Made NpcAct160.cpp ASM-accurate
This commit is contained in:
parent
819be3b600
commit
fc1b522a08
1 changed files with 202 additions and 189 deletions
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@ -17,6 +17,8 @@
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//Puu Black
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void ActNpc160(NPCHAR *npc)
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{
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int i;
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switch (npc->act_no)
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{
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case 0:
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@ -24,7 +26,7 @@ void ActNpc160(NPCHAR *npc)
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npc->act_no = 1;
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// Fallthrough
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case 1:
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if (gMC.x > npc->x)
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if (npc->x < gMC.x)
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npc->direct = 2;
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else
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npc->direct = 0;
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@ -50,7 +52,7 @@ void ActNpc160(NPCHAR *npc)
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{
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DeleteNpCharCode(161, 1);
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for (int 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, 0, 0x100);
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npc->act_no = 3;
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@ -60,7 +62,7 @@ void ActNpc160(NPCHAR *npc)
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PlaySoundObject(72, 1);
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}
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if (gMC.y > npc->y && gMC.flag & 8)
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if (npc->y < gMC.y && gMC.flag & 8)
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npc->damage = 20;
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else
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npc->damage = 0;
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@ -177,12 +179,12 @@ void ActNpc161(NPCHAR *npc)
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{
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npc->exp = 0;
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if (gSuperXpos > npc->x)
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if (npc->x < gSuperXpos)
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npc->xm += 0x40;
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else
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npc->xm -= 0x40;
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if (gSuperYpos > npc->y)
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if (npc->y < gSuperYpos)
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npc->ym += 0x40;
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else
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npc->ym -= 0x40;
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@ -228,6 +230,8 @@ void ActNpc161(NPCHAR *npc)
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//Puu Black (dead)
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void ActNpc162(NPCHAR *npc)
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{
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int i;
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RECT rect_left = {40, 0, 80, 24};
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RECT rect_right = {40, 24, 80, 48};
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RECT rect_end = {0, 0, 0, 0};
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@ -238,10 +242,10 @@ void ActNpc162(NPCHAR *npc)
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DeleteNpCharCode(161, 1);
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PlaySoundObject(72, 1);
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for (int i = 0; i < 10; ++i)
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for (i = 0; i < 10; ++i)
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SetNpChar(4, npc->x + (Random(-12, 12) * 0x200), npc->y + (Random(-12, 12) * 0x200), Random(-0x600, 0x600), Random(-0x600, 0x600), 0, 0, 0x100);
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if (gMC.x < npc->x)
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if (npc->x > gMC.x)
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npc->direct = 0;
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else
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npc->direct = 2;
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@ -270,14 +274,7 @@ void ActNpc162(NPCHAR *npc)
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case 2:
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SetQuake(2);
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if (++npc->count1 > 240)
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{
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npc->rect = rect_end;
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npc->count1 = 0;
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npc->act_no = 3;
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}
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else
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if (++npc->count1 <= 240)
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{
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if (npc->direct == 0)
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npc->rect = rect_left;
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@ -288,6 +285,13 @@ void ActNpc162(NPCHAR *npc)
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npc->y = npc->tgt_y + ((npc->count1 / 8) * 0x200);
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npc->rect.left -= (npc->count1 / 2) % 2;
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}
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else
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{
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npc->rect = rect_end;
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npc->count1 = 0;
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npc->act_no = 3;
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}
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if (npc->count1 % 3 == 2)
