Un-abbreviated "SPRITE" from "SPRT" in sprite macro names
Signed-off-by: Gabriel Ravier <gabravier@gmail.com>
This commit is contained in:
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1 changed files with 47 additions and 47 deletions
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@ -13,15 +13,15 @@
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enum BalfrogSprites
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{
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BALFROG_SPRT_NOTHING = 0,
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BALFROG_SPRT_STANDING_STILL = 1,
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BALFROG_SPRT_MOUTH_BARELY_OPEN_CROUCHING = 2,
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BALFROG_SPRT_MOUTH_OPEN_CROUCHING = 3,
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BALFROG_SPRT_MOUTH_OPEN_CROUCHING_FLASHING = 4,
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BALFROG_SPRT_JUMPING = 5,
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BALFROG_SPRT_BALROG_WHITE = 6,
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BALFROG_SPRT_BALROG_CROUCHING = 7,
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BALFROG_SPRT_BALROG_JUMPING = 8
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BALFROG_SPRITE_NOTHING = 0,
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BALFROG_SPRITE_STANDING_STILL = 1,
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BALFROG_SPRITE_MOUTH_BARELY_OPEN_CROUCHING = 2,
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BALFROG_SPRITE_MOUTH_OPEN_CROUCHING = 3,
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BALFROG_SPRITE_MOUTH_OPEN_CROUCHING_FLASHING = 4,
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BALFROG_SPRITE_JUMPING = 5,
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BALFROG_SPRITE_BALROG_WHITE = 6,
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BALFROG_SPRITE_BALROG_CROUCHING = 7,
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BALFROG_SPRITE_BALROG_JUMPING = 8
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};
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enum BalfrogStates
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@ -69,7 +69,7 @@ static void ActBossChar02_01(void)
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switch (gBoss[0].ani_no)
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{
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case BALFROG_SPRT_NOTHING:
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case BALFROG_SPRITE_NOTHING:
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boss->hit_voice = SND_BEHEMOTH_LARGE_HURT;
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boss->hit.front = PIXELS_TO_UNITS(16);
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boss->hit.top = PIXELS_TO_UNITS(16);
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@ -79,23 +79,23 @@ static void ActBossChar02_01(void)
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boss->bits = NPC_INVULNERABLE;
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break;
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case BALFROG_SPRT_STANDING_STILL:
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case BALFROG_SPRITE_STANDING_STILL:
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boss->x = gBoss[0].x + PIXELS_TO_UNITS(-24) * minus;
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boss->y = gBoss[0].y - PIXELS_TO_UNITS(24);
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break;
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case BALFROG_SPRT_MOUTH_BARELY_OPEN_CROUCHING:
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case BALFROG_SPRITE_MOUTH_BARELY_OPEN_CROUCHING:
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boss->x = gBoss[0].x + PIXELS_TO_UNITS(-24) * minus;
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boss->y = gBoss[0].y - PIXELS_TO_UNITS(20);
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break;
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case BALFROG_SPRT_MOUTH_OPEN_CROUCHING:
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case BALFROG_SPRT_MOUTH_OPEN_CROUCHING_FLASHING:
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case BALFROG_SPRITE_MOUTH_OPEN_CROUCHING:
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case BALFROG_SPRITE_MOUTH_OPEN_CROUCHING_FLASHING:
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boss->x = gBoss[0].x + PIXELS_TO_UNITS(-24) * minus;
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boss->y = gBoss[0].y - PIXELS_TO_UNITS(16);
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break;
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case BALFROG_SPRT_JUMPING:
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case BALFROG_SPRITE_JUMPING:
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boss->x = gBoss[0].x + PIXELS_TO_UNITS(-24) * minus;
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boss->y = gBoss[0].y - PIXELS_TO_UNITS(43);
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break;
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@ -108,7 +108,7 @@ static void ActBossChar02_02(void)
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switch (gBoss[0].ani_no)
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{
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case BALFROG_SPRT_NOTHING:
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case BALFROG_SPRITE_NOTHING:
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boss->hit_voice = SND_BEHEMOTH_LARGE_HURT;
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boss->hit.front = PIXELS_TO_UNITS(24);
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boss->hit.top = PIXELS_TO_UNITS(16);
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@ -118,11 +118,11 @@ static void ActBossChar02_02(void)
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boss->bits = NPC_INVULNERABLE;
