From 98bab5ca807aa8b5d85b2ff48afa662841a309d4 Mon Sep 17 00:00:00 2001 From: Clownacy Date: Sat, 6 Apr 2019 12:44:58 +0100 Subject: [PATCH] Made BossBallos.cpp ASM-accurate Turns out I made a mistake while decompiling this, and got a check backwards. --- src/BossBallos.cpp | 467 +++++++++++++++++++++++++-------------------- 1 file changed, 257 insertions(+), 210 deletions(-) diff --git a/src/BossBallos.cpp b/src/BossBallos.cpp index dd8f707f..1de75b29 100644 --- a/src/BossBallos.cpp +++ b/src/BossBallos.cpp @@ -64,7 +64,7 @@ static void ActBossChar_Eye(NPCHAR *npc) --npc->ani_no; } - if ( npc->ani_no <= 0 ) + if (npc->ani_no <= 0) npc->act_no = 202; break; @@ -90,10 +90,10 @@ static void ActBossChar_Eye(NPCHAR *npc) if (npc->act_no >= 0 && npc->act_no < 300) { - if (npc->ani_no == 3) - npc->bits |= 0x20; - else + if (npc->ani_no != 3) npc->bits &= ~0x20; + else + npc->bits |= 0x20; } if (npc->direct == 0) @@ -133,25 +133,31 @@ void ActBossChar_Ballos(void) { static unsigned char flash; - switch (gBoss[0].act_no) + int i; + int x; + int y; + + NPCHAR *npc = gBoss; + + switch (npc->act_no) { case 0: - gBoss[0].act_no = 1; - gBoss[0].cond = 0x80; - gBoss[0].exp = 1; - gBoss[0].direct = 0; - gBoss[0].x = 0x28000; - gBoss[0].y = -0x8000; - gBoss[0].hit_voice = 54; - gBoss[0].hit.front = 0x4000; - gBoss[0].hit.top = 0x6000; - gBoss[0].hit.back = 0x4000; - gBoss[0].hit.bottom = 0x6000; - gBoss[0].bits = 0x8248; - gBoss[0].size = 3; - gBoss[0].damage = 0; - gBoss[0].code_event = 1000; - gBoss[0].life = 800; + npc->act_no = 1; + npc->cond = 0x80; + npc->exp = 1; + npc->direct = 0; + npc->x = 0x28000; + npc->y = -0x8000; + npc->hit_voice = 54; + npc->hit.front = 0x4000; + npc->hit.top = 0x6000; + npc->hit.back = 0x4000; + npc->hit.bottom = 0x6000; + npc->bits = 0x8248; + npc->size = 3; + npc->damage = 0; + npc->code_event = 1000; + npc->life = 800; gBoss[1].cond = 0x90; gBoss[1].direct = 0; @@ -196,39 +202,42 @@ void ActBossChar_Ballos(void) break; case 100: - gBoss[0].act_no = 101; - gBoss[0].ani_no = 0; - gBoss[0].x = gMC.x; + npc->act_no = 101; + npc->ani_no = 0; + npc->x = gMC.x; SetNpChar(333, gMC.x, 0x26000, 0, 0, 2, 0, 0x100); - gBoss[0].act_wait = 0; + npc->act_wait = 0; // Fallthrough case 101: - if (++gBoss[0].act_wait > 30) - gBoss[0].act_no = 102; + if (++npc->act_wait > 30) + npc->act_no = 102; break; case 102: - gBoss[0].ym += 0x40; - if (gBoss[0].ym > 0xC00) - gBoss[0].ym = 0xC00; + npc->ym += 0x40; + if (npc->ym > 0xC00) + npc->ym = 0xC00; - gBoss[0].y += gBoss[0].ym; + npc->y += npc->ym; - if (gBoss[0].y > 0x26000 - gBoss[0].hit.bottom) + if (npc->y > 0x26000 - npc->hit.bottom) { - gBoss[0].y = 0x26000 - gBoss[0].hit.bottom; - gBoss[0].ym = 0; - gBoss[0].act_no = 103; - gBoss[0].act_wait = 0; + npc->y = 0x26000 - npc->hit.bottom; + npc->ym = 0; + npc->act_no = 103; + npc->act_wait = 0; SetQuake2(30); PlaySoundObject(44, 1); - if ( gMC.y > gBoss[0].y + 0x6000 && gMC.x < gBoss[0].x + 0x3000 && gMC.x > gBoss[0].x - 0x3000 ) + if ( gMC.y > npc->y + 0x6000 && gMC.x < npc->x + 0x3000 && gMC.x > npc->x - 0x3000 ) DamageMyChar(16); - for (int i = 0; i < 0x10; ++i) - SetNpChar(4, gBoss[0].x + (Random(-40, 40) * 0x200), gBoss[0].y + 0x5000, 0, 0, 0, 0, 0x100); + for (i = 0; i < 0x10; ++i) + { + x = npc->x + (Random(-40, 40) * 0x200); + SetNpChar(4, x, npc->y + 0x5000, 0, 0, 0, 0, 0x100); + } if (gMC.flag & 8) gMC.ym = -0x200; @@ -237,9 +246,9 @@ void ActBossChar_Ballos(void) break; case 103: - if (++gBoss[0].act_wait == 50) + if (++npc->act_wait == 50) { - gBoss[0].act_no = 104; + npc->act_no = 104; gBoss[1].act_no = 100; gBoss[2].act_no = 100; } @@ -247,56 +256,56 @@ void ActBossChar_Ballos(void) break; case 200: - gBoss[0].act_no = 201; - gBoss[0].count1 = 0; + npc->act_no = 201; + npc->count1 = 0; // Fallthrough case 201: - gBoss[0].act_no = 203; - gBoss[0].xm = 0; - ++gBoss[0].count1; - gBoss[0].hit.bottom = 0x6000; - gBoss[0].damage = 0; + npc->act_no = 203; + npc->xm = 0; + ++npc->count1; + npc->hit.bottom = 0x6000; + npc->damage = 0; - if (gBoss[0].count1 % 3) - gBoss[0].act_wait = 50; + if (npc->count1 % 3 == 0) + npc->act_wait = 150; else - gBoss[0].act_wait = 150; + npc->act_wait = 50; // Fallthrough case 203: - if (--gBoss[0].act_wait <= 0) + if (--npc->act_wait <= 0) { - gBoss[0].act_no = 204; - gBoss[0].ym = -0xC00; + npc->act_no = 204; + npc->ym = -0xC00; - if (gMC.x > gBoss[0].x) - gBoss[0].xm = 0x200; + if (npc->x < gMC.x) + npc->xm = 0x200; else - gBoss[0].xm = -0x200; + npc->xm = -0x200; } break; case 204: - if (gBoss[0].x < 0xA000) - gBoss[0].xm = 0x200; - if (gBoss[0].x > 0x44000) - gBoss[0].xm = -0x200; + if (npc->x < 0xA000) + npc->xm = 0x200; + if (npc->x > 0x44000) + npc->xm = -0x200; - gBoss[0].ym += 0x55; - if (gBoss[0].ym > 0xC00) - gBoss[0].ym = 0xC00; + npc->ym += 0x55; + if (npc->ym > 0xC00) + npc->ym = 0xC00; - gBoss[0].x += gBoss[0].xm; - gBoss[0].y += gBoss[0].ym; + npc->x += npc->xm; + npc->y += npc->ym; - if (gBoss[0].y > 0x26000 - gBoss[0].hit.bottom) + if (npc->y > 0x26000 - npc->hit.bottom) { - gBoss[0].y = 0x26000 - gBoss[0].hit.bottom; - gBoss[0].ym = 0; - gBoss[0].act_no = 201; - gBoss[0].act_wait = 0; + npc->y = 0x26000 - npc->hit.bottom; + npc->ym = 0; + npc->act_no = 201; + npc->act_wait = 0; - if (gMC.y > gBoss[0].y + 0x7000) + if (gMC.y > npc->y + 0x7000) DamageMyChar(16); if (gMC.flag & 8) @@ -304,44 +313,50 @@ void ActBossChar_Ballos(void) SetQuake2(30); PlaySoundObject(26, 1); - SetNpChar(332, gBoss[0].x - 0x1800, gBoss[0].y + 0x6800, 0, 0, 0, 0, 0x100); - SetNpChar(332, gBoss[0].x + 0x1800, gBoss[0].y + 0x6800, 0, 0, 2, 0, 