Made more NPCs ASM-accurate
Geez, there has to be a faster way to do this. This is tedious as all hell.
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1 changed files with 61 additions and 63 deletions
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@ -240,10 +240,10 @@ void ActNpc002(NPCHAR *npc)
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switch (npc->act_no)
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{
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case 0: //Walking
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if (npc->direct)
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npc->xm = 0x100;
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else
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if (npc->direct == 0)
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npc->xm = -0x100;
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else
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npc->xm = 0x100;
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if (++npc->ani_wait > 8)
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{
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@ -282,10 +282,10 @@ void ActNpc002(NPCHAR *npc)
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}
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break;
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case 2: //Charge
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if (npc->direct)
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npc->xm = 0x400;
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else
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if (npc->direct == 0)
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npc->xm = -0x400;
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else
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npc->xm = 0x400;
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if (++npc->count1 > 200)
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{
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@ -361,22 +361,12 @@ void ActNpc004(NPCHAR *npc)
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{80, 128, 96, 144},
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};
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if (npc->act_no)
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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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//Move
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npc->x += npc->xm;
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npc->y += npc->ym;
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}
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else
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if (npc->act_no == 0)
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{
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//Move in random direction at random speed
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if (!npc->direct || npc->direct == 1)
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if (npc->direct == 0 || npc->direct == 1)
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{
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uint8_t deg = Random(0, 0xFF);
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const unsigned char deg = Random(0, 0xFF);
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npc->xm = GetCos(deg) * Random(0x200, 0x5FF) / 0x200;
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npc->ym = GetSin(deg) * Random(0x200, 0x5FF) / 0x200;
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}
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@ -386,6 +376,16 @@ void ActNpc004(NPCHAR *npc)
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npc->ani_wait = Random(0, 3);
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npc->act_no = 1;
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}
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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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//Move
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npc->x += npc->xm;
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npc->y += npc->ym;
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}
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//Animate
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if (++npc->ani_wait > 4)
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@ -395,20 +395,20 @@ void ActNpc004(NPCHAR *npc)
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}
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//Set framerect
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if (npc->ani_no < 8)
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{
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if (npc->direct == 1)
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npc->rect = rcUp[npc->ani_no];
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if (!npc->direct)
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npc->rect = rcLeft[npc->ani_no];
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if (npc->direct == 2)
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npc->rect = rcLeft[npc->ani_no];
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}
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else
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if (npc->ani_no > 7)
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{
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//Destroy if over
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npc->cond = 0;
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}
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else
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{
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if (npc->direct == 1)
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npc->rect = rcUp[npc->ani_no];
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if (npc->direct == 0)
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npc->rect = rcLeft[npc->ani_no];
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if (npc->direct == 2)
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npc->rect = rcLeft[npc->ani_no];
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}
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}
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//Critter (Green, Egg Corridor)
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@ -434,21 +434,22 @@ void ActNpc005(NPCHAR *npc)
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// Fallthrough
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case 1: //Waiting
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//Look at player
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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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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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//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 - 0xE000 < gMC.x && npc->x + 0xE000 > gMC.x && npc->y - 0xA000 < gMC.y && npc->y + 0xA000 > gMC.y)
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{
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if (npc->act_wait < 8)
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++npc->act_wait;
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npc->ani_no = 0;
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npc->ani_no = 1;
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}
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else
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{
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npc->ani_no = 1;
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if (npc->act_wait < 8)
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++npc->act_wait;
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npc->ani_no = 0;
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}
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//Jump if attacked
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@ -480,10 +481,10 @@ void ActNpc005(NPCHAR *npc)
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PlaySoundObject(30, 1);
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//Jump in facing direction
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if (npc->direct)
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npc->xm = 0x100;
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else
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if (npc->direct == 0)
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npc->xm = -0x100;
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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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@ -510,10 +511,10 @@ void ActNpc005(NPCHAR *npc)
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npc->y += npc->ym;
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//Set framerect
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if (npc->direct)
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npc->rect = rcRight[npc->ani_no];
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else
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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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//Beetle (Goes left and right, Egg Corridor)
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@ -540,10 +541,10 @@ void ActNpc006(NPCHAR *npc)
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case 0: //Init
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npc->act_no = 1;
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if (npc->direct)
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npc->act_no = 3;
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else
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if (npc->direct == 0)
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npc->act_no = 1;
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else
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npc->act_no = 3;
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break;
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case 1:
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@ -631,16 +632,13 @@ void ActNpc006(NPCHAR *npc)
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npc->ani_no = 1;
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}
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break;
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default:
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break;
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}
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//Set framerect
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if (npc->direct)
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npc->rect = rcRight[npc->ani_no];
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else
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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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//Basil
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@ -772,26 +770,26 @@ void ActNpc008(NPCHAR *npc)
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break;
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case 1:
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if (npc->x <= gMC.x)
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{
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npc->direct = 2;
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npc->xm += 0x10;
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}
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else
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if (npc->x > gMC.x)
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{
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npc->direct = 0;
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npc->xm -= 0x10;
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}
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else
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{
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npc->direct = 2;
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npc->xm += 0x10;
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}
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if (npc->xm > 0x2FF)
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npc->xm = 0x2FF;
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if (npc->xm < -0x2FF)
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npc->xm = -0x2FF;
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if (npc->y >= npc->tgt_y)
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npc->ym -= 8;
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else
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if (npc->y < npc->tgt_y)
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npc->ym += 8;
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else
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npc->ym -= 8;
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if (npc->ym > 0x100)
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npc->ym = 0x100;
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