Cleaned up NpcAct300.cpp
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f1048b21aa
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1 changed files with 37 additions and 29 deletions
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@ -16,7 +16,7 @@
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#include "Sound.h"
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#include "Triangle.h"
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//Demon crown (opening)
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// Demon crown (opening)
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void ActNpc300(NPCHAR *npc)
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{
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RECT rc = {192, 80, 208, 96};
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@ -33,7 +33,7 @@ void ActNpc300(NPCHAR *npc)
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npc->rect = rc;
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}
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//Fish missile (Misery)
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// Fish missile (Misery)
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void ActNpc301(NPCHAR *npc)
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{
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RECT rect[8] = {
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@ -100,7 +100,7 @@ void ActNpc301(NPCHAR *npc)
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npc->rect = rect[npc->ani_no];
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}
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//Camera focus marker
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// Camera focus marker
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void ActNpc302(NPCHAR *npc)
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{
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switch (npc->act_no)
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@ -116,12 +116,15 @@ void ActNpc302(NPCHAR *npc)
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case 0:
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npc->x -= 0x400;
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break;
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case 1:
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npc->y -= 0x400;
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break;
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case 2:
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npc->x += 0x400;
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break;
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case 3:
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npc->y += 0x400;
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break;
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@ -169,7 +172,7 @@ void ActNpc302(NPCHAR *npc)
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}
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}
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//Curly's machine gun
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// Curly's machine gun
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void ActNpc303(NPCHAR *npc)
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{
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RECT rcLeft[2] = {
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@ -185,7 +188,7 @@ void ActNpc303(NPCHAR *npc)
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if (npc->pNpc == NULL)
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return;
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//Set position
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// Set position
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if (npc->pNpc->direct == 0)
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{
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npc->direct = 0;
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@ -199,19 +202,19 @@ void ActNpc303(NPCHAR *npc)
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npc->y = npc->pNpc->y;
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//Animation
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// Animation
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npc->ani_no = 0;
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if (npc->pNpc->ani_no == 3 || npc->pNpc->ani_no == 5)
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npc->y -= 0x200;
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//Set framerect
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// Set framerect
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if (npc->direct == 0)
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npc->rect = rcLeft[npc->ani_no];
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else
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npc->rect = rcRight[npc->ani_no];
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}
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//Gaudi in hospital
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// Gaudi in hospital
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void ActNpc304(NPCHAR *npc)
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{
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RECT rc[4] = {
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@ -226,17 +229,19 @@ void ActNpc304(NPCHAR *npc)
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case 0:
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npc->act_no = 1;
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npc->y += 5120;
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//Fallthrough
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// Fallthrough
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case 1:
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npc->ani_no = 0;
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break;
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case 10:
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npc->ani_no = 1;
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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 = 2;
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//Fallthrough
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// Fallthrough
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case 21:
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if (++npc->ani_wait > 10)
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{
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@ -247,6 +252,7 @@ void ActNpc304(NPCHAR *npc)
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if (npc->ani_no > 3)
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npc->ani_no = 2;
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break;
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default:
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break;
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}
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@ -254,7 +260,7 @@ void ActNpc304(NPCHAR *npc)
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npc->rect = rc[npc->ani_no];
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}
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//Small puppy
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// Small puppy
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void ActNpc305(NPCHAR *npc)
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{
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RECT rcLeft[2] = {
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@ -273,7 +279,7 @@ void ActNpc305(NPCHAR *npc)
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npc->act_no = 1;
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npc->y -= 0x2000;
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npc->ani_wait = Random(0, 6);
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//Fallthrough
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// Fallthrough
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case 1:
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if (++npc->ani_wait > 6)
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@ -293,7 +299,7 @@ void ActNpc305(NPCHAR *npc)
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npc->rect = rcRight[npc->ani_no];
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}
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//Balrog (nurse)
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// Balrog (nurse)
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void ActNpc306(NPCHAR *npc)
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{
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RECT rcLeft[2] = {
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@ -313,7 +319,7 @@ void ActNpc306(NPCHAR *npc)
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npc->ani_no = 0;
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npc->ani_wait = 0;
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npc->y += 0x800;
