543 lines
9.7 KiB
C++
543 lines
9.7 KiB
C++
#include "BossFrog.h"
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#include "WindowsWrapper.h"
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#include "Boss.h"
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#include "Frame.h"
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#include "Game.h"
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#include "MyChar.h"
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#include "NpChar.h"
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#include "Sound.h"
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#include "Triangle.h"
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// Balfrog's mouth
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static void ActBossChar02_01(void)
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{
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NPCHAR *boss;
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int minus;
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if (gBoss[0].direct == 0)
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minus = 1;
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else
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minus = -1;
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boss = &gBoss[1];
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switch (gBoss[0].ani_no)
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{
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case 0:
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boss->hit_voice = 52;
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boss->hit.front = 0x2000;
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boss->hit.top = 0x2000;
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boss->hit.back = 0x2000;
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boss->hit.bottom = 0x2000;
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boss->size = 3;
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boss->bits = 4;
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break;
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case 1:
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boss->x = gBoss[0].x + -0x3000 * minus;
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boss->y = gBoss[0].y - 0x3000;
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break;
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case 2:
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boss->x = gBoss[0].x + -0x3000 * minus;
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boss->y = gBoss[0].y - 0x2800;
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break;
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case 3:
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case 4:
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boss->x = gBoss[0].x + -0x3000 * minus;
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boss->y = gBoss[0].y - 0x2000;
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break;
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case 5:
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boss->x = gBoss[0].x + -0x3000 * minus;
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boss->y = gBoss[0].y - 0x5600;
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break;
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}
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}
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static void ActBossChar02_02(void)
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{
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NPCHAR *boss = &gBoss[2];
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switch (gBoss[0].ani_no)
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{
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case 0:
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boss->hit_voice = 52;
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boss->hit.front = 0x3000;
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boss->hit.top = 0x2000;
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boss->hit.back = 0x3000;
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boss->hit.bottom = 0x2000;
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boss->size = 3;
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boss->bits = 4;
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break;
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case 1:
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case 2:
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case 3:
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case 4:
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case 5:
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boss->x = gBoss[0].x;
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boss->y = gBoss[0].y;
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break;
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}
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}
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// Main boss AI
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void ActBossChar_Frog(void)
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{
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int i;
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unsigned char deg;
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int ym;
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int xm;
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// Rects 1-4 are for when Balfrog is a frog, 5-8 for when he reverts and goes into the ceiling
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RECT rcLeft[9] = {
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{0, 0, 0, 0},
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{0, 48, 80, 112},
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{0, 112, 80, 176},
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{0, 176, 80, 240},
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{160, 48, 240, 112},
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{160, 112, 240, 200},
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{200, 0, 240, 24},
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{80, 0, 120, 24},
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{120, 0, 160, 24},
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};
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RECT rcRight[9] = {
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{0, 0, 0, 0},
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{80, 48, 160, 112},
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{80, 112, 160, 176},
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{80, 176, 160, 240},
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{240, 48, 320, 112},
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{240, 112, 320, 200},
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{200, 24, 240, 48},
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{80, 24, 120, 48},
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{120, 24, 160, 48},
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};
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NPCHAR *boss = gBoss;
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switch (boss->act_no)
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{
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case 0:
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boss->x = 0xC000;
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boss->y = 0x19000;
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boss->direct = 2;
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boss->view.front = 0x6000;
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boss->view.top = 0x6000;
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boss->view.back = 0x4000;
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boss->view.bottom = 0x2000;
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boss->hit_voice = 52;
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boss->hit.front = 0x3000;
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boss->hit.top = 0x2000;
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boss->hit.back = 0x3000;
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boss->hit.bottom = 0x2000;
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boss->size = 3;
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boss->exp = 1;
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boss->code_event = 1000;
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boss->bits |= 0x8200;
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boss->life = 300;
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break;
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case 10:
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boss->act_no = 11;
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boss->ani_no = 3;
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boss->cond = 0x80;
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boss->rect = rcRight[0];
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gBoss[1].cond = -112;
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gBoss[1].code_event = 1000;
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gBoss[2].cond = 0x80;
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gBoss[1].damage = 5;
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gBoss[2].damage = 5;
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for (i = 0; i < 8; ++i)
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SetNpChar(4, boss->x + (Random(-12, 12) * 0x200), boss->y + (Random(-12, 12) * 0x200), Random(-341, 341), Random(-0x600, 0), 0, 0, 0x100);
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break;
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case 20:
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boss->act_no = 21;
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boss->act_wait = 0;
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// Fallthrough
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case 21:
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if (++boss->act_wait / 2 % 2)
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boss->ani_no = 3;
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else
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boss->ani_no = 0;
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break;
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case 100:
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boss->act_no = 101;
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boss->act_wait = 0;
