Document ActNpc061 (King)
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3 changed files with 45 additions and 37 deletions
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@ -160,7 +160,7 @@ void SetDestroyNpChar(int x, int y, int w, int num)
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{
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{
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offset_x = Random(-w, w) * 0x200;
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offset_x = Random(-w, w) * 0x200;
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offset_y = Random(-w, w) * 0x200;
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offset_y = Random(-w, w) * 0x200;
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SetNpChar(4, x + offset_x, y + offset_y, 0, 0, 0, NULL, 0x100);
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SetNpChar(NPC_SMOKE, x + offset_x, y + offset_y, 0, 0, 0, NULL, 0x100);
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}
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}
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// Flash effect
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// Flash effect
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@ -47,8 +47,9 @@ enum NPCNames
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NPC_MALCO_UNDAMAGED = 107,
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NPC_MALCO_UNDAMAGED = 107,
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NPC_PROJECTILE_BALFROG_SPITBALL = 108,
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NPC_PROJECTILE_BALFROG_SPITBALL = 108,
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NPC_MALCO_DAMAGED = 109,
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NPC_MALCO_DAMAGED = 109,
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NPC_ENEMY_PUCHI = 110
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NPC_ENEMY_PUCHI = 110,
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// To be continued
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// To be continued
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NPC_KINGS_SWORD = 145
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};
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};
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typedef struct NPCHAR
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typedef struct NPCHAR
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@ -202,36 +202,40 @@ void ActNpc061(NPCHAR *npc)
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int i;
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int i;
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RECT rcLeft[11] = {
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RECT rcLeft[11] = {
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{224, 32, 240, 48},
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// NpcRegu
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{240, 32, 256, 48},
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{224, 32, 240, 48}, // 0 - Stood
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{256, 32, 272, 48},
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{240, 32, 256, 48}, // 1 - Blinking
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{272, 32, 288, 48},
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{256, 32, 272, 48}, // 2 - Injured - falling backwards
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{288, 32, 304, 48},
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{272, 32, 288, 48}, // 3 - Lying down
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{224, 32, 240, 48},
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{288, 32, 304, 48}, // 4 - Walking - frame 1
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{304, 32, 320, 48},
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{224, 32, 240, 48}, // 5 - Walking - frame 2
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{224, 32, 240, 48},
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{304, 32, 320, 48}, // 6 - Walking - frame 3
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{272, 32, 288, 48},
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{224, 32, 240, 48}, // 7 - Walking - frame 4
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{0, 0, 0, 0},
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{272, 32, 288, 48}, // 8 - Dying - frame 1
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{112, 32, 128, 48},
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{0, 0, 0, 0}, // 9 - Dying - frame 2
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// NpcSym
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{112, 32, 128, 48}, // 10 - King's sword
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};
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};
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RECT rcRight[11] = {
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RECT rcRight[11] = {
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{224, 48, 240, 64},
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// NpcRegu
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{240, 48, 256, 64},
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{224, 48, 240, 64}, // 0 - Stood
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{256, 48, 272, 64},
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{240, 48, 256, 64}, // 1 - Blinking
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{272, 48, 288, 64},
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{256, 48, 272, 64}, // 2 - Injured - falling backwards
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{288, 48, 304, 64},
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{272, 48, 288, 64}, // 3 - Lying down
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{224, 48, 240, 64},
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{288, 48, 304, 64}, // 4 - Walking - frame 1
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{304, 48, 320, 64},
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{224, 48, 240, 64}, // 5 - Walking - frame 2
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{224, 48, 240, 64},
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{304, 48, 320, 64}, // 6 - Walking - frame 3
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{272, 48, 288, 64},
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{224, 48, 240, 64}, // 7 - Walking - frame 4
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{0, 0, 0, 0},
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{272, 48, 288, 64}, // 8 - Dying - frame 1
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{112, 32, 128, 48},
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{0, 0, 0, 0}, // 9 - Dying - frame 2
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// NpcSym
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{112, 32, 128, 48}, // 10 - King's sword
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};
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};
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switch (npc->act_no)
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switch (npc->act_no)
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{
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{
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case 0:
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case 0: // Stood
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npc->act_no = 1;
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npc->act_no = 1;
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npc->ani_no = 0;
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npc->ani_no = 0;
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npc->ani_wait = 0;
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npc->ani_wait = 0;
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@ -247,7 +251,7 @@ void ActNpc061(NPCHAR *npc)
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break;
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break;
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case 2:
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case 2: // Blink
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if (++npc->act_wait > 8)
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if (++npc->act_wait > 8)
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{
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{
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npc->act_no = 1;
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npc->act_no = 1;
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@ -256,12 +260,12 @@ void ActNpc061(NPCHAR *npc)
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break;
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break;
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case 5:
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case 5: // Lying down
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npc->ani_no = 3;
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npc->ani_no = 3;
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npc->xm = 0;
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npc->xm = 0;
