More NPCs
This commit is contained in:
parent
82ebe0a722
commit
d0b1ee7617
4 changed files with 530 additions and 10 deletions
11
src/NpcAct.h
11
src/NpcAct.h
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@ -11,9 +11,12 @@ void ActNpc005(NPCHAR *npc);
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void ActNpc006(NPCHAR *npc);
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void ActNpc007(NPCHAR *npc);
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void ActNpc008(NPCHAR *npc);
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void ActNpc009(NPCHAR *npc);
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void ActNpc010(NPCHAR *npc);
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void ActNpc011(NPCHAR *npc);
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void ActNpc012(NPCHAR *npc);
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void ActNpc013(NPCHAR *npc);
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void ActNpc014(NPCHAR *npc);
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void ActNpc015(NPCHAR *npc);
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void ActNpc016(NPCHAR *npc);
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void ActNpc017(NPCHAR *npc);
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@ -68,13 +71,15 @@ void ActNpc078(NPCHAR *npc);
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void ActNpc079(NPCHAR *npc);
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void ActNpc080(NPCHAR *npc);
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void ActNpc081(NPCHAR *npc);
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void ActNpc082(NPCHAR *npc);
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void ActNpc083(NPCHAR *npc);
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void ActNpc084(NPCHAR *npc);
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void ActNpc085(NPCHAR *npc);
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void ActNpc086(NPCHAR *npc);
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void ActNpc087(NPCHAR *npc);
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void ActNpc091(NPCHAR *npc);
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void ActNpc116(NPCHAR *npc);
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void ActNpc119(NPCHAR *npc);
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@ -12,6 +12,7 @@
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#include "Triangle.h"
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#include "Frame.h"
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#include "Map.h"
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#include "Caret.h"
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//Null
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void ActNpc000(NPCHAR *npc)
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@ -806,6 +807,231 @@ void ActNpc008(NPCHAR *npc)
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npc->rect = rcRight[npc->ani_no];
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}
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//Balrog (drop-in)
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void ActNpc009(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 = 2;
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// Fallthrough
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case 1:
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npc->ym += 0x20;
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if (npc->count1 >= 40)
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{
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npc->bits &= ~8;
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npc->bits |= 1;
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}
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else
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{
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++npc->count1;
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}
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if (npc->flag & 8)
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{
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for (int 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, 0, 0x100);
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npc->act_no = 2;
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npc->ani_no = 1;
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npc->act_wait = 0;
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PlaySoundObject(26, 1);
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SetQuake(30);
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}
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break;
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case 2:
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if (++npc->act_wait > 16)
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{
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npc->act_no = 3;
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npc->ani_no = 0;
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npc->ani_wait = 0;
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}
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break;
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}
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if (npc->ym > 0x5FF)
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npc->ym = 0x5FF;
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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[3];
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RECT rect_right[3];
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rect_left[0] = {0, 0, 40, 24};
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rect_left[1] = {80, 0, 120, 24};
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rect_left[2] = {120, 0, 160, 24};
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rect_right[0] = {0, 24, 40, 48};
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rect_right[1] = {80, 24, 120, 48};
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rect_right[2] = {120, 24, 160, 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 (shooting) (super-secret version from prototype)
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void ActNpc010(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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// Fallthrough
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case 1:
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if (++npc->act_wait > 12)
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{
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npc->act_no = 2;
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npc->act_wait = 0;
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npc->count1 = 3;
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npc->ani_no = 1;
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}
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break;
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case 2:
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if (++npc->act_wait > 16)
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{
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--npc->count1;
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npc->act_wait = 0;