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boss->ani_no = 1;
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boss->xm = 0;
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// Fallthrough
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case 101:
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if (++boss->act_wait > 50)
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{
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boss->act_no = 102;
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boss->ani_wait = 0;
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boss->ani_no = 2;
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}
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break;
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case 102:
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if (++boss->ani_wait > 10)
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{
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boss->act_no = 103;
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boss->ani_wait = 0;
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boss->ani_no = 1;
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}
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break;
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case 103:
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if (++boss->ani_wait > 4)
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{
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boss->act_no = 104;
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boss->ani_no = 5;
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boss->ym = -0x400;
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PlaySoundObject(25, 1);
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if (boss->direct == 0)
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boss->xm = -0x200;
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else
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boss->xm = 0x200;
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boss->view.top = 0x8000;
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boss->view.bottom = 0x3000;
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}
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break;
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case 104:
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if (boss->direct == 0 && boss->flag & 1)
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{
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boss->direct = 2;
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boss->xm = 0x200;
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}
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if (boss->direct == 2 && boss->flag & 4)
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{
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boss->direct = 0;
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boss->xm = -0x200;
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}
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if (boss->flag & 8)
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{
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PlaySoundObject(26, 1);
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SetQuake(30);
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boss->act_no = 100;
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boss->ani_no = 1;
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boss->view.top = 0x6000;
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boss->view.bottom = 0x2000;
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if (boss->direct == 0 && boss->x < gMC.x)
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{
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boss->direct = 2;
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boss->act_no = 110;
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}
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if (boss->direct == 2 && boss->x > gMC.x)
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{
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boss->direct = 0;
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boss->act_no = 110;
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}
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SetNpChar(110, Random(4, 16) * 0x2000, Random(0, 4) * 0x2000, 0, 0, 4, 0, 0x80);
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for (i = 0; i < 4; ++i)
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SetNpChar(4, boss->x + (Random(-12, 12) * 0x200), boss->y + boss->hit.bottom, Random(-341, 341), Random(-0x600, 0), 0, 0, 0x100);
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}
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break;
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case 110:
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boss->ani_no = 1;
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boss->act_wait = 0;
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boss->act_no = 111;
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// Fallthrough
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case 111:
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++boss->act_wait;
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boss->xm = 8 * boss->xm / 9;
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if (boss->act_wait > 50)
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{
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boss->ani_no = 2;
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boss->ani_wait = 0;
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boss->act_no = 112;
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}
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break;
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case 112:
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if (++boss->ani_wait > 4)
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{
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boss->act_no = 113;
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boss->act_wait = 0;
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boss->ani_no = 3;
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boss->count1 = 16;
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gBoss[1].bits |= 0x20;
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boss->tgt_x = boss->life;
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}
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break;
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case 113:
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if (boss->shock)
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{
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if (boss->count2++ / 2 % 2)
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boss->ani_no = 4;
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else
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boss->ani_no = 3;
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}
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else
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{
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boss->count2 = 0;
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boss->ani_no = 3;
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}
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boss->xm = 10 * boss->xm / 11;
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if (++boss->act_wait > 16)
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{
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boss->act_wait = 0;
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--boss->count1;
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if (boss->direct == 0)
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deg = GetArktan(boss->x - 0x4000 - gMC.x, boss->y - 0x1000 - gMC.y);
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else
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deg = GetArktan(boss->x + 0x4000 - gMC.x, boss->y - 0x1000 - gMC.y);
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deg += (unsigned char)Random(-16, 16);
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ym = GetSin(deg);
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xm = GetCos(deg);
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if (boss->direct == 0)
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SetNpChar(108, boss->x - 0x4000, boss->y - 0x1000, xm, ym, 0, 0, 0x100);
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else
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SetNpChar(108, boss->x + 0x4000, boss->y - 0x1000, xm, ym, 0, 0, 0x100);
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PlaySoundObject(39, 1);
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if (boss->count1 == 0 || boss->life < boss->tgt_x - 90)
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{
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boss->act_no = 114;
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boss->act_wait = 0;
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boss->ani_no = 2;
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boss->ani_wait = 0;
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gBoss[1].bits &= ~0x20;
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}
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}
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break;
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case 114:
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if (++boss->ani_wait > 10)
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{
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if (++gBoss[1].count1 > 2)
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{
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gBoss[1].count1 = 0;
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boss->act_no = 120;
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}
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else
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{
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boss->act_no = 100;
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}
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boss->ani_wait = 0;
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boss->ani_no = 1;
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}
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break;
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case 120:
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boss->act_no = 121;
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boss->act_wait = 0;
