ref: 2e16660a5af976ac1978dd47359db2a4e0ed77de
parent: b6ed1dd9b1a511a1cd1e182a0b47d1c092080c26
author: Clownacy <[email protected]>
date: Thu Feb 7 12:02:11 EST 2019
Added NPCs for the destroyed Egg Corridor
--- a/src/NpcAct.h
+++ b/src/NpcAct.h
@@ -202,7 +202,17 @@
void ActNpc197(NPCHAR *npc);
void ActNpc198(NPCHAR *npc);
void ActNpc199(NPCHAR *npc);
-
+void ActNpc200(NPCHAR *npc);
+void ActNpc201(NPCHAR *npc);
+void ActNpc202(NPCHAR *npc);
+void ActNpc203(NPCHAR *npc);
+void ActNpc204(NPCHAR *npc);
+void ActNpc205(NPCHAR *npc);
+void ActNpc206(NPCHAR *npc);
+void ActNpc207(NPCHAR *npc);
+void ActNpc208(NPCHAR *npc);
+void ActNpc209(NPCHAR *npc);
+void ActNpc210(NPCHAR *npc);
void ActNpc211(NPCHAR *npc);
void ActNpc218(NPCHAR *npc);
--- a/src/NpcAct200.cpp
+++ b/src/NpcAct200.cpp
@@ -8,6 +8,855 @@
#include "Sound.h"
#include "Back.h"
#include "Triangle.h"
+#include "Bullet.h"
+#include "Caret.h"
+#include "Frame.h"
+
+//Dragon Zombie
+void ActNpc200(NPCHAR *npc)
+{
+ RECT rcLeft[6];
+ RECT rcRight[6];
+
+ rcLeft[0] = {0, 0, 40, 40};
+ rcLeft[1] = {40, 0, 80, 40};
+ rcLeft[2] = {80, 0, 120, 40};
+ rcLeft[3] = {120, 0, 160, 40};
+ rcLeft[4] = {160, 0, 200, 40};
+ rcLeft[5] = {200, 0, 240, 40};
+
+ rcRight[0] = {0, 40, 40, 80};
+ rcRight[1] = {40, 40, 80, 80};
+ rcRight[2] = {80, 40, 120, 80};
+ rcRight[3] = {120, 40, 160, 80};
+ rcRight[4] = {160, 40, 200, 80};
+ rcRight[5] = {200, 40, 240, 80};
+
+ if (npc->act_no < 100 && npc->life < 950)
+ {
+ PlaySoundObject(72, 1);
+ SetDestroyNpChar(npc->x, npc->y, npc->view.back, 8);
+ SetExpObjects(npc->x, npc->y, npc->exp);
+ npc->act_no = 100;
+ npc->bits &= ~0x20;
+ npc->damage = 0;
+ }
+
+ switch (npc->act_no)
+ {
+ case 0:
+ npc->act_no = 10;
+ npc->count1 = 0;
+ // Fallthrough
+ case 10:
+ if (++npc->ani_wait > 30)
+ {
+ npc->ani_wait = 0;
+ ++npc->ani_no;
+ }
+
+ if (npc->ani_no > 1)
+ npc->ani_no = 0;
+
+ if (npc->count1)
+ --npc->count1;
+
+ if (npc->count1 == 0 && gMC.x > npc->x - 0xE000 && gMC.x < npc->x + 0xE000)
+ npc->act_no = 20;
+
+ break;
+
+ case 20:
+ npc->act_no = 21;
+ npc->act_wait = 0;
+ // Fallthrough
+ case 21:
+ if (++npc->act_wait / 2 % 2)
+ npc->ani_no = 2;
+ else
+ npc->ani_no = 3;
+
+ if (npc->act_wait > 30)
+ npc->act_no = 30;
+
+ if (gMC.x < npc->x)
+ npc->direct = 0;
+ else