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break;
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break;
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case 6:
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case 6: // Being knocked-back
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npc->act_no = 7;
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npc->act_no = 7;
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npc->act_wait = 0;
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npc->act_wait = 0;
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npc->ani_wait = 0;
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npc->ani_wait = 0;
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@ -275,12 +279,14 @@ void ActNpc061(NPCHAR *npc)
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else
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else
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npc->xm = 0x200;
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npc->xm = 0x200;
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// If touching ground, enter 'lying down' state (the `act_wait` check is probably
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// so he doesn't do it before he even leaves the ground in the first place)
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if (npc->act_wait++ != 0 && npc->flag & 8)
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if (npc->act_wait++ != 0 && npc->flag & 8)
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npc->act_no = 5;
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npc->act_no = 5;
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break;
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break;
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case 8:
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case 8: // Walking
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npc->act_no = 9;
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npc->act_no = 9;
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npc->ani_no = 4;
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npc->ani_no = 4;
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npc->ani_wait = 0;
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npc->ani_wait = 0;
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@ -302,7 +308,7 @@ void ActNpc061(NPCHAR *npc)
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break;
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break;
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case 10:
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case 10: // Running
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npc->act_no = 11;
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npc->act_no = 11;
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npc->ani_no = 4;
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npc->ani_no = 4;
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npc->ani_wait = 0;
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npc->ani_wait = 0;
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@ -324,13 +330,13 @@ void ActNpc061(NPCHAR *npc)
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break;
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break;
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case 20:
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case 20: // Spawn his sword, before entering his 'idle' state
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SetNpChar(145, 0, 0, 0, 0, 2, npc, 0x100);
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SetNpChar(NPC_KINGS_SWORD, 0, 0, 0, 0, 2, npc, 0x100);
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npc->ani_no = 0;
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npc->ani_no = 0;
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npc->act_no = 0;
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npc->act_no = 0;
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break;
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break;
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case 30:
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case 30: // Flying through air after being attacked by Misery
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npc->act_no = 31;
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npc->act_no = 31;
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npc->act_wait = 0;
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npc->act_wait = 0;
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npc->ani_wait = 0;
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npc->ani_wait = 0;
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@ -358,7 +364,7 @@ void ActNpc061(NPCHAR *npc)
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break;
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break;
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case 40:
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case 40: // Dying
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npc->act_no = 42;
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npc->act_no = 42;
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npc->act_wait = 0;
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npc->act_wait = 0;
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npc->ani_no = 8;
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npc->ani_no = 8;
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@ -371,7 +377,7 @@ void ActNpc061(NPCHAR *npc)
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if (++npc->act_wait > 100)
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if (++npc->act_wait > 100)
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{
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{
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for (i = 0; i < 4; ++i)
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for (i = 0; i < 4; ++i)
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SetNpChar(4, npc->x + (Random(-12, 12) * 0x200), npc->y + (Random(-12, 12) * 0x200), Random(-341, 341), Random(-0x600, 0), 0, NULL, 0x100);
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SetNpChar(NPC_SMOKE, npc->x + (Random(-12, 12) * 0x200), npc->y + (Random(-12, 12) * 0x200), Random(-341, 341), Random(-0x600, 0), 0, NULL, 0x100);
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npc->act_no = 50;
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npc->act_no = 50;
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npc->surf = SURFACE_ID_NPC_SYM;
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npc->surf = SURFACE_ID_NPC_SYM;
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@ -380,7 +386,7 @@ void ActNpc061(NPCHAR *npc)
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break;
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break;
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case 60:
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case 60: // Leap (used to attack Balrog in the Sand Zone storehouse)
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npc->ani_no = 6;
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npc->ani_no = 6;
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npc->act_no = 61;
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npc->act_no = 61;
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npc->ym = -0x5FF;
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npc->ym = -0x5FF;
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@ -388,7 +394,7 @@ void ActNpc061(NPCHAR *npc)
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npc->count2 = 1;
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npc->count2 = 1;
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break;
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break;
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case 61:
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case 61: // Leap - part 2
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npc->ym += 0x40;
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npc->ym += 0x40;
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if (npc->flag & 8)
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if (npc->flag & 8)
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@ -401,6 +407,7 @@ void ActNpc061(NPCHAR *npc)
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break;
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break;
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}
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}
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// Apply gravity and speed-caps during most states
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if (npc->act_no < 30 || npc->act_no >= 40)
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if (npc->act_no < 30 || npc->act_no >= 40)
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{
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{
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npc->ym += 0x40;
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npc->ym += 0x40;
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