Clean-up NpcAct000.cpp
This commit is contained in:
parent
97107fee22
commit
de50e49f1c
1 changed files with 63 additions and 47 deletions
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@ -1,5 +1,7 @@
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#include "NpcAct.h"
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#include <stddef.h>
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#include "WindowsWrapper.h"
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#include "Back.h"
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@ -22,7 +24,7 @@ void ActNpc000(NPCHAR *npc)
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npc->act_no = 1;
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if (npc->direct == 2)
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npc->y += 0x2000;
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npc->y += 16 * 0x200;
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}
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npc->rect = rect;
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@ -48,7 +50,7 @@ void ActNpc001(NPCHAR *npc)
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npc->xm -= 8;
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// Destroy when off-screen
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if (npc->x < 0xA000)
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if (npc->x < 80 * 0x200)
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npc->cond = 0;
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#ifdef FIX_BUGS
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@ -91,9 +93,9 @@ void ActNpc001(NPCHAR *npc)
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// Gravity
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if (npc->flag & 0x100)
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npc->ym += 21;
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npc->ym += 0x15;
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else
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npc->ym += 42;
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npc->ym += 0x2A;
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// Bounce off walls
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if (npc->flag & 1 && npc->xm < 0)
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@ -118,7 +120,7 @@ void ActNpc001(NPCHAR *npc)
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{
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PlaySoundObject(45, 1);
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if (++npc->count2 > 2)
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npc->y -= 0x200;
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npc->y -= 1 * 0x200;
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}
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else
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{
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@ -160,6 +162,7 @@ void ActNpc001(NPCHAR *npc)
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if (npc->ani_wait > 2)
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{
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npc->ani_wait = 0;
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if (++npc->ani_no > 5)
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npc->ani_no = 0;
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}
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@ -169,6 +172,7 @@ void ActNpc001(NPCHAR *npc)
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if (npc->ani_wait > 2)
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{
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npc->ani_wait = 0;
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if (--npc->ani_no < 0)
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npc->ani_no = 5;
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}
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@ -177,7 +181,7 @@ void ActNpc001(NPCHAR *npc)
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npc->rect = rect[npc->ani_no];
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// Size
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if (npc->act_no)
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if (npc->act_no != 0)
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{
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switch (npc->exp)
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{
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@ -201,11 +205,9 @@ void ActNpc001(NPCHAR *npc)
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// Blink after 400 frames
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if (npc->count1 > 400)
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{
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if (npc->count1 / 2 % 2)
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npc->rect = rcNo;
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}
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}
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// Behemoth
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void ActNpc002(NPCHAR *npc)
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@ -260,10 +262,11 @@ void ActNpc002(NPCHAR *npc)
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npc->act_no = 1;
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npc->ani_no = 4;
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}
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break;
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case 1: // Shot
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npc->xm = 7 * npc->xm / 8;
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npc->xm = (npc->xm * 7) / 8;
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if (++npc->count1 > 40)
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{
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@ -304,9 +307,10 @@ void ActNpc002(NPCHAR *npc)
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if (npc->ani_no > 6)
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{
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npc->ani_no = 5;
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// These three lines are missing in the Linux port. Could this be because it's based on an older version?
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// These three lines are missing in the Linux port, because it's based on v1.0.0.4:
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// https://www.cavestory.org/forums/threads/version-1-0-0-5-really-different-than-1-0-0-6.102/#post-3231
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PlaySoundObject(26, 1);
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SetNpChar(4, npc->x, npc->y + 0x600, 0, 0, 0, 0, 0x100);
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SetNpChar(4, npc->x, npc->y + (3 * 0x200), 0, 0, 0, NULL, 0x100);
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SetQuake(8);
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}
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break;
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@ -328,7 +332,7 @@ void ActNpc002(NPCHAR *npc)
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npc->rect = rcRight[npc->ani_no];
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}
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// Dead enemy (make sure damage shown doesn't teleport to a new loaded npc)
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// Dead enemy (to make sure the damage-value doesn't teleport to a newly-loaded NPC)
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void ActNpc003(NPCHAR *npc)
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{
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if (++npc->count1 > 100)
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@ -383,8 +387,8 @@ void ActNpc004(NPCHAR *npc)
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else
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{
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// Slight drag
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npc->xm = 20 * npc->xm / 21;
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npc->ym = 20 * npc->ym / 21;
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npc->xm = (npc->xm * 20) / 21;
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npc->ym = (npc->ym * 20) / 21;
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// Move
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npc->x += npc->xm;
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@ -395,7 +399,7 @@ void ActNpc004(NPCHAR *npc)
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if (++npc->ani_wait > 4)
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{
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npc->ani_wait = 0;
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npc->ani_no++;
