520 lines
7.5 KiB
C++
520 lines
7.5 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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// Grate
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void ActNpc100(NPCHAR *npc)
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{
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RECT rc[2];
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rc[0] = {272, 48, 288, 64};
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rc[1] = {272, 48, 288, 64};
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if (npc->act_no == 0)
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{
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npc->y += 0x2000;
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npc->act_no = 1;
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}
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if (npc->direct == 0)
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npc->rect = rc[0];
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else
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npc->rect = rc[1];
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}
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//Mannan projectile
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void ActNpc103(NPCHAR *npc)
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{
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RECT rcLeft[3];
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RECT rcRight[3];
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rcLeft[0] = {192, 96, 208, 120};
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rcLeft[1] = {208, 96, 224, 120};
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rcLeft[2] = {224, 96, 240, 120};
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rcRight[0] = {192, 120, 208, 144};
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rcRight[1] = {208, 120, 224, 144};
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rcRight[2] = {224, 120, 240, 144};
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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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// Fallthrough
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case 1:
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if (npc->direct == 0)
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npc->xm -= 0x20;
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else
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npc->xm += 0x20;
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if (++npc->ani_wait > 0)
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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 > 2)
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npc->ani_no = 0;
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break;
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}
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npc->x += npc->xm;
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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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if (++npc->count1 > 100)
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npc->cond = 0;
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if (npc->count1 % 4 == 1)
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PlaySoundObject(46, 1);
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}
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//Frog
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void ActNpc104(NPCHAR *npc)
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{
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RECT rcLeft[3];
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RECT rcRight[3];
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rcLeft[0] = {0, 112, 32, 144};
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rcLeft[1] = {32, 112, 64, 144};
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rcLeft[2] = {64, 112, 96, 144};
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rcRight[0] = {0, 144, 32, 176};
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rcRight[1] = {32, 144, 64, 176};
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rcRight[2] = {64, 144, 96, 176};
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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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npc->xm = 0;
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npc->ym = 0;
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if (npc->direct == 4)
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{
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if (Random(0, 1) != 0)
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npc->direct = 0;
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else
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npc->direct = 2;
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npc->bits |= 8;
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npc->ani_no = 2;
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npc->act_no = 3;
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break;
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}
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else
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{
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npc->bits &= ~8;
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}
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// Fallthrough
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case 1:
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++npc->act_wait;
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if (Random(0, 50) == 1)
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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 = 0;
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npc->ani_wait = 0;
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}
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break;
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case 2:
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++npc->act_wait;
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if (++npc->ani_wait > 2)
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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 (npc->act_wait > 18)
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{
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npc->act_no = 1;
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npc->act_no = 1;
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}
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break;
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case 3:
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if (++npc->act_wait > 40)
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npc->bits &= ~8;
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if (npc->flag & 8)
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{
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npc->act_no = 0;
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npc->ani_no = 0;
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npc->act_wait = 0;
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}
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break;
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case 10:
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npc->act_no = 11;
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// Fallthrough
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case 11:
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if (npc->flag & 1 && npc->xm < 0)
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{
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npc->xm = -npc->xm;
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npc->direct = 2;
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}
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if (npc->flag & 4 && npc->xm > 0)
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{
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npc->xm = -npc->xm;
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npc->direct = 0;
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}
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if (npc->flag & 8)
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{
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npc->act_no = 0;
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npc->ani_no = 0;
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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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bool bJump = false;
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if (npc->act_no < 10 && npc->act_no != 3 && npc->act_wait > 10)
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{
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if (npc->shock)
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bJump = true;
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if (npc->x >= gMC.x - 0x14000 && npc->x <= gMC.x + 0x14000 && npc->y >= gMC.y - 0x8000 && npc->y <= gMC.y + 0x8000)
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{
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if (Random(0, 50) == 2)
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bJump = true;
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}
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}
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if (bJump)
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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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npc->act_no = 10;
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npc->ani_no = 2;
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npc->ym = -0x5FF;
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if (!(gMC.cond & 2))
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PlaySoundObject(30, 1);
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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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npc->ym += 0x80;
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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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//'HEY!' speech bubble (low)
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void ActNpc105(NPCHAR *npc)
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{
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RECT rect[2];
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rect[0] = {128, 32, 144, 48};
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rect[1] = {128, 32, 128, 32};
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if (++npc->act_wait > 30)
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npc->cond = 0;
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if (npc->act_wait <= 4)
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npc->y -= 0x200;
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npc->rect = rect[npc->ani_no];
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}
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//'HEY!' speech bubble (high)
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void ActNpc106(NPCHAR *npc)
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{
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if (npc->act_no == 0)
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{
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SetNpChar(105, npc->x, npc->y - 0x1000, 0, 0, 0, 0, 0x180);
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npc->act_no = 1;
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}