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SetNpChar(161, npc->x + (Random(-12, 12) * 0x200), npc->y - 0x1800, Random(-0x200, 0x200), 0x100, 0, 0, 0x100);
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@ -298,11 +302,11 @@ void ActNpc162(NPCHAR *npc)
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break;
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case 3:
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if (++npc->count1 >= 60)
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{
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DeleteNpCharCode(161, 1);
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npc->cond = 0;
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}
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if (++npc->count1 < 60)
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break;
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DeleteNpCharCode(161, 1);
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npc->cond = 0;
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break;
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@ -585,18 +589,17 @@ void ActNpc169(NPCHAR *npc)
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npc->ani_no = 0;
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npc->act_wait = 30;
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if (gMC.x < npc->x)
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if (npc->x > gMC.x)
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npc->direct = 0;
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else
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npc->direct = 2;
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// Fallthrough
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case 1:
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if (--npc->act_wait == 0)
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{
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npc->act_no = 2;
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++npc->count1;
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}
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if (--npc->act_wait)
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break;
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npc->act_no = 2;
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++npc->count1;
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break;
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case 2:
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@ -623,7 +626,7 @@ void ActNpc169(NPCHAR *npc)
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else
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npc->xm += 0x20;
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if (npc->act_wait >= 8 && gMC.x > npc->x - 0x1800 && gMC.x < npc->x + 0x1800 && gMC.y > npc->y - 0x1800 && gMC.y < npc->y + 0x1000)
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if (npc->act_wait >= 8 && npc->x - 0x1800 < gMC.x && npc->x + 0x1800 > gMC.x && npc->y - 0x1800 < gMC.y && npc->y + 0x1000 > gMC.y)
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{
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npc->act_no = 10;
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npc->ani_no = 5;
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@ -665,13 +668,15 @@ void ActNpc169(NPCHAR *npc)
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npc->ani_no = 7;
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npc->ym = -0x5FF;
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}
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break;
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}
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}
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break;
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case 4:
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if (gMC.x < npc->x)
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if (npc->x > gMC.x)
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npc->direct = 0;
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else
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npc->direct = 2;
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@ -692,7 +697,7 @@ void ActNpc169(NPCHAR *npc)
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PlaySoundObject(26, 1);
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}
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if (npc->act_wait >= 8 && gMC.x > npc->x - 0x1800 && gMC.x < npc->x + 0x1800 && gMC.y > npc->y - 0x1800 && gMC.y < npc->y + 0x1000)
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if (npc->act_wait >= 8 && npc->x - 0x1800 < gMC.x && npc->x + 0x1800 > gMC.x && npc->y - 0x1800 < gMC.y && npc->y + 0x1000 > gMC.y)
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{
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npc->act_no = 10;
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npc->ani_no = 5;
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@ -705,9 +710,10 @@ void ActNpc169(NPCHAR *npc)
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case 9:
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npc->xm = 4 * npc->xm / 5;
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if (npc->xm == 0)
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npc->act_no = 0;
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if (npc->xm)
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break;
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npc->act_no = 0;
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break;
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case 10:
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@ -716,14 +722,13 @@ void ActNpc169(NPCHAR *npc)
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npc->xm = 4 * npc->xm / 5;
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if (npc->xm == 0)
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{
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npc->act_no = 11;
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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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}
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if (npc->xm)
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break;
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npc->act_no = 11;
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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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break;
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case 11:
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@ -772,9 +777,10 @@ void ActNpc169(NPCHAR *npc)
