Cleaned up NpcAct260.cpp
Also changed regex to "((//|\;)[^ \t\n]|(for|while|if|while|do|void|int|bool)\((for|while|if|while|do)\ \(.*\)\|\ \)|\(\ |//\ [a-z]|\ \ )|break;\n[\t]*case"
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33071564a3
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1 changed files with 30 additions and 24 deletions
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@ -108,7 +108,7 @@ void ActNpc261(NPCHAR *npc)
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break;
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case 2:
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if (++npc->act_wait > 12 )
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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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@ -128,7 +128,7 @@ void ActNpc261(NPCHAR *npc)
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npc->rect = rcRight[npc->ani_no];
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}
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//Chaco (caged)
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// Chaco (caged)
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void ActNpc262(NPCHAR *npc)
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{
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RECT rcLeft[2] = {
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@ -181,7 +181,7 @@ void ActNpc262(NPCHAR *npc)
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npc->rect = rcRight[npc->ani_no];
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}
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//Doctor (boss)
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// Doctor (boss)
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void ActNpc263(NPCHAR *npc)
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{
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int deg;
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@ -354,7 +354,7 @@ void ActNpc263(NPCHAR *npc)
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break;
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case 102:
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if (++npc->act_wait > 40 )
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if (++npc->act_wait > 40)
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{
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npc->act_no = 103;
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npc->act_wait = 16;
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@ -465,7 +465,7 @@ void ActNpc263(NPCHAR *npc)
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}
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}
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//Doctor red wave (projectile)
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// Doctor red wave (projectile)
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void ActNpc264(NPCHAR *npc)
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{
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unsigned char deg;
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@ -513,7 +513,7 @@ void ActNpc264(NPCHAR *npc)
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npc->rect = rc;
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}
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//Doctor red ball projectile
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// Doctor red ball projectile
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void ActNpc265(NPCHAR *npc)
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{
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RECT rc[3] = {
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@ -534,8 +534,8 @@ void ActNpc265(NPCHAR *npc)
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npc->rect = rc[npc->ani_no];
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}
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//Doctor red ball projectile (bouncing)
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void ActNpc266(NPCHAR *npc)
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// Doctor red ball projectile (bouncing)
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void ActNpc266( NPCHAR *npc)
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{
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RECT rc[2] = {
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{304, 16, 320, 32},
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@ -567,7 +567,7 @@ void ActNpc266(NPCHAR *npc)
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VanishNpChar(npc);
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}
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//Muscle Doctor
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// Muscle Doctor
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void ActNpc267(NPCHAR *npc)
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{
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RECT rcLeft[10] = {
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@ -724,18 +724,22 @@ void ActNpc267(NPCHAR *npc)
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case 8:
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npc->act_no = 20;
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break;
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case 2:
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case 7:
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npc->act_no = 100;
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break;
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case 3:
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case 6:
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npc->act_no = 30;
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break;
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case 1:
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case 9:
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npc->act_no = 40;
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break;
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default:
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npc->act_no = 15;
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npc->act_wait = 0;
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@ -830,7 +834,7 @@ void ActNpc267(NPCHAR *npc)
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PlaySoundObject(39, 1);
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}
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if ( npc->act_wait > 90 )
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if (npc->act_wait > 90)
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npc->act_no = 10;
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break;
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@ -957,12 +961,12 @@ void ActNpc267(NPCHAR *npc)
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npc->tgt_x = gMC.x;
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npc->tgt_y = gMC.y - 0x4000;
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if ( npc->tgt_y < 0x8000 )
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if (npc->tgt_y < 0x8000)
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npc->tgt_y = 0x8000;
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if ( npc->tgt_x < 0x8000 )
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if (npc->tgt_x < 0x8000)
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npc->tgt_x = 0x8000;
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if ( npc->tgt_x > 0x48000 )
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if (npc->tgt_x > 0x48000)
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npc->tgt_x = 0x48000;
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}
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@ -1128,7 +1132,7 @@ void ActNpc267(NPCHAR *npc)
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}
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}
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//Igor (enemy)
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// Igor (enemy)
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void ActNpc268(NPCHAR *npc)
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{
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unsigned char deg;
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@ -1331,7 +1335,7 @@ void ActNpc268(NPCHAR *npc)
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npc->rect = rcRight[npc->ani_no];
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}
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//Red Bat (bouncing)
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// Red Bat (bouncing)
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void ActNpc269(NPCHAR *npc)
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{
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RECT rcLeft[3] = {
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@ -1394,7 +1398,7 @@ void ActNpc269(NPCHAR *npc)
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npc->rect = rcRight[npc->ani_no];
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}
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//Doctor's blood (or """"red energy"""")
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// Doctor's blood (or """"red energy"""")
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void ActNpc270(NPCHAR *npc)
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{
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RECT rc[2] = {
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@ -1563,7 +1567,7 @@ void ActNpc272(NPCHAR *npc)
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}
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}
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//Droll projectile
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// Droll projectile
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void ActNpc273(NPCHAR *npc)
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{
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RECT rc[3] = {
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@ -1602,7 +1606,7 @@ void ActNpc273(NPCHAR *npc)
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npc->rect = rc[npc->ani_no];
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}
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//Droll
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// Droll
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void ActNpc274(NPCHAR *npc)
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{
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RECT rcLeft[6] = {
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npc->rect = rcRight[npc->ani_no];
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}
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//Puppy (plantation)
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// Puppy (plantation)
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void ActNpc275(NPCHAR *npc)
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{
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RECT rcRight[4] = {
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@ -1790,7 +1794,7 @@ void ActNpc275(NPCHAR *npc)
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npc->rect = rcRight[npc->ani_no];
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}
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//Red Demon
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// Red Demon
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void ActNpc276(NPCHAR *npc)
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{
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RECT rcLeft[9] = {
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@ -1994,7 +1998,7 @@ void ActNpc276(NPCHAR *npc)
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npc->rect = rcRight[npc->ani_no];
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}
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//Red Demon projectile
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// Red Demon projectile
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void ActNpc277(NPCHAR *npc)
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{
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RECT rc[3] = {
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@ -2033,7 +2037,7 @@ void ActNpc277(NPCHAR *npc)
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npc->rect = rc[npc->ani_no];
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}
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//Little family
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// Little family
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void ActNpc278(NPCHAR *npc)
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{
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RECT rcPapa[2] = {
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case 11:
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if (npc->direct == 0 && (npc->flag & 1))
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npc->direct = 2;
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else if ( npc->direct == 2 && npc->flag & 4 )
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else if (npc->direct == 2 && npc->flag & 4)
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npc->direct = 0;
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if (npc->direct == 0)
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}
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}
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//Falling block (large)
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// Falling block (large)
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void ActNpc279(NPCHAR *npc)
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{
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RECT rc[2] = {
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npc->bits |= 4;
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npc->ani_no = 0;
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break;
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case 2:
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npc->act_no = 100;
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npc->bits |= 4;
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@ -2178,6 +2183,7 @@ void ActNpc279(NPCHAR *npc)
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npc->hit.top = 0x1000;
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npc->hit.bottom = 0x1000;
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break;
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case 1:
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npc->ani_no = 0;
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npc->act_no = 10;
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