Cleaned up NpcAct320.cpp
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e5b499ee67
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c247de7686
1 changed files with 34 additions and 23 deletions
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@ -14,7 +14,7 @@
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#include "Sound.h"
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#include "Triangle.h"
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//Curly (carried, shooting)
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// Curly (carried, shooting)
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void ActNpc320(NPCHAR *npc)
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{
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RECT rcLeft[3] = {
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@ -104,7 +104,7 @@ void ActNpc320(NPCHAR *npc)
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npc->rect = rcLeft[npc->ani_no];
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}
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//Curly's Nemesis
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// Curly's Nemesis
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void ActNpc321(NPCHAR *npc)
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{
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RECT rcLeft[3] = {
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@ -177,7 +177,7 @@ void ActNpc321(NPCHAR *npc)
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npc->rect = rcLeft[npc->ani_no];
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}
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//Deleet
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// Deleet
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void ActNpc322(NPCHAR *npc)
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{
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RECT rc[3] = {
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@ -222,18 +222,23 @@ void ActNpc322(NPCHAR *npc)
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case 0:
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SetNpChar(207, npc->x + 0x800, npc->y, 0, 0, 0, 0, 0x180);
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break;
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case 50:
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SetNpChar(207, npc->x + 0x800, npc->y, 0, 0, 1, 0, 0x180);
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break;
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case 100:
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SetNpChar(207, npc->x + 0x800, npc->y, 0, 0, 2, 0, 0x180);
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break;
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case 150:
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SetNpChar(207, npc->x + 0x800, npc->y, 0, 0, 3, 0, 0x180);
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break;
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case 200:
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SetNpChar(207, npc->x + 0x800, npc->y, 0, 0, 4, 0, 0x180);
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break;
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case 250:
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npc->hit.back = 0x6000;
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npc->hit.front = 0x6000;
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@ -265,7 +270,7 @@ void ActNpc322(NPCHAR *npc)
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}
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}
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//Bute (spinning)
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// Bute (spinning)
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void ActNpc323(NPCHAR *npc)
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{
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RECT rc[4] = {
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@ -293,12 +298,15 @@ void ActNpc323(NPCHAR *npc)
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case 0:
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npc->xm = -0x600;
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break;
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case 2:
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npc->xm = 0x600;
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break;
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case 1:
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npc->ym = -0x600;
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break;
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case 3:
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npc->ym = 0x600;
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break;
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@ -322,14 +330,17 @@ void ActNpc323(NPCHAR *npc)
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if (npc->x <= gMC.x + 0x4000)
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npc->act_no = 10;
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break;
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case 2:
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if (npc->x >= gMC.x - 0x4000)
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npc->act_no = 10;
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break;
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case 1:
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if (npc->y <= gMC.y + 0x4000)
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npc->act_no = 10;
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break;
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case 3:
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if (npc->y >= gMC.y - 0x4000)
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npc->act_no = 10;
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@ -354,7 +365,7 @@ void ActNpc323(NPCHAR *npc)
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npc->rect = rc[npc->ani_no];
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}
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//Bute generator
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// Bute generator
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void ActNpc324(NPCHAR *npc)
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{
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switch (npc->act_no)
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@ -374,7 +385,7 @@ void ActNpc324(NPCHAR *npc)
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}
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}
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//Heavy Press lightning
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// Heavy Press lightning
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void ActNpc325(NPCHAR *npc)
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{
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RECT rc[7] = {
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@ -436,7 +447,7 @@ void ActNpc325(NPCHAR *npc)
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npc->rect = rc[npc->ani_no];
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}
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//Sue/Itoh becoming humans
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// Sue/Itoh becoming humans
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void ActNpc326(NPCHAR *npc)
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{
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switch (npc->act_no)
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@ -446,7 +457,7 @@ void ActNpc326(NPCHAR *npc)
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npc->y -= 0x1000;
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npc->x += 0x2000;
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npc->ani_no = 0;
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//Fallthrough
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// Fallthrough
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case 1:
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if (++npc->act_wait > 80)
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{