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npc->ani_no = 7;
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// Fallthrough
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case 21:
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if (++npc->act_wait >= 50)
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npc->act_no = 0;
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if (++npc->act_wait < 50)
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break;
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npc->act_no = 0;
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break;
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}
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@ -834,12 +840,12 @@ void ActNpc170(NPCHAR *npc)
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{128, 104, 144, 112},
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};
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bool bHit = false;
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BOOL bHit = FALSE;
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if (npc->direct == 0 && npc->flag & 1)
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bHit = true;
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bHit = TRUE;
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if (npc->direct == 2 && npc->flag & 4)
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bHit = true;
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bHit = TRUE;
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if (bHit)
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{
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@ -879,17 +885,17 @@ void ActNpc170(NPCHAR *npc)
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SetCaret(npc->x - 0x1000, npc->y, 7, 0);
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}
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if (npc->count1 >= 50)
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if (npc->count1 < 50)
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{
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npc->ym = 0;
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}
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else
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{
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if (gMC.y > npc->y)
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if (npc->y < gMC.y)
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npc->ym += 0x20;
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else
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npc->ym -= 0x20;
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}
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else
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{
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npc->ym = 0;
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}
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if (++npc->ani_no > 1)
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npc->ani_no = 0;
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@ -924,7 +930,7 @@ void ActNpc171(NPCHAR *npc)
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{216, 48, 248, 80},
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};
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if (gMC.x < npc->x)
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if (npc->x > gMC.x)
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npc->direct = 0;
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else
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npc->direct = 2;
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@ -957,7 +963,7 @@ void ActNpc171(NPCHAR *npc)
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if (npc->ani_no > 1)
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npc->ani_no = 0;
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if (npc->tgt_y > npc->y)
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if (npc->y < npc->tgt_y)
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npc->ym += 0x10;
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else
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npc->ym -= 0x10;
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@ -1043,6 +1049,10 @@ void ActNpc172(NPCHAR *npc)
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//Gaudi (armoured)
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void ActNpc173(NPCHAR *npc)
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{
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unsigned char deg;
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int xm;
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int ym;
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RECT rcLeft[4] = {
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{0, 128, 24, 152},
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{24, 128, 48, 152},
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@ -1057,155 +1067,156 @@ void ActNpc173(NPCHAR *npc)
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{72, 152, 96, 176},
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};
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if (npc->x <= gMC.x + (WINDOW_WIDTH * 0x200) && npc->x >= gMC.x - (WINDOW_WIDTH * 0x200) && npc->y <= gMC.y + (WINDOW_HEIGHT * 0x200) && npc->y >= gMC.y - (WINDOW_HEIGHT * 0x200))
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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->tgt_x = npc->x;
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npc->act_no = 1;
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// Fallthrough
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case 1:
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npc->ani_no = 0;
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npc->xm = 0;
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if (npc->x > gMC.x + (WINDOW_WIDTH * 0x200) || npc->x < gMC.x - (WINDOW_WIDTH * 0x200) || npc->y > gMC.y + (WINDOW_HEIGHT * 0x200) || npc->y < gMC.y - (WINDOW_HEIGHT * 0x200))
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return;
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if (npc->act_wait < 5)
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switch (npc->act_no)
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{
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case 0:
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npc->tgt_x = npc->x;
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npc->act_no = 1;
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// Fallthrough