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++npc->ani_no;
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}
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// Set framerect
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@ -433,7 +437,7 @@ void ActNpc005(NPCHAR *npc)
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switch (npc->act_no)
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{
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case 0: // Initialize
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npc->y += 0x600;
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npc->y += 3 * 0x200;
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npc->act_no = 1;
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// Fallthrough
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case 1: // Waiting
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@ -444,7 +448,7 @@ void ActNpc005(NPCHAR *npc)
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npc->direct = 2;
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// Open eyes near player
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if (npc->act_wait >= 8 && npc->x - 0xE000 < gMC.x && npc->x + 0xE000 > gMC.x && npc->y - 0xA000 < gMC.y && npc->y + 0xA000 > gMC.y)
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if (npc->act_wait >= 8 && npc->x - (112 * 0x200) < gMC.x && npc->x + (112 * 0x200) > gMC.x && npc->y - (80 * 0x200) < gMC.y && npc->y + (80 * 0x200) > gMC.y)
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{
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npc->ani_no = 1;
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}
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@ -465,12 +469,13 @@ void ActNpc005(NPCHAR *npc)
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}
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// Jump if player is nearby
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if (npc->act_wait >= 8 && npc->x - 0x6000 < gMC.x && npc->x + 0x6000 > gMC.x && npc->y - 0xA000 < gMC.y && npc->y + 0x6000 > gMC.y)
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if (npc->act_wait >= 8 && npc->x - (48 * 0x200) < gMC.x && npc->x + (48 * 0x200) > gMC.x && npc->y - (80 * 0x200) < gMC.y && npc->y + (48 * 0x200) > gMC.y)
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{
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npc->act_no = 2;
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npc->ani_no = 0;
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npc->act_wait = 0;
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}
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break;
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case 2: // Going to jump
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@ -490,6 +495,7 @@ void ActNpc005(NPCHAR *npc)
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else
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npc->xm = 0x100;
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}
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break;
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case 3: // Jumping
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@ -502,6 +508,7 @@ void ActNpc005(NPCHAR *npc)
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npc->act_no = 1;
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PlaySoundObject(23, 1);
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}
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break;
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}
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@ -675,7 +682,7 @@ void ActNpc007(NPCHAR *npc)
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case 1:
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npc->xm -= 0x40;
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if (npc->x < gMC.x - 0x18000)
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if (npc->x < gMC.x - (192 * 0x200))
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npc->act_no = 2;
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if (npc->flag & 1)
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@ -689,7 +696,7 @@ void ActNpc007(NPCHAR *npc)
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case 2:
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npc->xm += 0x40;
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if (npc->x > gMC.x + 0x18000)
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if (npc->x > gMC.x + (192 * 0x200))
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npc->act_no = 1;
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if (npc->flag & 4)
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@ -744,7 +751,7 @@ void ActNpc008(NPCHAR *npc)
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switch (npc->act_no)
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{
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case 0:
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if (gMC.x < npc->x + 0x2000 && gMC.x > npc->x - 0x2000)
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if (gMC.x < npc->x + (16 * 0x200) && gMC.x > npc->x - (16 * 0x200))
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{
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npc->bits |= NPC_SHOOTABLE;
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npc->ym = -0x100;
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@ -754,12 +761,12 @@ void ActNpc008(NPCHAR *npc)
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if (npc->direct == 0)
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{
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npc->x = gMC.x + 0x20000;
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npc->x = gMC.x + (256 * 0x200);
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npc->xm = -0x2FF;
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}
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else
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{
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npc->x = gMC.x - 0x20000;
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npc->x = gMC.x - (256 * 0x200);
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npc->xm = 0x2FF;
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}
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}
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@ -858,7 +865,7 @@ void ActNpc009(NPCHAR *npc)
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if (npc->flag & 8)
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{
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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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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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npc->act_no = 2;
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npc->ani_no = 1;
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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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// Balrog (shooting) (super-secret unused version from the prototype)
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void ActNpc010(NPCHAR *npc)
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{
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unsigned char deg;
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@ -935,11 +942,11 @@ void ActNpc010(NPCHAR *npc)
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--npc->count1;
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npc->act_wait = 0;
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deg = GetArktan(npc->x - gMC.x, npc->y + 0x800 - gMC.y);
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deg = GetArktan(npc->x - gMC.x, npc->y + (4 * 0x200) - gMC.y);
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deg += (unsigned char)Random(-0x10, 0x10);
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ym = GetSin(deg);
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xm = GetCos(deg);
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SetNpChar(11, npc->x, npc->y + 0x800, xm, ym, 0, 0, 0x100);
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SetNpChar(11, npc->x, npc->y + (4 * 0x200), xm, ym, 0, NULL, 0x100);
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PlaySoundObject(39, 1);
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@ -968,7 +975,7 @@ void ActNpc010(NPCHAR *npc)
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if (npc->flag & 5)
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npc->xm = 0;
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if (npc->y + 0x2000 < gMC.y)
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if (npc->y + (16 * 0x200) < gMC.y)
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npc->damage = 5;
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else