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//Fallthrough
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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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@ -322,6 +328,7 @@ void ActNpc306(NPCHAR *npc)
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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 > 8)
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{
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@ -337,7 +344,7 @@ void ActNpc306(NPCHAR *npc)
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npc->rect = rcRight[npc->ani_no];
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}
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//Caged Santa
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// Caged Santa
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void ActNpc307(NPCHAR *npc)
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{
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RECT rcLeft[2] = {
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@ -358,7 +365,7 @@ void ActNpc307(NPCHAR *npc)
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npc->act_no = 1;
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npc->ani_no = 0;
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npc->ani_wait = 0;
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//Fallthrough
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// Fallthrough
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case 1:
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if (Random(0, 160) == 1)
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{
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@ -367,6 +374,7 @@ void ActNpc307(NPCHAR *npc)
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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 > 12)
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{
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@ -387,7 +395,7 @@ void ActNpc307(NPCHAR *npc)
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npc->rect = rcRight[npc->ani_no];
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}
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//Stumpy
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// Stumpy
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void ActNpc308(NPCHAR *npc)
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{
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RECT rcLeft[2] = {
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@ -496,7 +504,7 @@ void ActNpc308(NPCHAR *npc)
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npc->rect = rcRight[npc->ani_no];
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}
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//Bute
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// Bute
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void ActNpc309(NPCHAR *npc)
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{
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RECT rcLeft[2] = {
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@ -602,7 +610,7 @@ void ActNpc309(NPCHAR *npc)
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}
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}
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//Bute (with sword)
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// Bute (with sword)
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void ActNpc310(NPCHAR *npc)
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{
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RECT rcLeft[5] = {
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@ -753,7 +761,7 @@ void ActNpc310(NPCHAR *npc)
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}
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}
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//Bute archer
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// Bute archer
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void ActNpc311(NPCHAR *npc)
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{
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RECT rcLeft[7] = {
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@ -900,7 +908,7 @@ void ActNpc311(NPCHAR *npc)
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}
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}
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//Bute arrow projectile
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// Bute arrow projectile
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void ActNpc312(NPCHAR *npc)
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{
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RECT rcLeft[5] = {
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@ -1017,7 +1025,7 @@ void ActNpc312(NPCHAR *npc)
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}
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}
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//Ma Pignon
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// Ma Pignon
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void ActNpc313(NPCHAR *npc)
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{
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RECT rcLeft[14] = {
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@ -1367,7 +1375,7 @@ void ActNpc313(NPCHAR *npc)
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npc->rect = rcRight[npc->ani_no];
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}
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//Ma Pignon rock
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// Ma Pignon rock
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void ActNpc314(NPCHAR *npc)
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{
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RECT rc[3] = {
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@ -1438,7 +1446,7 @@ void ActNpc314(NPCHAR *npc)
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npc->rect = rc[npc->ani_no];
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}
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//Ma Pignon clone
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// Ma Pignon clone
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void ActNpc315(NPCHAR *npc)
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{
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RECT rcLeft[4] = {
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}
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}
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//Bute (dead)
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// Bute (dead)
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void ActNpc316(NPCHAR *npc)
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{
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RECT rcLeft[3] = {
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npc->rect = rcRight[npc->ani_no];
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}
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//Mesa
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// Mesa
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void ActNpc317(NPCHAR *npc)
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{
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RECT rcLeft[4] = {
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if (npc->ani_no > 1)
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npc->ani_no = 0;
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if (gMC.x > npc->x - 0x28000 && gMC.x < npc->x + 0x28000 && gMC.y > npc->y - 0x14000 && gMC.y < npc->y + 0x14000 && ++npc->count1 > 50 )
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if (gMC.x > npc->x - 0x28000 && gMC.x < npc->x + 0x28000 && gMC.y > npc->y - 0x14000 && gMC.y < npc->y + 0x14000 && ++npc->count1 > 50)
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{
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npc->act_no = 10;
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}
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}
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}
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//Mesa (dead)
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// Mesa (dead)
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void ActNpc318(NPCHAR *npc)
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{
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RECT rcLeft[3] = {
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npc->rect = rcRight[npc->ani_no];
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}
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//Mesa block
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// Mesa block
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void ActNpc319(NPCHAR *npc)
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{
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RECT rc[3] = {
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