+ npc->direct = 2;
+
+ break;
+
+ case 30:
+ npc->act_no = 31;
+ npc->act_wait = 0;
+ npc->ani_no = 4;
+ npc->tgt_x = gMC.x;
+ npc->tgt_y = gMC.y;
+ // Fallthrough
+ case 31:
+ if (++npc->act_wait < 40 && npc->act_wait % 8 == 1)
+ {
+ const unsigned char deg = npc->direct ? GetArktan(npc->x + 0x1C00 - npc->tgt_x, npc->y - npc->tgt_y) : GetArktan( npc->x - 0x1C00 - npc->tgt_x, npc->y - npc->tgt_y) + Random(-6, 6);
+ const int ym = 3 * GetSin(deg);
+ const int xm = 3 * GetCos(deg);
+
+ if (npc->direct == 0)
+ SetNpChar(202, npc->x - 0x1C00, npc->y, xm, ym, 0, 0, 0x100);
+ else
+ SetNpChar(202, npc->x + 0x1C00, npc->y, xm, ym, 0, 0, 0x100);
+
+ if ((gMC.cond & 2) == 0)
+ PlaySoundObject(33, 1);
+ }
+
+ if (npc->act_wait > 60)
+ {
+ npc->act_no = 10;
+ npc->count1 = Random(100, 200);
+ npc->ani_wait = 0;
+ }
+
+ break;
+
+ case 100:
+ npc->ani_no = 5;
+ break;
+ }
+
+ if (npc->direct == 0)
+ npc->rect = rcLeft[npc->ani_no];
+ else
+ npc->rect = rcRight[npc->ani_no];
+}
+
+//Dragon Zombie (dead)
+void ActNpc201(NPCHAR *npc)
+{
+ RECT rcLeft[1];
+ RECT rcRight[1];
+
+ rcLeft[0] = {200, 0, 240, 40};
+ rcRight[0] = {200, 40, 240, 80};
+
+ if (npc->direct == 0)
+ npc->rect = rcLeft[npc->ani_no];
+ else
+ npc->rect = rcRight[npc->ani_no];
+}
+
+//Dragon Zombie projectile
+void ActNpc202(NPCHAR *npc)
+{
+ RECT rect_left[3];
+
+ if (npc->flag & 0xFF)
+ {
+ npc->cond = 0;
+ SetCaret(npc->x, npc->y, 2, 0);
+ }
+
+ npc->y += npc->ym;
+ npc->x += npc->xm;
+
+ rect_left[0] = {184, 216, 200, 240};
+ rect_left[1] = {200, 216, 216, 240};
+ rect_left[2] = {216, 216, 232, 240};
+
+ if (++npc->ani_wait > 1)
+ {
+ npc->ani_wait = 0;
+ ++npc->ani_no;
+ }
+
+ if ( npc->ani_no > 2 )
+ npc->ani_no = 0;
+
+ npc->rect = rect_left[npc->ani_no];
+
+ if (++npc->count1 > 300)
+ {
+ npc->cond = 0;
+ SetCaret(npc->x, npc->y, 2, 0);
+ }
+}
+
+//Critter (destroyed Egg Corridor)
+void ActNpc203(NPCHAR *npc)
+{
+ RECT rcLeft[3];
+ RECT rcRight[3];
+
+ rcLeft[0] = {0, 80, 16, 96};
+ rcLeft[1] = {16, 80, 32, 96};
+ rcLeft[2] = {32, 80, 48, 96};
+
+ rcRight[0] = {0, 96, 16, 112};
+ rcRight[1] = {16, 96, 32, 112};
+ rcRight[2] = {32, 96, 48, 112};
+
+ switch (npc->act_no)
+ {
+ case 0:
+ npc->y += 0x600;
+ npc->act_no = 1;
+ // Fallthrough
+ case 1:
+ if (gMC.x < npc->x)
+ npc->direct = 0;
+ else
