Added more NPCs, and the TAM TSC command
This commit is contained in:
parent
0a6b90c597
commit
c0120068d3
5 changed files with 407 additions and 5 deletions
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@ -1,5 +1,5 @@
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#pragma once
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#define PATH_LENGTH 260 //Pixel had the path size locked to 260 (dangerously low), if you tried to open the executable in a path with more than around 220 characters, it'd crash.
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#define WINDOW_WIDTH 320
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#define WINDOW_HEIGHT 240
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#define WINDOW_WIDTH ((320*16)/9)
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#define WINDOW_HEIGHT 320
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@ -170,6 +170,9 @@ void ActNpc164(NPCHAR *npc);
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void ActNpc165(NPCHAR *npc);
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void ActNpc166(NPCHAR *npc);
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void ActNpc167(NPCHAR *npc);
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void ActNpc168(NPCHAR *npc);
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void ActNpc169(NPCHAR *npc);
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void ActNpc170(NPCHAR *npc);
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void ActNpc173(NPCHAR *npc);
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void ActNpc174(NPCHAR *npc);
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@ -10,6 +10,7 @@
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#include "Triangle.h"
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#include "Frame.h"
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#include "Caret.h"
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#include "MycParam.h"
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//Puu Black
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void ActNpc160(NPCHAR *npc)
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@ -516,6 +517,396 @@ void ActNpc167(NPCHAR *npc)
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npc->rect = rect[npc->ani_no];
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}
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//Boulder
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void ActNpc168(NPCHAR *npc)
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{
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RECT rect[1];
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rect[0] = {264, 56, 320, 96};
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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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break;
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case 10:
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npc->act_no = 11;
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npc->act_wait = 0;
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npc->tgt_x = npc->x;
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// Fallthrough
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case 11:
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++npc->act_wait;
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npc->x = npc->tgt_x;
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if (npc->act_wait / 3 % 2)
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npc->x += 0x200;
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break;
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case 20:
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npc->act_no = 21;
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npc->act_wait = 0;
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npc->ym = -0x400;
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npc->xm = 0x100;
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PlaySoundObject(25, 1);
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// Fallthrough
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case 21:
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npc->ym += 0x10;
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npc->x += npc->xm;
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npc->y += npc->ym;
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if (npc->act_wait && npc->flag & 8)
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{
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PlaySoundObject(35, 1);
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SetQuake(40);
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npc->act_no = 0;
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}
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if (npc->act_wait == 0)
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++npc->act_wait;
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break;
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}
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npc->rect = rect[0];
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}
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//Balrog (missile)
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void ActNpc169(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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npc->act_no = 1;
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npc->ani_no = 0;
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npc->act_wait = 30;
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if (gMC.x < npc->x)
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npc->direct = 0;
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else
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npc->direct = 2;
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// Fallthrough
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case 1:
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if (--npc->act_wait == 0)
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{
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npc->act_no = 2;
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++npc->count1;
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}
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break;
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case 2:
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npc->act_no = 3;
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npc->act_wait = 0;
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npc->ani_no = 1;
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npc->ani_wait = 0;
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// Fallthrough
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case 3:
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if (++npc->ani_wait > 3)
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{
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npc->ani_wait = 0;
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++npc->ani_no;
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if (npc->ani_no == 2 || npc->ani_no == 4)
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PlaySoundObject(23, 1);
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}
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if (npc->ani_no > 4)
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npc->ani_no = 1;
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if (npc->direct == 0)
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npc->xm -= 0x20;
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else
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npc->xm += 0x20;
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if (npc->act_wait >= 8 && gMC.x > npc->x - 0x1800 && gMC.x < npc->x + 0x1800 && gMC.y > npc->y - 0x1800 && gMC.y < npc->y + 0x1000)
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{
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npc->act_no = 10;
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npc->ani_no = 5;
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gMC.cond |= 2;
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DamageMyChar(5);
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}
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else
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{
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if (++npc->act_wait > 75)
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{
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npc->act_no = 9;
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npc->ani_no = 0;
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}
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else
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{
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if (npc->flag & 5)
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{
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if (npc->count2 < 5)
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{
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++npc->count2;
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}
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else
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{
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npc->act_no = 4;
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npc->act_wait = 0;
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npc->ani_no = 7;
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npc->ym = -0x5FF;
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}
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}
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else
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{
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npc->count2 = 0;
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}
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if (npc->count1 % 2 == 0 && npc->act_wait > 25)
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{
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npc->act_no = 4;
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npc->act_wait = 0;
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npc->ani_no = 7;
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npc->ym = -0x5FF;
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}
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}
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}
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break;
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case 4:
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if (gMC.x < npc->x)
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npc->direct = 0;
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else
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npc->direct = 2;
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++npc->act_wait;
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if (npc->act_wait < 30 && npc->act_wait % 6 == 1)
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{
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PlaySoundObject(39, 1);
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SetNpChar(170, npc->x, npc->y, 0, 0, npc->direct, 0, 0x100);
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}
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if (npc->flag & 8)
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{
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npc->act_no = 9;
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npc->ani_no = 8;
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SetQuake(30);
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PlaySoundObject(26, 1);
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}
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if (npc->act_wait >= 8 && gMC.x > npc->x - 0x1800 && gMC.x < npc->x + 0x1800 && gMC.y > npc->y - 0x1800 && gMC.y < npc->y + 0x1000)
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{
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npc->act_no = 10;
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npc->ani_no = 5;
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gMC.cond |= 2;
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DamageMyChar(10);
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}
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break;
