949 lines
15 KiB
C++
949 lines
15 KiB
C++
#include "WindowsWrapper.h"
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#include "NpcAct.h"
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#include "MyChar.h"
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#include "NpChar.h"
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#include "Game.h"
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#include "Sound.h"
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#include "Back.h"
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#include "Triangle.h"
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#include "Caret.h"
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#include "Frame.h"
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#include "Flash.h"
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#include "Bullet.h"
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//Toroko (frenzied)
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void ActNpc140(NPCHAR *npc)
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{
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RECT rcLeft[14];
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RECT rcRight[14];
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rcLeft[0] = {0, 0, 32, 32};
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rcLeft[1] = {32, 0, 64, 32};
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rcLeft[2] = {64, 0, 96, 32};
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rcLeft[3] = {96, 0, 128, 32};
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rcLeft[4] = {128, 0, 160, 32};
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rcLeft[5] = {160, 0, 192, 32};
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rcLeft[6] = {192, 0, 224, 32};
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rcLeft[7] = {224, 0, 256, 32};
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rcLeft[8] = {0, 64, 32, 96};
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rcLeft[9] = {32, 64, 64, 96};
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rcLeft[10] = {64, 64, 96, 96};
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rcLeft[11] = {96, 64, 128, 96};
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rcLeft[12] = {128, 64, 160, 96};
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rcLeft[13] = {0, 0, 0, 0};
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rcRight[0] = {0, 32, 32, 64};
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rcRight[1] = {32, 32, 64, 64};
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rcRight[2] = {64, 32, 96, 64};
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rcRight[3] = {96, 32, 128, 64};
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rcRight[4] = {128, 32, 160, 64};
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rcRight[5] = {160, 32, 192, 64};
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rcRight[6] = {192, 32, 224, 64};
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rcRight[7] = {224, 32, 256, 64};
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rcRight[8] = {0, 96, 32, 128};
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rcRight[9] = {32, 96, 64, 128};
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rcRight[10] = {64, 96, 96, 128};
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rcRight[11] = {96, 96, 128, 128};
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rcRight[12] = {128, 96, 160, 128};
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rcRight[13] = {0, 0, 0, 0};
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switch (npc->act_no)
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{
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case 0:
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npc->act_no = 1;
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npc->ani_no = 9;
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npc->act_wait = 0;
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npc->bits &= ~0x2000;
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// Fallthrough
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case 1:
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if (++npc->act_wait > 50)
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{
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npc->act_no = 2;
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npc->act_wait = 0;
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npc->ani_no = 8;
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}
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break;
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case 2:
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if (++npc->ani_no > 10)
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npc->ani_no = 9;
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if (++npc->act_wait > 50)
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{
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npc->act_no = 3;
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npc->act_wait = 0;
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npc->ani_no = 0;
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}
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break;
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case 3:
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if (++npc->act_wait > 50)
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{
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npc->act_no = 10;
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npc->bits |= 0x20;
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}
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break;
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case 10:
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npc->bits = npc->bits;
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npc->act_no = 11;
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npc->ani_no = 0;
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npc->ani_wait = 0;
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npc->act_wait = Random(20, 130);
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npc->xm = 0;
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// Fallthrough
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case 11:
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if (gMC.x < npc->x)
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npc->direct = 0;
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else
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npc->direct = 2;
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if (++npc->ani_wait > 4)
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{
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npc->ani_wait = 0;
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++npc->ani_no;
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}
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if (npc->ani_no > 1)
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npc->ani_no = 0;
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if (CountArmsBullet(6) || CountArmsBullet(3) > 3)
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npc->act_no = 20;
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if (npc->act_wait)
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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 (Random(0, 99) % 2)
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npc->act_no = 20;
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else
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npc->act_no = 50;
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}
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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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npc->act_wait = 0;
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// Fallthrough
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case 21:
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if (++npc->act_wait > 10)
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{
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npc->act_no = 22;
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npc->act_wait = 0;
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npc->ani_no = 3;
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npc->ym = -0x5FF;
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if (npc->direct == 0)
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npc->xm = -0x200u;
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else
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npc->xm = 0x200;
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}
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break;
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case 22:
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if (++npc->act_wait > 10)
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{
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npc->act_no = 23;
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npc->act_wait = 0;
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npc->ani_no = 6;
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SetNpChar(141, 0, 0, 0, 0, 0, npc, 0);
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}
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break;
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case 23:
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if (++npc->act_wait > 30)
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{
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npc->act_no = 24;
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npc->act_wait = 0;
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npc->ani_no = 7;
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}
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if (gMC.x < npc->x)
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npc->direct = 0;
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else
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npc->direct = 2;
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break;
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case 24:
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if (++npc->act_wait > 3)
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{
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npc->act_no = 25;
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npc->ani_no = 3;
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}
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break;
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case 25:
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if (npc->flag & 8)
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{
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npc->act_no = 26;
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npc->act_wait = 0;
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npc->ani_no = 2;
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PlaySoundObject(26, 1);
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SetQuake(20);
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}
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break;
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case 26:
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npc->xm = 8 * npc->xm / 9;
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if (++npc->act_wait > 20)
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{
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npc->act_no = 10;
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npc->ani_no = 0;
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}
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break;
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case 50:
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npc->act_no = 51;
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npc->act_wait = 0;
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npc->ani_no = 4;
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SetNpChar(141, 0, 0, 0, 0, 0, npc, 0);
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// Fallthrough
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case 51:
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if (++npc->act_wait > 30)
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{
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npc->act_no = 52;
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npc->act_wait = 0;
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npc->ani_no = 5;