+ npc->direct = 2;
+
+ if (npc->act_wait >= 8 && gMC.x > npc->x - 0xE000 && gMC.x < npc->x + 0xE000 && gMC.y > npc->y - 0xA000 && gMC.y < npc->y + 0xA000)
+ {
+ npc->ani_no = 1;
+ }
+ else
+ {
+ if ( npc->act_wait < 8 )
+ ++npc->act_wait;
+ npc->ani_no = 0;
+ }
+
+ if (npc->shock)
+ {
+ npc->act_no = 2;
+ npc->ani_no = 0;
+ npc->act_wait = 0;
+ }
+
+ if (npc->act_wait >= 8 && gMC.x > npc->x - 0x6000 && gMC.x < npc->x + 0x6000 && gMC.y > npc->y - 0xA000 && gMC.y < npc->y + 0x6000)
+ {
+ npc->act_no = 2;
+ npc->ani_no = 0;
+ npc->act_wait = 0;
+ }
+
+ break;
+
+ case 2:
+ if (++npc->act_wait > 8)
+ {
+ npc->act_no = 3;
+ npc->ani_no = 2;
+ npc->ym = -0x5FF;
+
+ if ((gMC.cond & 2) == 0)
+ PlaySoundObject(30, 1);
+
+ if (npc->direct == 0)
+ npc->xm = -0x100;
+ else
+ npc->xm = 0x100;
+ }
+
+ break;
+
+ case 3:
+ if (npc->flag & 8)
+ {
+ npc->xm = 0;
+ npc->act_wait = 0;
+ npc->ani_no = 0;
+ npc->act_no = 1;
+
+ if ((gMC.cond & 2) == 0)
+ PlaySoundObject(23, 1);
+ }
+
+ break;
+ }
+
+ npc->ym += 0x40;
+ if (npc->ym > 0x5FF)
+ npc->ym = 0x5FF;
+
+ npc->x += npc->xm;
+ npc->y += npc->ym;
+
+ if (npc->direct == 0)
+ npc->rect = rcLeft[npc->ani_no];
+ else
+ npc->rect = rcRight[npc->ani_no];
+}
+
+//Falling spike (small)
+void ActNpc204(NPCHAR *npc)
+{
+ RECT rc[2]; // [sp+4h] [bp-20h]@1
+
+ rc[0] = {240, 80, 256, 96};
+ rc[1] = {240, 144, 256, 160};
+
+ switch (npc->act_no)
+ {
+ case 0:
+ npc->act_no = 1;
+ npc->tgt_x = npc->x;
+ // Fallthrough
+ case 1:
+ if (gMC.x > npc->x - 0x1800 && gMC.x < npc->x + 0x1800 && gMC.y > npc->y)
+ npc->act_no = 2;
+ break;
+
+ case 2:
+ if (++npc->act_wait / 6 % 2)
+ npc->x = npc->tgt_x - 0x200;
+ else
+ npc->x = npc->tgt_x;
+
+ if (npc->act_wait > 30)
+ {
+ npc->act_no = 3;
+ npc->ani_no = 1;
+ }
+ break;
+
+ case 3:
+ npc->ym += 0x20;
+
+ if (npc->flag & 0xFF)
+ {
+ if ((gMC.cond & 2) == 0)
+ PlaySoundObject(12, 1);
+
+ SetDestroyNpChar(npc->x, npc->y, npc->view.back, 4);
+ npc->cond = 0;
+ return;
+ }
+
+ break;
+ }
+
+ if (npc->ym > 0xC00)
+ npc->ym = 0xC00;
+
+ npc->y += npc->ym;
+
+ npc->rect = rc[npc->ani_no];
+}
+
+//Falling spike (large)
+void ActNpc205(NPCHAR *npc)
+{
+ RECT rc[2];
+
+ rc[0] = {112, 80, 128, 112};
+ rc[1] = {128, 80, 144, 112};
+
+ switch (npc->act_no)
+ {
+ case 0:
+ npc->act_no = 1;
+ npc->tgt_x = npc->x;