0x100); + SetNpChar(332, npc->x - 0x1800, npc->y + 0x6800, 0, 0, 0, 0, 0x100); + SetNpChar(332, npc->x + 0x1800, npc->y + 0x6800, 0, 0, 2, 0, 0x100); PlaySoundObject(44, 1); - for (int i = 0; i < 0x10; ++i) - SetNpChar(4, gBoss[0].x + (Random(-40, 40) * 0x200), gBoss[0].y + 0x5000, 0, 0, 0, 0, 0x100); + for (i = 0; i < 0x10; ++i) + { + x = npc->x + (Random(-40, 40) * 0x200); + SetNpChar(4, x, npc->y + 0x5000, 0, 0, 0, 0, 0x100); + } } break; case 220: - gBoss[0].act_no = 221; - gBoss[0].life = 1200; + npc->act_no = 221; + npc->life = 1200; gBoss[1].act_no = 200; gBoss[2].act_no = 200; - gBoss[0].xm = 0; - gBoss[0].ani_no = 0; - gBoss[0].shock = 0; + npc->xm = 0; + npc->ani_no = 0; + npc->shock = 0; flash = 0; // Fallthrough case 221: - gBoss[0].ym += 0x40; - if (gBoss[0].ym > 0xC00) - gBoss[0].ym = 0xC00; + npc->ym += 0x40; + if (npc->ym > 0xC00) + npc->ym = 0xC00; - gBoss[0].y += gBoss[0].ym; + npc->y += npc->ym; - if (gBoss[0].y > 0x26000 - gBoss[0].hit.bottom) + if (npc->y > 0x26000 - npc->hit.bottom) { - gBoss[0].y = 0x26000 - gBoss[0].hit.bottom; - gBoss[0].ym = 0; - gBoss[0].act_no = 222; - gBoss[0].act_wait = 0; + npc->y = 0x26000 - npc->hit.bottom; + npc->ym = 0; + npc->act_no = 222; + npc->act_wait = 0; SetQuake2(30); PlaySoundObject(26, 1); - for (int i = 0; i < 0x10; ++i) - SetNpChar(4, gBoss[0].x + (Random(-40, 40) * 0x200), gBoss[0].y + 0x5000, 0, 0, 0, 0, 0x100); + for (i = 0; i < 0x10; ++i) + { + x = npc->x + (Random(-40, 40) * 0x200); + SetNpChar(4, x, npc->y + 0x5000, 0, 0, 0, 0, 0x100); + } if (gMC.flag & 8) gMC.ym = -0x200; @@ -350,234 +365,248 @@ void ActBossChar_Ballos(void) break; case 300: - gBoss[0].act_no = 301; - gBoss[0].act_wait = 0; + npc->act_no = 301; + npc->act_wait = 0; - for (int i = 0; i < 0x100; i += 0x40) + for (i = 0; i < 0x100; i += 0x40) { - SetNpChar(342, gBoss[0].x, gBoss[0].y, 0, 0, i, gBoss, 0x5A); - SetNpChar(342, gBoss[0].x, gBoss[0].y, 0, 0, i + 544, gBoss, 0x5A); + SetNpChar(342, npc->x, npc->y, 0, 0, i, npc, 0x5A); + SetNpChar(342, npc->x, npc->y, 0, 0, i + 544, npc, 0x5A); } - SetNpChar(343, gBoss[0].x, gBoss[0].y, 0, 0, 0, gBoss, 0x18); - SetNpChar(344, gBoss[0].x - 0x3000, gBoss[0].y - 0x4800, 0, 0, 0, gBoss, 0x20); - SetNpChar(344, gBoss[0].x + 0x3000, gBoss[0].y - 0x4800, 0, 0, 2, gBoss, 0x20); + SetNpChar(343, npc->x, npc->y, 0, 0, 0, npc, 0x18); + SetNpChar(344, npc->x - 0x3000, npc->y - 0x4800, 0, 0, 0, npc, 0x20); + SetNpChar(344, npc->x + 0x3000, npc->y - 0x4800, 0, 0, 2, npc, 0x20); // Fallthrough case 301: - gBoss[0].y += (0x1C200 - gBoss[0].y) / 8; + npc->y += (0x1C200 - npc->y) / 8; - if (++gBoss[0].act_wait > 50) + if (++npc->act_wait > 50) { - gBoss[0].act_no = 310; - gBoss[0].act_wait = 0; + npc->act_no = 310; + npc->act_wait = 0; } break; case 311: - gBoss[0].direct = 0; - gBoss[0].xm = -0x3AA; - gBoss[0].ym = 0; - gBoss[0].x += gBoss[0].xm; + npc->direct = 0; + npc->xm = -0x3AA; + npc->ym = 0; + npc->x += npc->xm; - if (gBoss[0].x < 0xDE00) + if (npc->x < 0xDE00) { - gBoss[0].x = 0xDE00; - gBoss[0].act_no = 312; + npc->x = 0xDE00; + npc->act_no = 312; } break; case 312: - gBoss[0].direct = 1; - gBoss[0].ym = -0x3AA; - gBoss[0].xm = 0; - gBoss[0].y += gBoss[0].ym; + npc->direct = 1; + npc->ym = -0x3AA; + npc->xm = 0; + npc->y += npc->ym; - if (gBoss[0].y < 0xDE00) + if (npc->y < 0xDE00) { - gBoss[0].y = 0xDE00; - gBoss[0].act_no = 313; + npc->y = 0xDE00; + npc->act_no = 313; } break; case 313: - gBoss[0].direct = 2; - gBoss[0].xm = 0x3AA; - gBoss[0].ym = 0; - gBoss[0].x += gBoss[0].xm; + npc->direct = 2; + npc->xm = 0x3AA; + npc->ym = 0; + npc->x += npc->xm; - if (gBoss[0].x > 0x40200) + if (npc->x > 0x40200) { - gBoss[0].x = 0x40200; - gBoss[0].act_no = 314; + npc->x = 0x40200; + npc->act_no = 314; } - if (gBoss[0].count1) - --gBoss[0].count1; + if (npc->count1) + --npc->count1; - if (gBoss[0].count1 == 0 && gBoss[0].x > 0x26000 && gBoss[0].x < 0x2A000) - gBoss[0].act_no = 400; + if (npc->count1 == 0 && npc->x > 0x26000 && npc->x < 0x2A000) + npc->act_no = 400; break; case 314: - gBoss[0].direct = 3; - gBoss[0].ym = 0x3AA; - gBoss[0].xm = 0; - gBoss[0].y += gBoss[0].ym; + npc->direct = 3; + npc->ym = 0x3AA; + npc->xm = 0; + npc->y += npc->ym; - if (gBoss[0].y > 0x1C200) + if (npc->y > 0x1C200) { - gBoss[0].y = 0x1C200; - gBoss[0].act_no = 311; + npc->y = 0x1C200; + npc->act_no = 311; } break; case 400: - gBoss[0].act_no = 401; - gBoss[0].act_wait = 0; - gBoss[0].xm = 0; - gBoss[0].ym = 0; + npc->act_no = 401; + npc->act_wait = 0; + npc->xm = 0; + npc->ym = 0; DeleteNpCharCode(339, 0); // Fallthrough case 401: - gBoss[0].y += (0x13E00 - gBoss[0].y) / 8; + npc->y += (0x13E00 - npc->y) / 8; - if (++gBoss[0].act_wait > 50) + if (++npc->act_wait > 50) { - gBoss[0].act_wait = 0; - gBoss[0].act_no = 410; + npc->act_wait = 0; + npc->act_no = 410; - for (int i = 0; i < 0x100; i += 0x20) - SetNpChar(346, gBoss[0].x, gBoss[0].y, 0, 0, i, gBoss, 0x50); + for (i = 0; i < 0x100; i += 0x20) + SetNpChar(346, npc->x, npc->y, 0, 0, i, npc, 0x50); - SetNpChar(343, gBoss[0].x, gBoss[0].y, 0, 0, 0, gBoss, 0x18); - SetNpChar(344, gBoss[0].x - 0x3000, gBoss[0].y - 0x4800, 0, 0, 0, gBoss, 0x20); - SetNpChar(344, gBoss[0].x + 0x3000, gBoss[0].y - 0x4800, 0, 0, 2, gBoss, 0x20); + SetNpChar(343, npc->x, npc->y, 0, 0, 0, npc, 0x18); + SetNpChar(344, npc->x - 0x3000, npc->y - 0x4800, 0, 0, 0, npc, 0x20); + SetNpChar(344, npc->x + 0x3000, npc->y - 0x4800, 0, 0, 2, npc, 0x20); } break; case 410: - if (++gBoss[0].act_wait > 50) + if (++npc->act_wait > 50) { - gBoss[0].act_wait = 0; - gBoss[0].act_no = 411; + npc->act_wait = 0; + npc->act_no = 411; } break; case 