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break;
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case BALFROG_SPRT_STANDING_STILL:
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case BALFROG_SPRT_MOUTH_BARELY_OPEN_CROUCHING:
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case BALFROG_SPRT_MOUTH_OPEN_CROUCHING:
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case BALFROG_SPRT_MOUTH_OPEN_CROUCHING_FLASHING:
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case BALFROG_SPRT_JUMPING:
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case BALFROG_SPRITE_STANDING_STILL:
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case BALFROG_SPRITE_MOUTH_BARELY_OPEN_CROUCHING:
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case BALFROG_SPRITE_MOUTH_OPEN_CROUCHING:
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case BALFROG_SPRITE_MOUTH_OPEN_CROUCHING_FLASHING:
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case BALFROG_SPRITE_JUMPING:
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boss->x = gBoss[0].x;
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boss->y = gBoss[0].y;
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break;
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@ -189,7 +189,7 @@ void ActBossChar_Frog(void)
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case BALFROG_START:
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boss->act_no = (BALFROG_START + 1);
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boss->ani_no = BALFROG_SPRT_MOUTH_OPEN_CROUCHING;
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boss->ani_no = BALFROG_SPRITE_MOUTH_OPEN_CROUCHING;
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boss->cond = NPCCOND_ALIVE;
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boss->rect = rcRight[0];
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@ -211,16 +211,16 @@ void ActBossChar_Frog(void)
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// Fallthrough
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case BALFROG_FLICKER:
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if (++boss->act_wait / 2 % 2)
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boss->ani_no = BALFROG_SPRT_MOUTH_OPEN_CROUCHING;
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boss->ani_no = BALFROG_SPRITE_MOUTH_OPEN_CROUCHING;
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else
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boss->ani_no = BALFROG_SPRT_NOTHING;
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boss->ani_no = BALFROG_SPRITE_NOTHING;
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break;
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case BALFROG_WAIT:
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boss->act_no = BALFROG_INITIALIZE_HOP_1;
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boss->act_wait = 0;
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boss->ani_no = BALFROG_SPRT_STANDING_STILL;
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boss->ani_no = BALFROG_SPRITE_STANDING_STILL;
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boss->xm = 0;
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// Fallthrough
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case BALFROG_INITIALIZE_HOP_1:
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@ -228,7 +228,7 @@ void ActBossChar_Frog(void)
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{
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boss->act_no = BALFROG_INITIALIZE_HOP_2;
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boss->ani_wait = 0;
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boss->ani_no = BALFROG_SPRT_MOUTH_BARELY_OPEN_CROUCHING;
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boss->ani_no = BALFROG_SPRITE_MOUTH_BARELY_OPEN_CROUCHING;
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}
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break;
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@ -238,7 +238,7 @@ void ActBossChar_Frog(void)
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{
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boss->act_no = BALFROG_HOP;
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boss->ani_wait = 0;
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boss->ani_no = BALFROG_SPRT_STANDING_STILL;
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boss->ani_no = BALFROG_SPRITE_STANDING_STILL;
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}
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break;
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@ -247,7 +247,7 @@ void ActBossChar_Frog(void)
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if (++boss->ani_wait > 4)
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{
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boss->act_no = BALFROG_MIDAIR;
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boss->ani_no = BALFROG_SPRT_JUMPING;
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boss->ani_no = BALFROG_SPRITE_JUMPING;
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boss->ym = PIXELS_TO_UNITS(-2);
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PlaySoundObject(25, 1);
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@ -280,7 +280,7 @@ void ActBossChar_Frog(void)
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PlaySoundObject(SND_LARGE_OBJECT_HIT_GROUND, 1);
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SetQuake(30);
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boss->act_no = BALFROG_WAIT;
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boss->ani_no = BALFROG_SPRT_STANDING_STILL;
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boss->ani_no = BALFROG_SPRITE_STANDING_STILL;
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boss->view.top = PIXELS_TO_UNITS(48);
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boss->view.bottom = PIXELS_TO_UNITS(16);