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case 1:
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npc->ani_no = 0;
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npc->xm = 0;
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if (npc->act_wait < 5)
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{
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++npc->act_wait;
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}
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else
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{
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if (npc->x - 0x18000 < gMC.x && npc->x + 0x18000 > gMC.x && npc->y - 0x14000 < gMC.y && npc->y + 0x14000 > gMC.y)
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{
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++npc->act_wait;
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npc->act_no = 10;
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npc->act_wait = 0;
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npc->ani_no = 1;
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}
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}
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break;
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case 10:
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if (++npc->act_wait > 3)
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{
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if (++npc->count1 == 3)
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{
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PlaySoundObject(30, 1);
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npc->count1 = 0;
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npc->act_no = 25;
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npc->act_wait = 0;
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npc->ani_no = 2;
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npc->ym = -0x600;
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if (npc->x < npc->tgt_x)
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npc->xm = 0x80;
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else
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npc->xm = -0x80;
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}
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else
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{
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if (gMC.x > npc->x - 0x18000 && gMC.x < npc->x + 0x18000 && gMC.y > npc->y - 0x14000 && gMC.y < npc->y + 0x14000)
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{
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npc->act_no = 10;
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npc->act_wait = 0;
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npc->ani_no = 1;
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}
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}
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break;
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case 10:
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if (++npc->act_wait > 3)
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{
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if (++npc->count1 == 3)
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{
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PlaySoundObject(30, 1);
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npc->count1 = 0;
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npc->act_no = 25;
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npc->act_wait = 0;
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npc->ani_no = 2;
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npc->ym = -0x600;
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if (npc->tgt_x > npc->x)
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npc->xm = 0x80;
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else
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npc->xm = -0x80;
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}
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else
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{
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PlaySoundObject(30, 1);
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npc->act_no = 20;
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npc->ani_no = 2;
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npc->ym = -0x200;
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if (npc->tgt_x > npc->x)
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npc->xm = 0x200;
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else
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npc->xm = -0x200;
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}
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}
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break;
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case 20:
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++npc->act_wait;
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if (npc->flag & 8)
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{
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PlaySoundObject(23, 1);
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npc->ani_no = 1;
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npc->act_no = 30;
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npc->act_wait = 0;
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}
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break;
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case 25:
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if (++npc->act_wait == 30 || npc->act_wait == 40)
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{
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const unsigned char deg = GetArktan(npc->x - gMC.x, npc->y - gMC.y) + Random(-6, 6);
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const int ym = 3 * GetSin(deg);
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const int xm = 3 * GetCos(deg);
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SetNpChar(174, npc->x, npc->y, xm, ym, 0, 0, 0x100);
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PlaySoundObject(39, 1);
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npc->ani_no = 3;
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gCurlyShoot_wait = Random(80, 100);
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gCurlyShoot_x = npc->x;
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gCurlyShoot_y = npc->y;