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}
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if (gMC.x < npc->x)
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npc->direct = 0;
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else
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npc->direct = 2;
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break;
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case 52:
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if (++npc->act_wait > 3)
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{
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npc->act_no = 10;
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npc->ani_no = 0;
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}
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break;
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case 100:
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npc->ani_no = 3;
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npc->act_no = 101;
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npc->bits &= ~0x20;
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npc->damage = 0;
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for (int i = 0; i < 8; ++i)
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SetNpChar(4, npc->x + (Random(-12, 12) * 0x200), npc->y + (Random(-12, 12) * 0x200), Random(-341, 341), Random(-0x600u, 0), 0, 0, 0x100);
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break;
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case 101:
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if (npc->flag & 8)
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{
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npc->act_no = 102;
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npc->act_wait = 0;
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npc->ani_no = 2;
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PlaySoundObject(26, 1);
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SetQuake(20);
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}
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break;
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case 102:
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npc->xm = 8 * npc->xm / 9;
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if (++npc->act_wait > 50)
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{
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npc->act_no = 103;
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npc->act_wait = 0;
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npc->ani_no = 10;
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}
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break;
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case 103:
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if (++npc->act_wait > 50)
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{
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npc->ani_no = 9;
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npc->act_no = 104;
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npc->act_wait = 0;
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}
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break;
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case 104:
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if (++npc->ani_no > 10)
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npc->ani_no = 9;
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if (++npc->act_wait > 100)
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{
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npc->act_wait = 0;
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npc->ani_no = 9;
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npc->act_no = 105;
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}
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break;
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case 105:
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if (++npc->act_wait > 50)
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{
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npc->ani_wait = 0;
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npc->act_no = 106;
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npc->ani_no = 11;
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}
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break;
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case 106:
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if (++npc->ani_wait > 50)
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{
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npc->ani_wait = 0;
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++npc->ani_no;
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}
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if (npc->ani_no > 12)
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npc->ani_no = 12;
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break;
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case 140:
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npc->act_no = 141;
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npc->act_wait = 0;
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npc->ani_no = 12;
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PlaySoundObject(29, 1);
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// Fallthrough
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case 141:
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if (++npc->ani_no > 13)
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npc->ani_no = 12;
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if (++npc->act_wait > 100)
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{
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for (int i = 0; i < 4; ++i)
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SetNpChar(4, npc->x + (Random(-12, 12) * 0x200), npc->y + (Random(-12, 12) * 0x200), Random(-341, 341), Random(-0x600, 0), 0, 0, 0x100);
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npc->cond = 0;
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}
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break;