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case 9:
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npc->xm = 4 * npc->xm / 5;
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if (npc->xm == 0)
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npc->act_no = 0;
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break;
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case 10:
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gMC.x = npc->x;
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gMC.y = npc->y;
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npc->xm = 4 * npc->xm / 5;
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if (npc->xm == 0)
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{
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npc->act_no = 11;
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npc->act_wait = 0;
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npc->ani_no = 5;
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npc->ani_wait = 0;
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}
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break;
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case 11:
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gMC.x = npc->x;
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gMC.y = npc->y;
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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 > 6)
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npc->ani_no = 5;
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if (++npc->act_wait > 100)
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npc->act_no = 20;
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break;
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case 20:
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PlaySoundObject(25, 1);
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gMC.cond &= ~2;
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if (npc->direct == 0)
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{
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gMC.x += 0x800;
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gMC.y -= 0x1000;
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gMC.xm = 0x5FF;
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gMC.ym = -0x200;
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gMC.direct = 2;
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npc->direct = 2;
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}
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else
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{
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gMC.x -= 0x800;
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gMC.y -= 0x1000;
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gMC.xm = -0x5FF;
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gMC.ym = -0x200;
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gMC.direct = 0;
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npc->direct = 0;
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}
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npc->act_no = 21;
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npc->act_wait = 0;
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npc->ani_no = 7;
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// Fallthrough
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case 21:
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if (++npc->act_wait >= 50)
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npc->act_no = 0;
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break;
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}
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npc->ym += 0x20;
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if (npc->xm < -0x300)
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npc->xm = -0x300;
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if (npc->xm > 0x300)
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npc->xm = 0x300;
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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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RECT rect_left[9];
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RECT rect_right[9];
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rect_left[0] = {0, 0, 40, 24};
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rect_left[1] = {0, 48, 40, 72};
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rect_left[2] = {0, 0, 40, 24};
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rect_left[3] = {40, 48, 80, 72};
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rect_left[4] = {0, 0, 40, 24};
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rect_left[5] = {80, 48, 120, 72};
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rect_left[6] = {120, 48, 160, 72};
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rect_left[7] = {120, 0, 160, 24};
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rect_left[8] = {80, 0, 120, 24};
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rect_right[0] = {0, 24, 40, 48};
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rect_right[1] = {0, 72, 40, 96};
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rect_right[2] = {0, 24, 40, 48};
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rect_right[3] = {40, 72, 80, 96};
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rect_right[4] = {0, 24, 40, 48};
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rect_right[5] = {80, 72, 120, 96};
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rect_right[6] = {120, 72, 160, 96};
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rect_right[7] = {120, 24, 160, 48};
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rect_right[8] = {80, 24, 120, 48};
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if (npc->direct == 0)
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npc->rect = rect_left[npc->ani_no];
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else
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npc->rect = rect_right[npc->ani_no];
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}
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//Balrog missile
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void ActNpc170(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] = {112, 96, 128, 104};
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rcLeft[1] = {128, 96, 144, 104};
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rcRight[0] = {112, 104, 128, 112};
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rcRight[1] = {128, 104, 144, 112};
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bool bHit = false;
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if (npc->direct == 0 && npc->flag & 1)
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bHit = true;
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if (npc->direct == 2 && npc->flag & 4)
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bHit = true;
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if (bHit)
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{
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PlaySoundObject(44, 1);
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SetDestroyNpChar(npc->x, npc->y, 0, 3);
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VanishNpChar(npc);
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return;
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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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npc->act_no = 1;
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if (npc->direct == 0)
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npc->xm = Random(1, 2) * 0x200;
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else
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npc->xm = Random(-2, -1) * 0x200;
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npc->ym = Random(-2, 0) * 0x200;
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// Fallthrough
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case 1:
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++npc->count1;
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if (npc->direct == 0)
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{
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npc->xm -= 0x20;
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if (npc->count1 % 3 == 1)
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SetCaret(npc->x + 0x1000, npc->y, 7, 2);
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}
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else
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{
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npc->xm += 0x20;
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if (npc->count1 % 3 == 1)
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SetCaret(npc->x - 0x1000, npc->y, 7, 0);
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}
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if (npc->count1 >= 50)
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{
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npc->ym = 0;
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}
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else
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{
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if (gMC.y > npc->y)
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npc->ym += 0x20;
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else
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npc->ym -= 0x20;
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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->xm < -0x400)
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npc->xm = -0x600;
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if (npc->xm > 0x400)
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npc->xm = 0x600;
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npc->x += npc->xm;
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npc->y += npc->ym;
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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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//Gaudi (armoured)
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void ActNpc173(NPCHAR *npc)
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{
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@ -224,9 +224,9 @@ NPCFUNCTION gpNpcFuncTbl[361] =
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ActNpc165,
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ActNpc166,
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ActNpc167,
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nullptr,
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nullptr,
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nullptr,
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ActNpc168,
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ActNpc169,
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ActNpc170,
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nullptr,
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nullptr,
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ActNpc173,
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@ -673,6 +673,14 @@ int TextScriptProc()
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SubArmsData(z);
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gTS.p_read += 8;
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}
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else if (IS_COMMAND('T','A','M'))
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{
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x = GetTextScriptNo(gTS.p_read + 4);
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y = GetTextScriptNo(gTS.p_read + 9);
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z = GetTextScriptNo(gTS.p_read + 14);
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TradeArms(x, y, z);
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gTS.p_read += 18;
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}
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else if (IS_COMMAND('P','S','+'))
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{
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x = GetTextScriptNo(gTS.p_read + 4);
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