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unsigned char deg = GetArktan(npc->x - gMC.x, npc->y + 0x800 - gMC.y);
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deg += Random(-0x10, 0x10);
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int ym = GetSin(deg);
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int xm = GetCos(deg);
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SetNpChar(11, npc->x, npc->y + 0x800, xm, ym, 0, 0, 0x100);
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PlaySoundObject(39, 1);
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if (npc->count1 == 0)
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{
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npc->act_no = 3;
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npc->act_wait = 0;
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}
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}
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break;
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case 3:
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if (++npc->act_wait > 3)
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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->xm = (gMC.x - npc->x) / 100;
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npc->ym = -0x600;
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npc->ani_no = 3;
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}
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break;
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case 4:
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if (npc->flag & 5)
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npc->xm = 0;
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if (gMC.y > npc->y + 0x2000)
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npc->damage = 5;
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else
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npc->damage = 0;
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if (npc->flag & 8)
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{
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npc->act_no = 5;
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npc->act_wait = 0;
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npc->ani_no = 2;
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PlaySoundObject(26, 1);
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SetQuake(30);
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npc->damage = 0;
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}
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break;
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case 5:
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npc->xm = 0;
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if (++npc->act_wait > 3)
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{
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npc->act_no = 1;
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npc->act_wait = 0;
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}
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break;
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}
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npc->ym += 0x20;
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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[4];
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RECT rect_right[4];
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rect_left[0] = {0, 0, 40, 24};
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rect_left[1] = {40, 0, 80, 24};
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rect_left[2] = {80, 0, 120, 24};
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rect_left[3] = {120, 0, 160, 24};
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rect_right[0] = {0, 24, 40, 48};
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rect_right[1] = {40, 24, 80, 48};
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rect_right[2] = {80, 24, 120, 48};
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rect_right[3] = {120, 24, 160, 48};
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if (gMC.x > npc->x)
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npc->direct = 2;
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else
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npc->direct = 0;
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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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//Proto-Balrog's projectile
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void ActNpc011(NPCHAR *npc)
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{
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if (npc->flag & 0xFF)
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{
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npc->cond = 0;
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SetCaret(npc->x, npc->y, 2, 0);
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}
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npc->y += npc->ym;
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npc->x += npc->xm;
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RECT rect_left[3];
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rect_left[0] = {208, 104, 224, 120};
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rect_left[1] = {224, 104, 240, 120};
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rect_left[2] = {240, 104, 256, 120};
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if (++npc->ani_wait > 1)
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{
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npc->ani_wait = 0;
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if (++npc->ani_no > 2)
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npc->ani_no = 0;
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}
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npc->rect = rect_left[npc->ani_no];
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if (++npc->count1 > 150)
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{
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SetCaret(npc->x, npc->y, 2, 0);
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npc->cond = 0;
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}
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}
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//Balrog (cutscene)
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void ActNpc012(NPCHAR *npc)
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{
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@ -1134,6 +1360,75 @@ void ActNpc012(NPCHAR *npc)
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}
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}
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//Forcefield
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void ActNpc013(NPCHAR *npc)
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{
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RECT rect[4];
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rect[0] = {128, 0, 144, 16};
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rect[1] = {144, 0, 160, 16};