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}
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if (npc->act_no > 100 && npc->act_no < 105 && npc->act_wait % 9 == 0)
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SetNpChar(4, npc->x + (Random(-12, 12) * 0x200), npc->y + (Random(-12, 12) * 0x200), Random(-341, 341), Random(-0x600, 0), 0, 0, 0x100);
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npc->ym += 0x20;
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if (npc->ym > 0x5FF)
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npc->ym = 0x5FF;
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if (npc->ym < -0x5FF)
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npc->ym = -0x5FF;
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npc->x += npc->xm;
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npc->y += npc->ym;
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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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// Toroko block projectile
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void ActNpc141(NPCHAR *npc)
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{
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RECT rect[2]; // [sp+8h] [bp-24h]@1
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rect[0] = {288, 32, 304, 48};
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rect[1] = {304, 32, 320, 48};
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switch (npc->act_no)
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{
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case 0:
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npc->act_no = 1;
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npc->act_wait = 0;
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// Fallthrough
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case 1:
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if (npc->pNpc->direct == 0)
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npc->x = npc->pNpc->x + 0x1400;
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else
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npc->x = npc->pNpc->x - 0x1400;
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npc->y = npc->pNpc->y - 0x1000;
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if (npc->pNpc->act_no == 24 || npc->pNpc->act_no == 52)
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{
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npc->act_no = 10;
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if (npc->pNpc->direct == 0)
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npc->x = npc->pNpc->x - 0x2000;
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else
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npc->x = npc->pNpc->x + 0x2000;
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npc->y = npc->pNpc->y;
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const unsigned char deg = GetArktan(npc->x - gMC.x, npc->y - gMC.y);
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npc->ym = 4 * GetSin(deg);
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npc->xm = 4 * GetCos(deg);
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PlaySoundObject(39, 1);
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}
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break;
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case 10:
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if (npc->flag & 0xF)
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{
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npc->act_no = 20;
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npc->act_wait = 0;
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SetCaret(npc->x, npc->y, 2, 0);
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PlaySoundObject(12, 1);
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for (int i = 0; i < 4; ++i)
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SetNpChar(4, npc->x, npc->y, Random(-0x200, 0x200), Random(-0x200, 0x200), 0, 0, 0x100);
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}
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else
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{
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npc->x += npc->xm;
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npc->y += npc->ym;
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}
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break;
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case 20:
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npc->x += npc->xm;
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npc->y += npc->ym;
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if (++npc->act_wait > 4)
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{
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for (int i = 0; i < 4; ++i)
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SetNpChar(4, npc->x, npc->y, Random(-0x200, 0x200), Random(-0x200, 0x200), 0, 0, 0x100);
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npc->code_char = 142;
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npc->ani_no = 0;
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npc->act_no = 20;
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npc->xm = 0;
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npc->bits &= ~4;
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npc->bits |= 0x20;
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npc->damage = 1;
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}
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break;
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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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npc->rect = rect[npc->ani_no];
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}
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// Flower Cub
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void ActNpc142(NPCHAR *npc)
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{
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RECT rect[5];
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rect[0] = {0, 128, 16, 144};
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rect[1] = {16, 128, 32, 144};