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@ -305,7 +305,7 @@ void ActBossChar_Frog(void)
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break;
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case BALFROG_INITIALIZE_LAND:
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boss->ani_no = BALFROG_SPRT_STANDING_STILL;
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boss->ani_no = BALFROG_SPRITE_STANDING_STILL;
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boss->act_wait = 0;
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boss->act_no = BALFROG_LAND;
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// Fallthrough
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@ -315,7 +315,7 @@ void ActBossChar_Frog(void)
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if (boss->act_wait > SECONDS_TO_FRAMES(1))
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{
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boss->ani_no = BALFROG_SPRT_MOUTH_BARELY_OPEN_CROUCHING;
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boss->ani_no = BALFROG_SPRITE_MOUTH_BARELY_OPEN_CROUCHING;
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boss->ani_wait = 0;
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boss->act_no = BALFROG_INITIALIZE_SHOOT;
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}
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@ -327,7 +327,7 @@ void ActBossChar_Frog(void)
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{
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boss->act_no = BALFROG_SHOOT;
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boss->act_wait = 0;
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boss->ani_no = BALFROG_SPRT_MOUTH_OPEN_CROUCHING;
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boss->ani_no = BALFROG_SPRITE_MOUTH_OPEN_CROUCHING;
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boss->count1 = 16;
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gBoss[1].bits |= NPC_SHOOTABLE;
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boss->tgt_x = boss->life;
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@ -339,14 +339,14 @@ void ActBossChar_Frog(void)
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if (boss->shock)
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{
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if (boss->count2++ / 2 % 2)
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boss->ani_no = BALFROG_SPRT_MOUTH_OPEN_CROUCHING_FLASHING;
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boss->ani_no = BALFROG_SPRITE_MOUTH_OPEN_CROUCHING_FLASHING;
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else
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boss->ani_no = BALFROG_SPRT_MOUTH_OPEN_CROUCHING;
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boss->ani_no = BALFROG_SPRITE_MOUTH_OPEN_CROUCHING;
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}
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else
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{
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boss->count2 = 0;
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boss->ani_no = BALFROG_SPRT_MOUTH_OPEN_CROUCHING;
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boss->ani_no = BALFROG_SPRITE_MOUTH_OPEN_CROUCHING;
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}
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boss->xm = 10 * boss->xm / 11;
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@ -377,7 +377,7 @@ void ActBossChar_Frog(void)
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{
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boss->act_no = BALFROG_AFTER_SHOOT_WAIT;
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boss->act_wait = 0;
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boss->ani_no = BALFROG_SPRT_MOUTH_BARELY_OPEN_CROUCHING;
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boss->ani_no = BALFROG_SPRITE_MOUTH_BARELY_OPEN_CROUCHING;
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boss->ani_wait = 0;
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gBoss[1].bits &= ~NPC_SHOOTABLE;
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}
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@ -399,7 +399,7 @@ void ActBossChar_Frog(void)
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}
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boss->ani_wait = 0;
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boss->ani_no = BALFROG_SPRT_STANDING_STILL;
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boss->ani_no = BALFROG_SPRITE_STANDING_STILL;
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}
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break;
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@ -407,7 +407,7 @@ void ActBossChar_Frog(void)
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case BALFROG_INITIALIZE_LEAP_1:
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boss->act_no = BALFROG_INITIALIZE_LEAP_2;
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boss->act_wait = 0;
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boss->ani_no = BALFROG_SPRT_STANDING_STILL;
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boss->ani_no = BALFROG_SPRITE_STANDING_STILL;
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boss->xm = 0;
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// Fallthrough
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case BALFROG_INITIALIZE_LEAP_2:
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@ -415,7 +415,7 @@ void ActBossChar_Frog(void)
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{
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boss->act_no = BALFROG_INITIALIZE_LEAP_3;
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boss->ani_wait = 0;
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boss->ani_no = BALFROG_SPRT_MOUTH_BARELY_OPEN_CROUCHING;