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rect[2] = {160, 0, 176, 16};
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rect[3] = {176, 0, 192, 16};
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if (++npc->ani_wait > 0)
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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 > 3)
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npc->ani_no = 0;
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npc->rect = rect[npc->ani_no];
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}
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//Santa's Key
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void ActNpc014(NPCHAR *npc)
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{
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int v2; // ST0C_4@5
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int v3; // ST08_4@5
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int v4; // eax@5
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RECT *v5; // eax@12
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RECT *v6; // ecx@12
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signed int i; // [sp+4h] [bp-34h]@3
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RECT rect[3];
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rect[0] = {192, 0, 208, 16};
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rect[1] = {208, 0, 224, 16};
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rect[2] = {224, 0, 240, 16};
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if (npc->act_no == 0)
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{
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npc->act_no = 1;
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if (npc->direct == 2)
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{
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npc->ym = -0x200;
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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, 0, 0x100);
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}
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}
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if (++npc->ani_wait > 1)
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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 > 2)
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npc->ani_no = 0;
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npc->ym += 0x40;
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if (npc->ym > 0x5FF)
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npc->ym = 0x5FF;
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npc->y += npc->ym;
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npc->rect = rect[npc->ani_no];
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}
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//Chest (closed)
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void ActNpc015(NPCHAR *npc)
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{
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@ -9,6 +9,7 @@
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#include "Back.h"
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#include "Triangle.h"
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#include "Caret.h"
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#include "Flash.h"
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//Gravekeeper
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void ActNpc080(NPCHAR *npc)
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@ -302,6 +303,209 @@ void ActNpc081(NPCHAR *npc)
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npc->rect = rcRight[npc->ani_no];
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}
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//Misery (standing)
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void ActNpc082(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 = 2;
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// Fallthrough
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case 1:
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if (Random(0, 120) == 10)
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{
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npc->act_no = 2;
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npc->act_wait = 0;
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npc->ani_no = 3;
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}
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break;
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case 2:
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if (++npc->act_wait > 8)
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{
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npc->act_no = 1;
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npc->ani_no = 2;
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}
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break;
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case 15:
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npc->act_no = 16;
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npc->act_wait = 0;
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npc->ani_no = 4;
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// Fallthrough
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case 16:
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if (++npc->act_wait == 30)
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{
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PlaySoundObject(21, 1);
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SetNpChar(66, npc->x, npc->y - 0x2000, 0, 0, 0, npc, 0);
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}
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if (npc->act_wait == 50)
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npc->act_no = 14;
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break;
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case 20:
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npc->act_no = 21;
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npc->ani_no = 0;
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npc->ym = 0;
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npc->bits |= 8;
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// Fallthrough
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case 21:
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npc->ym -= 0x20;
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if (npc->y < -0x1000)
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npc->cond = 0;
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break;
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case 25:
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npc->act_no = 26;
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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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// Fallthrough
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case 26:
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if (++npc->ani_no > 7)
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npc->ani_no = 5;
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if (++npc->act_wait == 30)
