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npc->direct %= 100;
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//Set surfaces / offset
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switch (npc->count1)
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{
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case 7:
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case 8:
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case 9:
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case 12:
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case 13:
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npc->surf = 21;
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break;
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default:
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break;
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}
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switch (npc->count1)
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{
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case 2:
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case 4:
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case 9:
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case 12:
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npc->view.top = 0x2000;
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break;
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default:
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break;
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}
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//Balrog
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if (npc->count1 == 9)
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{
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npc->view.back = 0x2800;
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npc->view.front = 0x2800;
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npc->x -= 0x200;
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}
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//Spawn King's sword
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if (!npc->count1)
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SetNpChar(145, 0, 0, 0, 0, 2, npc, 0x100);
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//Fallthrough
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case 1:
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npc->ym += 0x40;
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if (npc->ym > 0x5FF)
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npc->ym = 0x5FF;
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if (npc->flag & 8)
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{
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npc->ym = 0;
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npc->act_no = 2;
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npc->ani_no = 1;
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}
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npc->y += npc->ym;
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break;
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}
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static RECT rc[28] = {
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{304, 48, 320, 64},
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{224, 48, 240, 64},
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{32, 80, 48, 96},
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{0, 80, 16, 96},
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{224, 216, 240, 240},
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{192, 216, 208, 240},
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{48, 16, 64, 32},
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{0, 16, 16, 32},
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{112, 192, 128, 216},
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{80, 192, 96, 216},
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{304, 0, 320, 16},
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{224, 0, 240, 16},
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{176, 32, 192, 48},
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{176, 32, 192, 48},
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{240, 16, 256, 32},
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{224, 16, 240, 32},
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{208, 16, 224, 32},
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{192, 16, 208, 32},
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{280, 128, 320, 152},
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{280, 152, 320, 176},
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{32, 112, 48, 128},
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{0, 112, 16, 128},
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{80, 0, 96, 16},
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{112, 0, 128, 16},
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{16, 152, 32, 176},
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{0, 152, 16, 176},
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{48, 16, 64, 32},
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{48, 0, 64, 16}
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};
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npc->rect = rc[npc->ani_no + 2 * npc->count1];
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}
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//Quote and Curly on Balrog's back
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void ActNpc355(NPCHAR *npc)
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{
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@ -221,3 +321,16 @@ void ActNpc359(NPCHAR *npc)
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if (gMC.x < npc->x + (((WINDOW_WIDTH / 2) + 160) * 0x200) && gMC.x > npc->x - (((WINDOW_WIDTH / 2) + 160) * 0x200) && gMC.y < npc->y + (((WINDOW_HEIGHT / 2) + 200) * 0x200) && gMC.y > npc->y - (((WINDOW_HEIGHT / 2) + 40) * 0x200) && Random(0, 100) == 2)
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SetNpChar(73, npc->x + (Random(-6, 6) * 0x200), npc->y - 0xE00, 0, 0, 0, 0, 0);
|
||||
}
|
||||
|
||||
//Thank you
|
||||
void ActNpc360(NPCHAR *npc)
|
||||
{
|
||||
if (!npc->act_no)
|
||||
{
|
||||
++npc->act_no;
|
||||
npc->x -= 0x1000;
|
||||
npc->y -= 0x1000;
|
||||
}
|
||||
|
||||
npc->rect = {0, 176, 48, 184};
|
||||
}
|
||||
|
|
|
@ -351,19 +351,19 @@ NPCFUNCTION gpNpcFuncTbl[361] =
|
|||
ActNpc292,
|
||||
nullptr,
|
||||
nullptr,
|
||||
nullptr,
|
||||
nullptr,
|
||||
nullptr,
|
||||
ActNpc295,
|
||||
ActNpc296,
|
||||
ActNpc297,
|
||||
ActNpc298,
|
||||
ActNpc299,
|
||||
ActNpc300,
|
||||
nullptr,
|
||||
ActNpc302,
|
||||
nullptr,
|
||||
nullptr,
|
||||
nullptr,
|
||||
nullptr,
|
||||
nullptr,
|
||||
ActNpc303,
|
||||
ActNpc304,
|
||||
ActNpc305,
|
||||
ActNpc306,
|
||||
ActNpc307,
|
||||
ActNpc308,
|
||||
nullptr,
|
||||
nullptr,
|
||||
|
@ -408,7 +408,7 @@ NPCFUNCTION gpNpcFuncTbl[361] =
|
|||
ActNpc349,
|
||||
nullptr,
|
||||
ActNpc351,
|
||||
nullptr,
|
||||
ActNpc352,
|
||||
nullptr,
|
||||
nullptr,
|
||||
ActNpc355,
|
||||
|
@ -416,5 +416,5 @@ NPCFUNCTION gpNpcFuncTbl[361] =
|
|||
nullptr,
|
||||
nullptr,
|
||||
ActNpc359,
|
||||
nullptr,
|
||||
ActNpc360,
|
||||
};
|
||||
|
|
Loading…
Add table
Reference in a new issue