411: - if (++gBoss[0].act_wait % 30 == 1) - SetNpChar(348, (2 * (gBoss[0].act_wait / 30) + 2) << 13, 0x2A000, 0, 0, 0, 0, 0x180); + if (++npc->act_wait % 30 == 1) + { + x = (2 * (npc->act_wait / 30) + 2) * 0x10 * 0x200; + SetNpChar(348, x, 0x2A000, 0, 0, 0, 0, 0x180); + } - if (gBoss[0].act_wait / 3 & 1) + if (npc->act_wait / 3 % 2) PlaySoundObject(26, 1); - if (gBoss[0].act_wait > 540) - gBoss[0].act_no = 420; + if (npc->act_wait > 540) + npc->act_no = 420; break; case 420: - gBoss[0].act_no = 421; - gBoss[0].act_wait = 0; - gBoss[0].ani_wait = 0; + npc->act_no = 421; + npc->act_wait = 0; + npc->ani_wait = 0; SetQuake2(30); PlaySoundObject(35, 1); gBoss[1].act_no = 102; gBoss[2].act_no = 102; - for (int i = 0; i < 0x100; ++i) - SetNpChar(4, gBoss[0].x + (Random(-60, 60) * 0x200), gBoss[0].y + (Random(-60, 60) * 0x200), 0, 0, 0, 0, 0); + for (i = 0; i < 0x100; ++i) + { + x = npc->x + (Random(-60, 60) * 0x200); + y = npc->y + (Random(-60, 60) * 0x200); + SetNpChar(4, x, y, 0, 0, 0, 0, 0); + } // Fallthrough case 421: - if (++gBoss[0].ani_wait > 500) + if (++npc->ani_wait > 500) { - gBoss[0].ani_wait = 0; - gBoss[0].act_no = 422; + npc->ani_wait = 0; + npc->act_no = 422; } break; case 422: - if (++gBoss[0].ani_wait > 200) + if (++npc->ani_wait > 200) { - gBoss[0].ani_wait = 0; - gBoss[0].act_no = 423; + npc->ani_wait = 0; + npc->act_no = 423; } break; case 423: - if (++gBoss[0].ani_wait > 20) + if (++npc->ani_wait > 20) { - gBoss[0].ani_wait = 0; - gBoss[0].act_no = 424; + npc->ani_wait = 0; + npc->act_no = 424; } break; case 424: - if (++gBoss[0].ani_wait > 200) + if (++npc->ani_wait > 200) { - gBoss[0].ani_wait = 0; - gBoss[0].act_no = 425; + npc->ani_wait = 0; + npc->act_no = 425; } break; case 425: - if (++gBoss[0].ani_wait > 500) + if (++npc->ani_wait > 500) { - gBoss[0].ani_wait = 0; - gBoss[0].act_no = 426; + npc->ani_wait = 0; + npc->act_no = 426; } break; case 426: - if (++gBoss[0].ani_wait > 200) + if (++npc->ani_wait > 200) { - gBoss[0].ani_wait = 0; - gBoss[0].act_no = 427; + npc->ani_wait = 0; + npc->act_no = 427; } break; case 427: - if (++gBoss[0].ani_wait > 20) + if (++npc->ani_wait > 20) { - gBoss[0].ani_wait = 0; - gBoss[0].act_no = 428; + npc->ani_wait = 0; + npc->act_no = 428; } break; case 428: - if (++gBoss[0].ani_wait > 200) + if (++npc->ani_wait > 200) { - gBoss[0].ani_wait = 0; - gBoss[0].act_no = 421; + npc->ani_wait = 0; + npc->act_no = 421; } break; case 1000: - gBoss[0].act_no = 1001; - gBoss[0].act_wait = 0; + npc->act_no = 1001; + npc->act_wait = 0; + gBoss[1].act_no = 300; gBoss[2].act_no = 300; + + gBoss[1].act_no &= ~0x41; + gBoss[2].act_no &= ~0x41; + gBoss[0].bits &= ~0x41; gBoss[3].bits &= ~0x41; gBoss[4].bits &= ~0x41; gBoss[5].bits &= ~0x41; // Fallthrough case 1001: - if (++gBoss[0].act_wait % 12 == 