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boss->ani_no = 1;
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boss->xm = 0;
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// Fallthrough
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case 121:
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if (++boss->act_wait > 50)
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{
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boss->act_no = 122;
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boss->ani_wait = 0;
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boss->ani_no = 2;
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}
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break;
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case 122:
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if (++boss->ani_wait > 20)
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{
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boss->act_no = 123;
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boss->ani_wait = 0;
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boss->ani_no = 1;
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}
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break;
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case 123:
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if (++boss->ani_wait > 4)
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{
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boss->act_no = 124;
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boss->ani_no = 5;
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boss->ym = -0xA00;
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boss->view.top = 0x8000;
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boss->view.bottom = 0x3000;
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PlaySoundObject(25, 1);
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}
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break;
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case 124:
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if (boss->flag & 8)
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{
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PlaySoundObject(26, 1);
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SetQuake(60);
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boss->act_no = 100;
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boss->ani_no = 1;
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boss->view.top = 0x6000;
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boss->view.bottom = 0x2000;
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for (i = 0; i < 2; ++i)
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SetNpChar(104, Random(4, 16) * 0x2000, Random(0, 4) * 0x2000, 0, 0, 4, 0, 0x80);
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for (i = 0; i < 6; ++i)
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SetNpChar(110, Random(4, 16) * 0x2000, Random(0, 4) * 0x2000, 0, 0, 4, 0, 0x80);
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for (i = 0; i < 8; ++i)
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SetNpChar(4, boss->x + (Random(-12, 12) * 0x200), boss->y + boss->hit.bottom, Random(-341, 341), Random(-0x600, 0), 0, 0, 0x100);
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if (boss->direct == 0 && boss->x < gMC.x)
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{
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boss->direct = 2;
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boss->act_no = 110;
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}
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if (boss->direct == 2 && boss->x > gMC.x)
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{
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boss->direct = 0;
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boss->act_no = 110;
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}
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}
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break;
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case 130:
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boss->act_no = 131;
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boss->ani_no = 3;
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boss->act_wait = 0;
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boss->xm = 0;
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PlaySoundObject(72, 1);
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for (i = 0; i < 8; ++i)
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SetNpChar(4, boss->x + (Random(-12, 12) * 0x200), boss->y + (Random(-12, 12) * 0x200), Random(-341, 341), Random(-0x600, 0), 0, 0, 0x100);
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gBoss[1].cond = 0;
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gBoss[2].cond = 0;
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// Fallthrough
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case 131:
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if (++boss->act_wait % 5 == 0)
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SetNpChar(4, boss->x + (Random(-12, 12) * 0x200), boss->y + (Random(-12, 12) * 0x200), Random(-341, 341), Random(-0x600, 0), 0, 0, 0x100);
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if (boss->act_wait / 2 % 2)
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boss->x -= 0x200;
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else
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boss->x += 0x200;
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if (boss->act_wait > 100)
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{
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boss->act_wait = 0;
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boss->act_no = 132;
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}
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break;
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case 132:
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if (++boss->act_wait / 2 % 2)
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{
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boss->view.front = 0x2800;
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boss->view.top = 0x1800;
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boss->view.back = 0x2800;
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boss->view.bottom = 0x1800;
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boss->ani_no = 6;
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}
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else
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{
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boss->view.front = 0x6000;
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boss->view.top = 0x6000;
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boss->view.back = 0x4000;
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boss->view.bottom = 0x2000;
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boss->ani_no = 3;
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}
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if (boss->act_wait % 9 == 0)
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SetNpChar(4, boss->x + (Random(-12, 12) * 0x200), boss->y + (Random(-12, 12) * 0x200), Random(-341, 341), Random(-0x600, 0), 0, 0, 0x100);
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if (boss->act_wait > 150)
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{
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boss->act_no = 140;
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boss->hit.bottom = 0x1800;
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}
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break;
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case 140:
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boss->act_no = 141;
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// Fallthrough
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case 141:
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if (boss->flag & 8)
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{
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boss->act_no = 142;
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boss->act_wait = 0;
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boss->ani_no = 7;
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}
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break;
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case 142:
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if (++boss->act_wait > 30)
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{
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boss->ani_no = 8;
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boss->ym = -0xA00;
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boss->bits |= 8;
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boss->act_no = 143;
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}
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break;
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case 143:
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boss->ym = -0xA00;
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if (boss->y < 0)
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{
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boss->cond = 0;
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PlaySoundObject(26, 1);
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SetQuake(30);
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}
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break;
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}
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boss->ym += 0x40;
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if (boss->ym > 0x5FF)
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boss->ym = 0x5FF;
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boss->x += boss->xm;
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boss->y += boss->ym;
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if (boss->direct == 0)
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boss->rect = rcLeft[boss->ani_no];
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else
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boss->rect = rcRight[boss->ani_no];
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ActBossChar02_01();
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ActBossChar02_02();
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}
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