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boss->ani_no = BALFROG_SPRITE_MOUTH_BARELY_OPEN_CROUCHING;
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}
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break;
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@ -425,7 +425,7 @@ void ActBossChar_Frog(void)
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{
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boss->act_no = BALFROG_LEAP;
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boss->ani_wait = 0;
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boss->ani_no = BALFROG_SPRT_STANDING_STILL;
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boss->ani_no = BALFROG_SPRITE_STANDING_STILL;
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}
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break;
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@ -434,7 +434,7 @@ void ActBossChar_Frog(void)
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if (++boss->ani_wait > 4)
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{
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boss->act_no = BALFROG_LEAP_MIDAIR;
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boss->ani_no = BALFROG_SPRT_JUMPING;
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boss->ani_no = BALFROG_SPRITE_JUMPING;
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boss->ym = PIXELS_TO_UNITS(-5);
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boss->view.top = PIXELS_TO_UNITS(64);
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boss->view.bottom = PIXELS_TO_UNITS(24);
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@ -449,7 +449,7 @@ void ActBossChar_Frog(void)
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PlaySoundObject(SND_LARGE_OBJECT_HIT_GROUND, 1);
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SetQuake(60);
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boss->act_no = BALFROG_WAIT;
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boss->ani_no = BALFROG_SPRT_STANDING_STILL;
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boss->ani_no = BALFROG_SPRITE_STANDING_STILL;
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boss->view.top = PIXELS_TO_UNITS(48);
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boss->view.bottom = PIXELS_TO_UNITS(16);
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@ -479,7 +479,7 @@ void ActBossChar_Frog(void)
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case BALFROG_DIE:
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boss->act_no = BALFROG_DIE_FLASHING;
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boss->ani_no = BALFROG_SPRT_MOUTH_OPEN_CROUCHING;
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boss->ani_no = BALFROG_SPRITE_MOUTH_OPEN_CROUCHING;
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boss->act_wait = 0;
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boss->xm = 0;
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PlaySoundObject(SND_EXPLOSION, 1);
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@ -514,7 +514,7 @@ void ActBossChar_Frog(void)
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boss->view.top = PIXELS_TO_UNITS(12);
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boss->view.back = PIXELS_TO_UNITS(24);
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boss->view.bottom = PIXELS_TO_UNITS(12);
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boss->ani_no = BALFROG_SPRT_BALROG_WHITE;
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boss->ani_no = BALFROG_SPRITE_BALROG_WHITE;
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}
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else
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{
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@ -522,7 +522,7 @@ void ActBossChar_Frog(void)
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boss->view.top = PIXELS_TO_UNITS(48);
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boss->view.back = PIXELS_TO_UNITS(32);
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boss->view.bottom = PIXELS_TO_UNITS(16);
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boss->ani_no = BALFROG_SPRT_MOUTH_OPEN_CROUCHING;
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boss->ani_no = BALFROG_SPRITE_MOUTH_OPEN_CROUCHING;
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}
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if (boss->act_wait % 9 == 0)
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@ -544,7 +544,7 @@ void ActBossChar_Frog(void)
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{
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boss->act_no = BALFROG_GO_INTO_CEILING;
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boss->act_wait = 0;
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boss->ani_no = BALFROG_SPRT_BALROG_CROUCHING;
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boss->ani_no = BALFROG_SPRITE_BALROG_CROUCHING;
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}
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break;
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@ -552,7 +552,7 @@ void ActBossChar_Frog(void)
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case BALFROG_GO_INTO_CEILING:
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if (++boss->act_wait > 30)
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{
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boss->ani_no = BALFROG_SPRT_BALROG_JUMPING;
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boss->ani_no = BALFROG_SPRITE_BALROG_JUMPING;
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boss->ym = PIXELS_TO_UNITS(-5);
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boss->bits |= NPC_IGNORE_SOLIDITY;
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boss->act_no = BALFROG_GONE_INTO_CEILING;
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