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{
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PlaySoundObject(101, 1);
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SetFlash(0, 0, 2);
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npc->act_no = 27;
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npc->ani_no = 7;
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}
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break;
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case 27:
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if (++npc->act_wait == 50)
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{
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npc->act_no = 0;
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npc->ani_no = 0;
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}
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break;
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case 30:
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npc->act_no = 31;
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npc->ani_no = 3;
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npc->ani_wait = 0;
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// Fallthrough
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case 31:
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if (++npc->ani_wait > 10)
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{
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npc->act_no = 32;
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npc->ani_no = 4;
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npc->ani_wait = 0;
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}
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break;
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case 32:
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if (++npc->ani_wait > 100)
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{
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npc->act_no = 1;
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npc->ani_no = 2;
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}
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break;
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case 40:
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npc->act_no = 41;
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npc->act_wait = 0;
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// Fallthrough
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case 41:
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npc->ani_no = 4;
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switch (++npc->act_wait)
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{
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case 30:
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case 40:
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case 50:
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SetNpChar(11, npc->x + 0x1000, npc->y - 0x1000, 0x600, Random(-0x200, 0), 0, 0, 0x100);
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PlaySoundObject(33, 1);
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break;
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}
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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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case 50:
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npc->ani_no = 8;
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break;
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}
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npc->x += npc->xm;
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npc->y += npc->ym;
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RECT rcLeft[9];
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RECT rcRight[9];
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rcLeft[0] = {80, 0, 96, 16};
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rcLeft[1] = {96, 0, 112, 16};
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rcLeft[2] = {112, 0, 128, 16};
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rcLeft[3] = {128, 0, 144, 16};
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rcLeft[4] = {144, 0, 160, 16};
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rcLeft[5] = {160, 0, 176, 16};
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rcLeft[6] = {176, 0, 192, 16};
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rcLeft[7] = {144, 0, 160, 16};
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rcLeft[8] = {208, 64, 224, 80};
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rcRight[0] = {80, 16, 96, 32};
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rcRight[1] = {96, 16, 112, 32};
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rcRight[2] = {112, 16, 128, 32};
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rcRight[3] = {128, 16, 144, 32};
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rcRight[4] = {144, 16, 160, 32};
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rcRight[5] = {160, 16, 176, 32};
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||||
rcRight[6] = {176, 16, 192, 32};
|
||||
rcRight[7] = {144, 16, 160, 32};
|
||||
rcRight[8] = {208, 80, 224, 96};
|
||||
|
||||
if (npc->act_no == 11)
|
||||
{
|
||||
if (npc->ani_wait)
|
||||
{
|
||||
--npc->ani_wait;
|
||||
npc->ani_no = 1;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (Random(0, 100) == 1)
|
||||
npc->ani_wait = 30;
|
||||
|
||||
npc->ani_no = 0;
|
||||
}
|
||||
}
|
||||
|
||||
if (npc->act_no == 14)
|
||||
{
|
||||
if (npc->ani_wait)
|
||||
{
|
||||
--npc->ani_wait;
|
||||
npc->ani_no = 3;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (Random(0, 100) == 1)
|
||||
npc->ani_wait = 30;
|
||||
|
||||
npc->ani_no = 2;
|
||||
}
|
||||
}
|
||||
|
||||
if (npc->direct == 0)
|
||||
npc->rect = rcLeft[npc->ani_no];
|
||||
else
|
||||
npc->rect = rcRight[npc->ani_no];
|
||||
}
|
||||
|
||||
//Igor (cutscene)
|
||||
void ActNpc083(NPCHAR *npc)
|
||||
{
|
||||
|
@ -650,3 +854,19 @@ void ActNpc087(NPCHAR *npc)
|
|||
if (npc->count1 > 547)
|
||||
npc->rect = rcLast[0];
|
||||
}
|
||||
|
||||
// Cage
|
||||
void ActNpc091(NPCHAR *npc)
|
||||
{
|
||||
RECT rect[1];
|
||||
|
||||
rect[0] = {96, 88, 128, 112};
|
||||
|
||||
if (npc->act_no == 0)
|
||||
{
|
||||
++npc->act_no;
|
||||
npc->y += 0x10 * 0x200;
|
||||
}
|
||||
|
||||
npc->rect = rect[0];
|
||||
}
|
||||
|
|
|
@ -65,12 +65,12 @@ NPCFUNCTION gpNpcFuncTbl[361] =
|
|||
ActNpc006,
|
||||
ActNpc007,
|
||||
ActNpc008,
|
||||
nullptr,
|
||||
nullptr,
|
||||
nullptr,
|
||||
ActNpc009,
|
||||
ActNpc010,
|
||||
ActNpc011,
|
||||
ActNpc012,
|
||||
nullptr,
|
||||
nullptr,
|
||||
ActNpc013,
|
||||
ActNpc014,
|
||||
ActNpc015,
|
||||
ActNpc016,
|
||||
ActNpc017,
|
||||
|
@ -138,7 +138,7 @@ NPCFUNCTION gpNpcFuncTbl[361] =
|
|||
ActNpc079,
|
||||
ActNpc080,
|
||||
ActNpc081,
|
||||
nullptr,
|
||||
ActNpc082,
|
||||
ActNpc083,
|
||||
ActNpc084,
|
||||
ActNpc085,
|
||||
|
@ -147,7 +147,7 @@ NPCFUNCTION gpNpcFuncTbl[361] =
|
|||
nullptr,
|
||||
nullptr,
|
||||
nullptr,
|
||||
nullptr,
|
||||
ActNpc091,
|
||||
nullptr,
|
||||
nullptr,
|
||||
nullptr,
|
||||
|
|
Loading…
Add table
Reference in a new issue