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rect[2] = {32, 128, 48, 144};
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rect[3] = {48, 128, 64, 144};
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rect[4] = {64, 128, 80, 144};
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switch (npc->act_no)
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{
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case 10:
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npc->act_no = 11;
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npc->ani_no = 0;
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npc->act_wait = 0;
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// Fallthrough
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case 11:
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if (++npc->act_wait > 30)
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{
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npc->act_no = 12;
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npc->ani_no = 1;
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npc->ani_wait = 0;
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}
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break;
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case 12:
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if (++npc->ani_wait > 8)
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{
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npc->ani_wait = 0;
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++npc->ani_no;
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}
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if (npc->ani_no == 3)
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{
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npc->act_no = 20;
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npc->ym = -0x200;
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if (gMC.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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break;
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case 20:
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if (npc->ym > -0x80)
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npc->ani_no = 4;
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else
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npc->ani_no = 3;
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if (npc->flag & 8)
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{
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npc->ani_no = 2;
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npc->act_no = 21;
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npc->act_wait = 0;
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npc->xm = 0;
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PlaySoundObject(23, 1);
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}
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break;
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case 21:
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if (++npc->act_wait > 10)
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{
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npc->act_no = 10;
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npc->ani_no = 0;
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}
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break;
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}
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npc->ym += 0x40;
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if (npc->ym > 0x5FF)
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npc->ym = 0x5FF;
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if (npc->ym < -0x5FF)
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npc->ym = -0x5FF;
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npc->x += npc->xm;
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npc->y += npc->ym;
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npc->rect = rect[npc->ani_no];
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}
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// Jenka (collapsed)
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void ActNpc143(NPCHAR *npc)
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{
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RECT rcLeft[1];
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RECT rcRight[1];
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rcLeft[0] = {208, 32, 224, 48};
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rcRight[0] = {208, 48, 224, 64};
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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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//Toroko (teleporting in)
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void ActNpc144(NPCHAR *npc)
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{
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RECT rcLeft[5];
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RECT rcRight[5];
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rcLeft[0] = {0, 64, 16, 80};
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rcLeft[1] = {16, 64, 32, 80};
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rcLeft[2] = {32, 64, 48, 80};
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rcLeft[3] = {16, 64, 32, 80};
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rcLeft[4] = {128, 64, 144, 80};
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rcRight[0] = {0, 80, 16, 96};
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rcRight[1] = {16, 80, 32, 96};
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rcRight[2] = {32, 80, 48, 96};
|
|
rcRight[3] = {16, 80, 32, 96};
|
|
rcRight[4] = {128, 80, 144, 96};
|
|
|
|
switch (npc->act_no)
|
|
{
|
|
case 0:
|
|
npc->act_no = 1;
|
|
npc->ani_no = 0;
|
|
npc->ani_wait = 0;
|
|
npc->tgt_x = npc->x;
|
|
PlaySoundObject(29, 1);
|
|
// Fallthrough
|
|
case 1:
|
|
if (++npc->act_wait == 64)
|
|
{
|
|
npc->act_no = 2;
|
|
npc->act_wait = 0;
|
|
}
|
|
|
|
break;
|
|
|
|
case 2:
|
|
if (++npc->ani_wait > 2)
|
|
{
|
|
npc->ani_wait = 0;
|
|
++npc->ani_no;
|
|
}
|
|
|
|
if (npc->ani_no > 3)
|
|
npc->ani_no = 2;
|
|
|
|
if (npc->flag & 8)
|
|
{
|
|