+ npc->y += 0x800;
+ // Fallthrough
+ case 1:
+ if (gMC.x > npc->x - 0x1800 && gMC.x < npc->x + 0x1800 && gMC.y > npc->y)
+ npc->act_no = 2;
+
+ break;
+
+ case 2:
+ if (++npc->act_wait / 6 % 2)
+ npc->x = npc->tgt_x - 0x200;
+ else
+ npc->x = npc->tgt_x;
+
+ if (npc->act_wait > 30)
+ {
+ npc->act_no = 3;
+ npc->ani_no = 1;
+ npc->act_wait = 0;
+ }
+
+ break;
+
+ case 3:
+ npc->ym += 0x20;
+
+ if (gMC.y > npc->y)
+ {
+ npc->bits &= ~0x40;
+ npc->damage = 0x7F;
+ }
+ else
+ {
+ npc->bits |= 0x40;
+ npc->damage = 0;
+ }
+
+ if (++npc->act_wait > 8 && npc->flag & 0xFF)
+ {
+ npc->bits |= 0x40;
+ npc->act_no = 4;
+ npc->act_wait = 0;
+ npc->ym = 0;
+ npc->damage = 0;
+ PlaySoundObject(12, 1);
+ SetDestroyNpChar(npc->x, npc->y, npc->view.back, 4);
+ SetBullet(24, npc->x, npc->y, 0);
+ return;
+ }
+
+ break;
+
+ case 4:
+ if (++npc->act_wait > 4)
+ {
+ npc->act_no = 5;
+ npc->bits |= 0x20;
+ }
+
+ break;
+ }
+
+ if (npc->ym > 0xC00)
+ npc->ym = 0xC00;
+
+ npc->y += npc->ym;
+
+ npc->rect = rc[npc->ani_no];
+}
+
+//Counter Bomb
+void ActNpc206(NPCHAR *npc)
+{
+ RECT rect_left[3];
+
+ switch (npc->act_no)
+ {
+ case 0:
+ npc->act_no = 1;
+ npc->tgt_x = npc->x;
+ npc->tgt_y = npc->y;
+ npc->count1 = 120;
+ npc->act_wait = Random(0, 50);
+ // Fallthrough
+ case 1:
+ if (++npc->act_wait >= 50)
+ {
+ npc->act_wait = 0;
+ npc->act_no = 2;
+ npc->ym = 0x300;
+ }
+
+ break;
+
+ case 2:
+ if (gMC.x > npc->x - 0xA000 && gMC.x < npc->x + 0xA000)
+ {
+ npc->act_wait = 0;
+ npc->act_no = 3;
+ }
+
+ if (npc->shock)
+ {
+ npc->act_wait = 0;
+ npc->act_no = 3;
+ }
+
+ break;
+
+ case 3:
+ switch (npc->act_wait)
+ {
+ case 60 * 0:
+ SetNpChar(207, npc->x + 0x2000, npc->y + 0x800, 0, 0, 0, 0, 0x100);
+ break;
+
+ case 60 * 1:
+ SetNpChar(207, npc->x + 0x2000, npc->y + 0x800, 0, 0, 1, 0, 0x100);
+ break;
+
+ case 60 * 2:
+ SetNpChar(207, npc->x + 0x2000, npc->y + 0x800, 0, 0, 2, 0, 0x100);
+ break;
+
+ case 60 * 3:
+ SetNpChar(207, npc->x + 0x2000, npc->y + 0x800, 0, 0, 3, 0, 0x100);
+ break;
+
+ case 60 * 4:
+ SetNpChar(207, npc->x + 0x2000, npc->y + 0x800, 0, 0, 4, 0, 0x100);
+ break;
+
+ case 60 * 5:
+ npc->hit.back = 0x10000;
+ npc->hit.front = 0x10000;
+ npc->hit.top = 0xC800;
+ npc->hit.bottom = 0xC800;
+ npc->damage = 30;
+ PlaySoundObject(35, 1);