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}
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//Quote (teleport out)
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void ActNpc111(NPCHAR *npc)
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{
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RECT rcLeft[2];
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RECT rcRight[2];
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rcLeft[0] = {0, 0, 16, 16};
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rcLeft[1] = {16, 0, 32, 16};
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rcRight[0] = {0, 16, 16, 32};
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rcRight[1] = {16, 16, 32, 32};
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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 = 0;
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npc->y -= 0x2000;
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break;
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case 1:
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if (++npc->act_wait > 20)
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{
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npc->act_wait = 0;
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npc->act_no = 2;
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npc->ani_no = 1;
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npc->ym = -0x2FF;
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}
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break;
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case 2:
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if (npc->ym > 0)
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npc->hit.bottom = 0x2000;
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if (npc->flag & 8)
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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 > 40)
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{
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npc->act_no = 4;
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npc->act_wait = 64;
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PlaySoundObject(29, 1);
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}
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break;
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case 4:
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--npc->act_wait;
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npc->ani_no = 0;
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if (npc->act_wait == 0)
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npc->cond = 0;
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break;
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}
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npc->ym += 0x40;
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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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if (gMC.equip & 0x40)
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{
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npc->rect.top += 32;
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npc->rect.bottom += 32;
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}
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if (npc->act_no == 4)
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{
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npc->rect.bottom = npc->rect.top + npc->act_wait / 4;
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if (npc->act_wait / 2 % 2)
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++npc->rect.left;
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}
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}
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//Quote (teleport in)
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void ActNpc112(NPCHAR *npc)
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{
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RECT rcLeft[2];
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RECT rcRight[2];
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rcLeft[0] = {0, 0, 16, 16};
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rcLeft[1] = {16, 0, 32, 16};
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rcRight[0] = {0, 16, 16, 32};
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rcRight[1] = {16, 16, 32, 32};
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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 = 0;
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npc->ani_wait = 0;
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npc->x += 0x2000;
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npc->y += 0x1000;
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PlaySoundObject(29, 1);
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// Fallthrough
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case 1:
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if (++npc->act_wait == 64)
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{
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npc->act_no = 2;
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npc->act_wait = 0;
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}
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break;
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case 2:
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if (++npc->act_wait > 20)
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{
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npc->act_no = 3;
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npc->ani_no = 1;
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npc->hit.bottom = 0x1000;
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}
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break;
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case 3:
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if (npc->flag & 8)
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{
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npc->act_no = 4;
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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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}
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npc->ym += 0x40;
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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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if (gMC.equip & 0x40)
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{
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npc->rect.top += 32;
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npc->rect.bottom += 32;
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}
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if (npc->act_no == 1)
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{
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npc->rect.bottom = npc->rect.top + npc->act_wait / 4;
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if ( npc->act_wait / 2 % 2 )
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++npc->rect.left;
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}
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}
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//Press
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void ActNpc114(NPCHAR *npc)
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{
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RECT rcLeft[3];
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rcLeft[0] = {144, 112, 160, 136};
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rcLeft[1] = {160, 112, 176, 136};
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rcLeft[2] = {176, 112, 192, 136};
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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->y -= 0x800;
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// Fallthrough
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case 1:
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if (!(npc->flag & 8))
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{
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npc->act_no = 10;
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npc->ani_wait = 0;
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npc->ani_no = 1;
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}
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break;
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case 10:
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if (++npc->ani_wait > 2)
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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 > 2)
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npc->ani_no = 2;
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if (gMC.y > npc->y)
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{
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npc->bits &= ~0x40;
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npc->damage = 0x7F;
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}
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else
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{
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npc->bits |= 0x40;
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npc->damage = 0;
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}
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if (npc->flag & 8)
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{
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if (npc->ani_no > 1)
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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(-341, 341), Random(-0x600, 0), 0, 0, 0x100);
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PlaySoundObject(26, 1);
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SetQuake(10);
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}
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npc->act_no = 1;
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npc->ani_no = 0;
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npc->damage = 0;
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npc->bits |= 0x40;
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}
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}
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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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npc->y += npc->ym;
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npc->rect = rcLeft[npc->ani_no];
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}
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//Red petals
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void ActNpc116(NPCHAR *npc)
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{
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RECT rc[1];
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rc[0] = {272, 184, 320, 200};
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npc->rect = rc[0];
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}
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//Table and chair
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void ActNpc119(NPCHAR *npc)
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{
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RECT rc[1];
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rc[0] = {248, 184, 272, 200};
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npc->rect = rc[0];
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}
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