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npc->damage = 0;
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@ -1158,7 +1165,7 @@ void ActNpc012(NPCHAR *npc)
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npc->count1 = 0;
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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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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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PlaySoundObject(72, 1);
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// Fallthrough
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@ -1169,9 +1176,9 @@ void ActNpc012(NPCHAR *npc)
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++npc->act_wait;
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if (++npc->count1 / 2 % 2)
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npc->x += 0x200;
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npc->x += 1 * 0x200;
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else
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npc->x -= 0x200;
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npc->x -= 1 * 0x200;
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if (npc->act_wait > 100)
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{
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@ -1286,9 +1293,9 @@ void ActNpc012(NPCHAR *npc)
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// Fallthrough
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case 81:
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if (++npc->count1 / 2 % 2)
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npc->x += 0x200;
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npc->x += 1 * 0x200;
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else
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npc->x -= 0x200;
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npc->x -= 1 * 0x200;
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npc->ani_no = 5;
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npc->xm = 0;
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@ -1330,7 +1337,7 @@ void ActNpc012(NPCHAR *npc)
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SetQuake2(10);
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}
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if (npc->y < -0x4000)
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if (npc->y < -32 * 0x200)
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{
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npc->code_char = 0;
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SetQuake(30);
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@ -1341,7 +1348,7 @@ void ActNpc012(NPCHAR *npc)
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}
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if (npc->tgt_x && Random(0, 10) == 0)
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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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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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if (npc->ym > 0x5FF)
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npc->ym = 0x5FF;
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@ -1422,6 +1429,8 @@ void ActNpc013(NPCHAR *npc)
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// Santa's Key
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void ActNpc014(NPCHAR *npc)
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{
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int i;
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RECT rect[3] = {
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{192, 0, 208, 16},
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{208, 0, 224, 16},
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{
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npc->ym = -0x200;
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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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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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}
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break;
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@ -1465,6 +1474,8 @@ void ActNpc014(NPCHAR *npc)
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// Chest (closed)
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void ActNpc015(NPCHAR *npc)
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{
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int i;
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RECT rcLeft[3] = {
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{240, 0, 256, 16},
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{256, 0, 272, 16},
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{
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npc->ym = -0x200;
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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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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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}
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// Fallthrough
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@ -1522,6 +1533,8 @@ void ActNpc015(NPCHAR *npc)
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// Save point
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void ActNpc016(NPCHAR *npc)
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{
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int i;
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RECT rect[8] = {
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{96, 16, 112, 32},
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{112, 16, 128, 32},
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@ -1544,8 +1557,8 @@ void ActNpc016(NPCHAR *npc)
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npc->bits &= ~NPC_INTERACTABLE;
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npc->ym = -0x200;
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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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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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}
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// Fallthrough
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@ -1583,6 +1596,7 @@ void ActNpc017(NPCHAR *npc)
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};
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int a;
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switch (npc->act_no)
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{
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case 0:
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@ -1593,7 +1607,7 @@ void ActNpc017(NPCHAR *npc)
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npc->ym = -0x200;
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for (a = 0; a < 4; ++a)
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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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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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}
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// Fallthrough
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@ -1650,6 +1664,8 @@ void ActNpc017(NPCHAR *npc)
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// Door
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void ActNpc018(NPCHAR *npc)
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{
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int i;
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||||
|
||||
RECT rect[2] = {
|
||||
{224, 16, 240, 40},
|
||||
{192, 112, 208, 136},
|
||||
|
@ -1666,8 +1682,8 @@ void ActNpc018(NPCHAR *npc)
|
|||
break;
|
||||
|
||||
case 1:
|
||||
for (int i = 0; i < 4; i++)
|
||||
SetNpChar(4, npc->x, npc->y, Random(-341, 341), Random(-0x600, 0), 0, 0, 0x100);
|
||||
for (i = 0; i < 4; ++i)
|
||||
SetNpChar(4, npc->x, npc->y, Random(-341, 341), Random(-0x600, 0), 0, NULL, 0x100);
|
||||
|
||||
npc->act_no = 0;
|
||||
npc->rect = rect[0];
|
||||
|
@ -1684,9 +1700,9 @@ void ActNpc019(NPCHAR *npc)
|
|||
{
|
||||
case 0:
|
||||
for (i = 0; i < 0x10; ++i)
|
||||
SetNpChar(4, npc->x + (Random(-12, 12) * 0x200), npc->y + (Random(-12, 12) * 0x200), Random(-341, 341), Random(-0x600, 0), 0, 0, 0x100);
|
||||
SetNpChar(4, npc->x + (Random(-12, 12) * 0x200), npc->y + (Random(-12, 12) * 0x200), Random(-341, 341), Random(-0x600, 0), 0, NULL, 0x100);
|
||||
|
||||
npc->y += 0x1400;
|
||||
npc->y += 10 * 0x200;
|
||||
npc->act_no = 1;
|
||||
npc->ani_no = 3;
|
||||
npc->ym = -0x100;
|
||||
|
|
Loading…
Add table
Reference in a new issue