npc->act_no = 4;
|
|
npc->act_wait = 0;
|
|
npc->ani_no = 4;
|
|
PlaySoundObject(23, 1);
|
|
}
|
|
|
|
break;
|
|
|
|
case 10:
|
|
npc->act_no = 11;
|
|
npc->ani_no = 0;
|
|
npc->ani_wait = 0;
|
|
// Fallthrough
|
|
case 11:
|
|
if (Random(0, 120) == 10)
|
|
{
|
|
npc->act_no = 12;
|
|
npc->act_wait = 0;
|
|
npc->ani_no = 1;
|
|
}
|
|
|
|
break;
|
|
|
|
case 12:
|
|
if (++npc->act_wait > 8)
|
|
{
|
|
npc->act_no = 11;
|
|
npc->ani_no = 0;
|
|
}
|
|
|
|
break;
|
|
}
|
|
|
|
if (npc->act_no > 1)
|
|
{
|
|
npc->ym += 0x20;
|
|
if (npc->ym > 0x5FF)
|
|
npc->ym = 0x5FF;
|
|
|
|
npc->y += npc->ym;
|
|
}
|
|
|
|
if (npc->direct == 0)
|
|
npc->rect = rcLeft[npc->ani_no];
|
|
else
|
|
npc->rect = rcRight[npc->ani_no];
|
|
|
|
if (npc->act_no == 1)
|
|
{
|
|
npc->rect.bottom = npc->rect.top + npc->act_wait / 4;
|
|
|
|
if (npc->act_wait / 2 % 2)
|
|
npc->x = npc->tgt_x;
|
|
else
|
|
npc->x = npc->tgt_x + 0x200;
|
|
}
|
|
}
|
|
|
|
//King's sword
|
|
void ActNpc145(NPCHAR *npc)
|
|
{
|
|
RECT rcLeft[1];
|
|
RECT rcRight[1];
|
|
|
|
rcLeft[0] = {96, 32, 112, 48};
|
|
rcRight[0] = {112, 32, 128, 48};
|
|
|
|
if (npc->act_no == 0)
|
|
{
|
|
if (npc->pNpc->count2 == 0)
|
|
{
|
|
if (npc->pNpc->direct == 0)
|
|
npc->direct = 0;
|
|
else
|
|
npc->direct = 2;
|
|
}
|
|
else
|
|
{
|
|
if (npc->pNpc->direct == 0)
|
|
npc->direct = 2;
|
|
else
|
|
npc->direct = 0;
|
|
}
|
|
|
|
if (npc->direct == 0)
|
|
npc->x = npc->pNpc->x - 0x1400;
|
|
else
|
|
npc->x = npc->pNpc->x + 0x1400;
|
|
|
|
npc->y = npc->pNpc->y;
|
|
}
|
|
|
|
if (npc->direct == 0)
|
|
npc->rect = rcLeft[npc->ani_no];
|
|
else
|
|
npc->rect = rcRight[npc->ani_no];
|
|
}
|
|
|
|
//Lightning
|
|
void ActNpc146(NPCHAR *npc)
|
|
{
|
|
RECT rect[5];
|
|
|
|
rect[0] = {0, 0, 0, 0};
|
|
rect[1] = {256, 0, 272, 240};
|
|
rect[2] = {272, 0, 288, 240};
|
|
rect[3] = {288, 0, 304, 240};
|
|
rect[4] = {304, 0, 320, 240};
|
|
|
|
switch (npc->act_no)
|
|
{
|
|
case 0:
|
|
npc->act_no = 1;
|
|
|
|
if (npc->direct == 2)
|
|
SetFlash(0, 0, 2);
|
|
// Fallthrough
|
|
case 1:
|
|
if (++npc->act_wait > 10)
|
|
{
|
|
npc->act_no = 2;
|
|
PlaySoundObject(101, 1);
|
|
}
|
|
|
|
break;
|
|
|
|
case 2:
|
|
if (++npc->ani_wait > 2)
|
|
{
|
|
npc->ani_wait = 0;
|
|
++npc->ani_no;
|
|
}
|
|
|
|
if (npc->ani_no == 2)
|
|
npc->damage = 10;
|
|
|
|
if (npc->ani_no > 4)
|
|
{
|
|
SetDestroyNpChar(npc->x, npc->y, 0x1000, 8);
|
|
npc->cond = 0;
|
|
}
|
|
|
|
break;
|
|
}
|
|
|
|
npc->rect = rect[npc->ani_no];
|
|
}
|
|
|
|
//Quote
|
|
void ActNpc150(NPCHAR *npc)
|
|
{
|
|
RECT rcLeft[9];
|
|
RECT rcRight[9];
|
|
|
|
rcLeft[0] = {0, 0, 16, 16};
|
|
rcLeft[1] = {48, 0, 64, 16};
|
|
rcLeft[2] = {144, 0, 160, 16};
|
|
rcLeft[3] = {16, 0, 32, 16};
|
|
rcLeft[4] = {0, 0, 16, 16};
|
|
rcLeft[5] = {32, 0, 48, 16};
|
|
rcLeft[6] = {0, 0, 16, 16};
|
|
rcLeft[7] = {160, 0, 176, 16};
|
|
rcLeft[8] = {112, 0, 128, 16};
|
|
|
|
rcRight[0] = {0, 16, 16, 32};
|
|
rcRight[1] = {48, 16, 64, 32};
|
|
rcRight[2] = {144, 16, 160, 32};
|
|
rcRight[3] = {16, 16, 32, 32};
|
|
rcRight[4] = {0, 16, 16, 32};
|
|
rcRight[5] = {32, 16, 48, 32};
|
|
rcRight[6] = {0, 16, 16, 32};
|
|
rcRight[7] = {160, 16, 176, 32};
|
|
rcRight[8] = {112, 16, 128, 32};
|
|
|
|
switch (npc->act_no)
|
|
{
|
|
case 0:
|
|
npc->act_no = 1;
|
|
npc->ani_no = 0;
|
|
|
|
if (npc->direct > 10)
|
|
{
|
|
npc->x = gMC.x;
|
|
npc->y = gMC.y;
|
|
npc->direct -= 10;
|
|
}
|
|
break;
|
|
case 2:
|
|
npc->ani_no = 1;
|
|
break;
|
|
case 10:
|
|
npc->act_no = 11;
|
|
for (int i = 0; i < 4; i++)
|
|
SetNpChar(4, npc->x, npc->y, Random(-0x155, 0x155), Random(-0x600, 0), 0, 0, 0x100);
|
|
PlaySoundObject(71, 1);
|
|
case 11:
|
|
npc->ani_no = 2;
|
|
break;
|
|
case 20:
|
|
npc->act_no = 21;
|
|
npc->act_wait = 64;
|
|
PlaySoundObject(29, 1);
|
|
case 21:
|
|
if (!--npc->act_wait)
|
|
npc->cond = 0;
|
|
break;
|
|
case 50:
|
|
npc->act_no = 51;
|
|
npc->ani_no = 3;
|
|
npc->ani_wait = 0;
|
|
case 51:
|
|
if (++npc->ani_wait > 4)
|
|
{
|
|
npc->ani_wait = 0;
|
|
++npc->ani_no;
|
|
}
|
|
if (npc->ani_no > 6)
|
|
npc->ani_no = 3;
|
|
|
|
if ( npc->direct )
|
|
npc->x += 0x200;
|
|
else
|
|
npc->x -= 0x200;
|
|
break;
|
|
case 60:
|
|
npc->act_no = 61;
|
|
npc->ani_no = 7;
|
|
npc->tgt_x = npc->x;
|
|
npc->tgt_y = npc->y;
|
|
case 61:
|
|
npc->tgt_y += 0x100;
|
|
npc->x = npc->tgt_x + (Random(-1, 1) << 9);
|
|
npc->y = npc->tgt_y + (Random(-1, 1) << 9);
|
|
break;
|
|
case 70:
|
|
npc->act_no = 71;
|
|
npc->act_wait = 0;
|
|
npc->ani_no = 3;
|
|
npc->ani_wait = 0;
|
|
case 0x47:
|
|
if ( npc->direct )
|
|
npc->x -= 0x100;
|
|
else
|
|
npc->x += 0x100;
|
|
|
|
if (++npc->ani_wait > 8)
|
|
{
|
|
npc->ani_wait = 0;
|
|
++npc->ani_no;
|
|
}
|
|
if (npc->ani_no > 6)
|
|
npc->ani_no = 3;
|
|
break;
|
|
case 80:
|
|
npc->ani_no = 8;
|
|
break;
|
|
case 99:
|
|
case 100:
|
|
npc->act_no = 101;
|
|
npc->ani_no = 3;
|
|
npc->ani_wait = 0;
|
|
case 101:
|
|
npc->ym += 0x40;
|
|
if (npc->ym > 0x5FF)
|
|
npc->ym = 0x5FF;
|
|
if (npc->flag & 8)
|
|
{
|
|
npc->ym = 0;
|
|
npc->act_no = 102;
|
|
}
|
|
npc->y += npc->ym;
|
|
break;
|
|
case 102:
|
|
if (++npc->ani_wait > 8)
|
|
{
|
|
npc->ani_wait = 0;
|
|
++npc->ani_no;
|
|
}
|
|
if (npc->ani_no > 6)
|
|
npc->ani_no = 3;
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
|
|
if (npc->direct)
|
|
npc->rect = rcRight[npc->ani_no];
|
|
else
|
|
npc->rect = rcLeft[npc->ani_no];
|
|
|
|
if (npc->act_no == 21)
|
|
{
|
|
npc->rect.bottom = npc->act_wait / 4 + npc->rect.top;
|
|
if (npc->act_wait / 2 & 1)
|
|
++npc->rect.left;
|
|
}
|
|
|
|
if (gMC.equip & 0x40)
|
|
{
|
|
npc->rect.top += 32;
|
|
npc->rect.bottom += 32;
|
|
}
|
|
}
|
|
|
|
//Blue robot (standing)
|
|
void ActNpc151(NPCHAR *npc)
|
|
{
|
|
RECT rcLeft[2];
|
|
RECT rcRight[2];
|
|
|
|
rcLeft[0] = {192, 0, 208, 16};
|
|
rcLeft[1] = {208, 0, 224, 16};
|
|
|
|
rcRight[0] = {192, 16, 208, 32};
|
|
rcRight[1] = {208, 16, 224, 32};
|
|
|
|
switch (npc->act_no)
|
|
{
|
|
case 0:
|
|
npc->act_no = 1;
|
|
npc->ani_no = 0;
|
|
npc->ani_wait = 0;
|
|
// Fallthrough
|
|
|
|
case 1:
|
|
if (Random(0, 100) == 0)
|
|
{
|
|
npc->act_no = 2;
|
|
npc->act_wait = 0;
|
|
npc->ani_no = 1;
|
|
}
|
|
|
|
break;
|
|
|
|
case 2:
|
|
if (++npc->act_wait > 16)
|
|
{
|
|
npc->act_no = 1;
|
|
npc->ani_no = 0;
|
|
}
|
|
|
|
break;
|
|
}
|
|
|
|
if (npc->direct == 0)
|
|
npc->rect = rcLeft[npc->ani_no];
|
|
else
|
|
npc->rect = rcRight[npc->ani_no];
|
|
}
|