0) + ++gBoss[0].act_wait; + + if (gBoss[0].act_wait % 12 == 0) PlaySoundObject(44, 1); SetDestroyNpChar(gBoss[0].x + (Random(-60, 60) * 0x200), gBoss[0].y + (Random(-60, 60) * 0x200), 1, 1); @@ -595,7 +624,9 @@ void ActBossChar_Ballos(void) case 1002: SetQuake2(40); - if (++gBoss[0].act_wait == 50) + ++gBoss[0].act_wait; + + if (gBoss[0].act_wait == 50) { gBoss[0].cond = 0; gBoss[1].cond = 0; @@ -610,62 +641,78 @@ void ActBossChar_Ballos(void) break; } - if (gBoss[0].act_no > 420 && gBoss[0].act_no < 500) + if (npc->act_no > 420 && npc->act_no < 500) { gBoss[3].bits |= 0x20; gBoss[4].bits |= 0x20; gBoss[5].bits |= 0x20; - if (++gBoss[0].act_wait > 300) + if (++npc->act_wait > 300) { - gBoss[0].act_wait = 0; + npc->act_wait = 0; - if (gMC.x > gBoss[0].x) + if (gMC.x > npc->x) { - for (int i = 0; i < 8; ++i) - SetNpChar(350, ((Random(-4, 4) + 156) * 0x2000) / 4, (Random(8, 68) * 0x2000) / 4, 0, 0, 0, 0, 0x100); + for (i = 0; i < 8; ++i) + { + x = ((Random(-4, 4) + 156) * 0x200 * 0x10) / 4; + y = (Random(8, 68) * 0x200 * 0x10) / 4; + SetNpChar(350, x, y, 0, 0, 0, 0, 0x100); + } } else { - for (int i = 0; i < 8; ++i) - SetNpChar(350, (Random(-4, 4) * 0x2000) / 4, (Random(8, 68) * 0x2000) / 4, 0, 0, 2, 0, 0x100); + for (i = 0; i < 8; ++i) + { + x = (Random(-4, 4) * 0x200 * 0x10) / 4; + y = (Random(8, 68) * 0x200 * 0x10) / 4; + SetNpChar(350, x, y, 0, 0, 2, 0, 0x100); + } } } - if (gBoss[0].act_wait == 270 || gBoss[0].act_wait == 280 || gBoss[0].act_wait == 290) + if (npc->act_wait == 270 || npc->act_wait == 280 || npc->act_wait == 290) { - SetNpChar(353, gBoss[0].x, gBoss[0].y - 0x6800, 0, 0, 1, 0, 0x100); + SetNpChar(353, npc->x, npc->y - 0x6800, 0, 0, 1, 0, 0x100); PlaySoundObject(39, 1); - for (int i = 0; i < 4; ++i) - SetNpChar(4, gBoss[0].x, gBoss[0].y - 0x6800, 0, 0, 0, 0, 0x100); + for (i = 0; i < 4; ++i) + SetNpChar(4, npc->x, npc->y - 0x6800, 0, 0, 0, 0, 0x100); } - if (gBoss[0].life > 500) + if (npc->life > 500) { if (Random(0, 10) == 2) - SetNpChar(270, gBoss[0].x + (Random(-40, 40) * 0x200), gBoss[0].y + (Random(0, 40) * 0x200), 0, 0, 3, 0, 0); + { + x = npc->x + (Random(-40, 40) * 0x200); + y = npc->y + (Random(0, 40) * 0x200); + SetNpChar(270, x, y, 0, 0, 3, 0, 0); + } } else { if (Random(0, 4) == 2) - SetNpChar(270, gBoss[0].x + (Random(-40, 40) * 0x200), gBoss[0].y + (Random(0, 40) * 0x200), 0, 0, 3, 0, 0); + { + x = npc->x + (Random(-40, 40) * 0x200); + y = npc->y + (Random(0, 40) * 0x200); + SetNpChar(270, x, y, 0, 0, 3, 0, 0); + } } } - if (gBoss[0].shock) + if (npc->shock) { - if ((++flash >> 1) & 1) - gBoss[3].ani_no = 0; - else + if (++flash / 2 % 2) gBoss[3].ani_no = 1; + else + gBoss[3].ani_no = 0; } else { gBoss[3].ani_no = 0; } - if (gBoss[0].act_no > 420) + if (npc->act_no > 420) gBoss[3].ani_no += 2; ActBossChar_Eye(&gBoss[1]);