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@ -540,7 +551,7 @@ void ActNpc326(NPCHAR *npc)
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npc->act_no = 41;
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npc->act_wait = 0;
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npc->ani_no = 0;
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//Fallthrough
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// Fallthrough
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case 41:
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if (++npc->act_wait == 30)
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npc->ani_no = 1;
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@ -579,7 +590,7 @@ void ActNpc326(NPCHAR *npc)
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npc->rect = rcSu[npc->ani_no];
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}
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//Sneeze
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// Sneeze
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void ActNpc327(NPCHAR *npc)
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{
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RECT rc[2] = {
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@ -624,14 +635,14 @@ void ActNpc327(NPCHAR *npc)
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npc->rect = rc[npc->ani_no];
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}
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//Thingy that turns Sue and Itoh into humans for 4 seconds
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// Thingy that turns Sue and Itoh into humans for 4 seconds
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void ActNpc328(NPCHAR *npc)
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{
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RECT rc = {96, 0, 128, 48};
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npc->rect = rc;
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}
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//Laboratory fan
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// Laboratory fan
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void ActNpc329(NPCHAR *npc)
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{
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RECT rc[2] = {
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@ -645,7 +656,7 @@ void ActNpc329(NPCHAR *npc)
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npc->rect = rc[1];
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}
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//Rolling
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// Rolling
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void ActNpc330(NPCHAR *npc)
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{
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RECT rc[3] = {
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@ -728,7 +739,7 @@ void ActNpc330(NPCHAR *npc)
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npc->rect = rc[npc->ani_no];
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}
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//Ballos bone projectile
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// Ballos bone projectile
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void ActNpc331(NPCHAR *npc)
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{
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RECT rc[4] = {
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@ -787,7 +798,7 @@ void ActNpc331(NPCHAR *npc)
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npc->rect = rc[npc->ani_no];
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}
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//Ballos shockwave
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// Ballos shockwave
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void ActNpc332(NPCHAR *npc)
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{
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int xm;
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@ -843,7 +854,7 @@ void ActNpc332(NPCHAR *npc)
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npc->rect = rc[npc->ani_no];
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}
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//Ballos lightning
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// Ballos lightning
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void ActNpc333(NPCHAR *npc)
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{
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RECT rc[2] = {
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@ -879,7 +890,7 @@ void ActNpc333(NPCHAR *npc)
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npc->rect = rc[npc->ani_no];
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}
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//Sweat
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// Sweat
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void ActNpc334(NPCHAR *npc)
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{
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RECT rcLeft[2] = {
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npc->rect = rcRight[npc->ani_no];
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}
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//Ikachan
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// Ikachan
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void ActNpc335(NPCHAR *npc)
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{
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RECT rc[3] = {
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npc->rect = rc[npc->ani_no];
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}
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//Ikachan generator
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// Ikachan generator
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void ActNpc336(NPCHAR *npc)
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{
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int y;
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@ -996,7 +1007,7 @@ void ActNpc336(NPCHAR *npc)
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break;
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case 10:
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if (++npc->act_wait % 4 == 1 )
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if (++npc->act_wait % 4 == 1)
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{
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y = npc->y + (Random(0, 13) * 0x200 * 0x10);
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SetNpChar(335, npc->x, y, 0, 0, 0, 0, 0);
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}
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}
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//Numhachi
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// Numhachi
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void ActNpc337(NPCHAR *npc)
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{
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RECT rcLeft[2] = {
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npc->rect = rcLeft[npc->ani_no];
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}
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//Green Devil
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// Green Devil
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void ActNpc338(NPCHAR *npc)
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{
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RECT rcLeft[2] = {
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npc->rect = rcRight[npc->ani_no];
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}
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//Green Devil generator
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// Green Devil generator
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void ActNpc339(NPCHAR *npc)
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{
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switch (npc->act_no)
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