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}
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if (npc->act_wait == 35 || npc->act_wait == 45)
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PlaySoundObject(30, 1);
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npc->act_no = 20;
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npc->ani_no = 2;
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npc->ym = -0x200;
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if (npc->flag & 8)
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{
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PlaySoundObject(23, 1);
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npc->ani_no = 1;
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npc->act_no = 30;
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npc->act_wait = 0;
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if (npc->x < npc->tgt_x)
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npc->xm = 0x200;
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else
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npc->xm = -0x200;
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}
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}
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break;
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break;
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case 30:
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npc->xm = 7 * npc->xm / 8;
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case 20:
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++npc->act_wait;
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if (++npc->act_wait > 3)
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{
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npc->ani_no = 0;
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npc->act_no = 1;
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npc->act_wait = 0;
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}
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if (npc->flag & 8)
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{
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PlaySoundObject(23, 1);
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npc->ani_no = 1;
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npc->act_no = 30;
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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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break;
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npc->ym += 51;
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case 25:
|
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if (++npc->act_wait == 30 || npc->act_wait == 40)
|
||||
{
|
||||
deg = GetArktan(npc->x - gMC.x, npc->y - gMC.y);
|
||||
deg += (unsigned char)Random(-6, 6);
|
||||
ym = 3 * GetSin(deg);
|
||||
xm = 3 * GetCos(deg);
|
||||
SetNpChar(174, npc->x, npc->y, xm, ym, 0, 0, 0x100);
|
||||
|
||||
if (gMC.x < npc->x)
|
||||
npc->direct = 0;
|
||||
else
|
||||
npc->direct = 2;
|
||||
PlaySoundObject(39, 1);
|
||||
npc->ani_no = 3;
|
||||
|
||||
if (npc->ym > 0x5FF)
|
||||
npc->ym = 0x5FF;
|
||||
if (npc->ym < -0x5FF)
|
||||
npc->ym = 0x5FF;
|
||||
gCurlyShoot_wait = Random(80, 100);
|
||||
gCurlyShoot_x = npc->x;
|
||||
gCurlyShoot_y = npc->y;
|
||||
}
|
||||
|
||||
npc->x += npc->xm;
|
||||
npc->y += npc->ym;
|
||||
if (npc->act_wait == 35 || npc->act_wait == 45)
|
||||
npc->ani_no = 2;
|
||||
|
||||
if (npc->direct == 0)
|
||||
npc->rect = rcLeft[npc->ani_no];
|
||||
else
|
||||
npc->rect = rcRight[npc->ani_no];
|
||||
if (npc->flag & 8)
|
||||
{
|
||||
PlaySoundObject(23, 1);
|
||||
npc->ani_no = 1;
|
||||
npc->act_no = 30;
|
||||
npc->act_wait = 0;
|
||||
}
|
||||
|
||||
if (npc->life <= 985)
|
||||
{
|
||||
SetDestroyNpChar(npc->x, npc->y, 0, 2);
|
||||
npc->code_char = 154;
|
||||
npc->act_no = 0;
|
||||
}
|
||||
break;
|
||||
|
||||
case 30:
|
||||
npc->xm = 7 * npc->xm / 8;
|
||||
|
||||
if (++npc->act_wait > 3)
|
||||
{
|
||||
npc->ani_no = 0;
|
||||
npc->act_no = 1;
|
||||
npc->act_wait = 0;
|
||||
}
|
||||
|
||||
break;
|
||||
}
|
||||
|
||||
npc->ym += 51;
|
||||
|
||||
if (gMC.x < npc->x)
|
||||
npc->direct = 0;
|
||||
else
|
||||
npc->direct = 2;
|
||||
|
||||
if (npc->ym > 0x5FF)
|
||||
npc->ym = 0x5FF;
|
||||
if (npc->ym < -0x5FF)
|
||||
npc->ym = 0x5FF;
|
||||
|
||||
npc->x += npc->xm;
|
||||
npc->y += npc->ym;
|
||||
|
||||
if (npc->direct == 0)
|
||||
npc->rect = rcLeft[npc->ani_no];
|
||||
else
|
||||
npc->rect = rcRight[npc->ani_no];
|
||||
|
||||
if (npc->life <= 985)
|
||||
{
|
||||
SetDestroyNpChar(npc->x, npc->y, 0, 2);
|
||||
npc->code_char = 154;
|
||||
npc->act_no = 0;
|
||||
}
|
||||
}
|
||||
|
||||
//Armoured-Gaudi projectile
|
||||
void ActNpc174(NPCHAR *npc)
|
||||
{
|
||||
bool bHit;
|
||||
BOOL bHit;
|
||||
switch (npc->act_no)
|
||||
{
|
||||
case 0:
|
||||
|
@ -1216,29 +1227,29 @@ void ActNpc174(NPCHAR *npc)
|
|||
npc->x += npc->xm;
|
||||
npc->y += npc->ym;
|
||||
|
||||
bHit = false;
|
||||
bHit = FALSE;
|
||||
|
||||
if (npc->flag & 1)
|
||||
{
|
||||
bHit = true;
|
||||
bHit = TRUE;
|
||||
npc->xm = 0x200;
|
||||
}
|
||||
|
||||
if (npc->flag & 4)
|
||||
{
|
||||
bHit = true;
|
||||
bHit = TRUE;
|
||||
npc->xm = -0x200;
|
||||
}
|
||||
|
||||
if (npc->flag & 2)
|
||||
{
|
||||
bHit = true;
|
||||
bHit = TRUE;
|
||||
npc->ym = 0x200;
|
||||
}
|
||||
|
||||
if (npc->flag & 8)
|
||||
{
|
||||
bHit = true;
|
||||
bHit = TRUE;
|
||||
npc->ym = -0x200;
|
||||
}
|
||||
|
||||
|
@ -1308,10 +1319,12 @@ void ActNpc175(NPCHAR *npc)
|
|||
npc->damage = 0;
|
||||
}
|
||||
|
||||
if (npc->act_no == 0)
|
||||
switch (npc->act_no)
|
||||
{
|
||||
npc->ani_no = 0;
|
||||
npc->act_no = 1;
|
||||
case 0:
|
||||
npc->ani_no = 0;
|
||||
npc->act_no = 1;
|
||||
break;
|
||||
}
|
||||
|
||||
if (npc->direct == 0)
|
||||
|
@ -1462,24 +1475,24 @@ void ActNpc177(NPCHAR *npc)
|
|||
npc->tgt_x = npc->x;
|
||||
npc->tgt_y = npc->y;
|
||||
|
||||
if (gMC.x < npc->x)
|
||||
if (npc->x > gMC.x)
|
||||
npc->direct = 0;
|
||||
else
|
||||
npc->direct = 2;
|
||||
|
||||
npc->xm = (Random(0, 1) * 0x400) - 0x200;
|
||||
npc->ym = (Random(0, 1) * 0x400) - 0x200;
|
||||
npc->xm = 2 * (0x200 * Random(0, 1) - 0x100);
|
||||
npc->ym = 2 * (0x200 * Random(0, 1) - 0x100);
|
||||
}
|
||||
|
||||
break;
|
||||
|
||||
case 10:
|
||||
if (npc->tgt_x > npc->x)
|
||||
if (npc->x < npc->tgt_x)
|
||||
npc->xm += 0x20;
|
||||
else
|
||||
npc->xm -= 0x20;
|
||||
|
||||
if (npc->tgt_y > npc->y)
|
||||
if (npc->y < npc->tgt_y)
|
||||
npc->ym += 0x20;
|
||||
else
|
||||
npc->ym -= 0x20;
|
||||
|
|
Loading…
Add table
Reference in a new issue