+ SetDestroyNpChar(npc->x, npc->y, 0x10000, 100);
+ SetQuake(20);
+ npc->cond |= 8;
+ break;
+ }
+
+ ++npc->act_wait;
+ break;
+ }
+
+ if (npc->act_no > 1)
+ {
+ if (npc->tgt_y < npc->y)
+ npc->ym -= 0x10;
+ if (npc->tgt_y > npc->y)
+ npc->ym += 0x10;
+
+ if (npc->ym > 0x100)
+ npc->ym = 0x100;
+ if (npc->ym < -0x100)
+ npc->ym = -0x100;
+ }
+
+ npc->x += npc->xm;
+ npc->y += npc->ym;
+
+ rect_left[0] = {80, 80, 120, 120};
+ rect_left[1] = {120, 80, 160, 120};
+ rect_left[2] = {160, 80, 200, 120};
+
+ if (++npc->ani_wait > 4)
+ {
+ npc->ani_wait = 0;
+ ++npc->ani_no;
+ }
+
+ if (npc->ani_no > 2)
+ npc->ani_no = 0;
+
+ npc->rect = rect_left[npc->ani_no];
+}
+
+//Counter Bomb's countdown
+void ActNpc207(NPCHAR *npc)
+{
+ RECT rc[5];
+
+ rc[0] = {0, 144, 16, 160};
+ rc[1] = {16, 144, 32, 160};
+ rc[2] = {32, 144, 48, 160};
+ rc[3] = {48, 144, 64, 160};
+ rc[4] = {64, 144, 80, 160};
+
+ switch (npc->act_no)
+ {
+ case 0:
+ npc->act_no = 1;
+ npc->ani_no = npc->direct;
+ PlaySoundObject(43, 1);
+ // Fallthrough
+ case 1:
+ npc->x += 0x200;
+
+ if (++npc->act_wait > 8)
+ {
+ npc->act_wait = 0;
+ npc->act_no = 2;
+ }
+
+ break;
+
+ case 2:
+ if (++npc->act_wait > 30)
+ {
+ npc->cond = 0;
+ return;
+ }
+
+ break;
+ }
+
+ npc->rect = rc[npc->ani_no];
+}
+
+//Basu (destroyed Egg Corridor)
+void ActNpc208(NPCHAR *npc)
+{
+ RECT rcLeft[3];
+ RECT rcRight[3];
+
+ rcLeft[0] = {248, 80, 272, 104};
+ rcLeft[1] = {272, 80, 296, 104};
+ rcLeft[2] = {296, 80, 320, 104};
+
+ rcRight[0] = {248, 104, 272, 128};
+ rcRight[1] = {272, 104, 296, 128};
+ rcRight[2] = {296, 104, 320, 128};
+
+ switch (npc->act_no)
+ {
+ case 0:
+ if (gMC.x < npc->x + 0x2000 && gMC.x > npc->x - 0x2000)
+ {
+ npc->bits |= 0x20;
+ npc->ym = -0x200;
+ npc->tgt_x = npc->x;
+ npc->tgt_y = npc->y;
+ npc->act_no = 1;
+ npc->act_wait = 0;
+ npc->count1 = npc->direct;
+ npc->count2 = 0;
+ npc->damage = 6;
+
+ if (npc->direct == 0)
+ {
+ npc->x = gMC.x + 0x20000;
+ npc->xm = -0x2FF;
+ }
+ else
+ {
+ npc->x = gMC.x - 0x20000;
+ npc->xm = 0x2FF;
+ }
+ }
+ else
+ {
+ npc->rect.right = 0;
+ npc->damage = 0;
+ npc->xm = 0;
+ npc->ym = 0;
+ npc->bits &= ~0x20;
+ }
+
+ break;
+
+ case 1:
+ if (gMC.x < npc->x)
+ {
+ npc->direct = 0;
+ npc->xm -= 0x10;
+ }
+ else
+ {
+ npc->direct = 2;
+ npc->xm += 0x10;
+ }
+
+ if (npc->flag & 1)
+ npc->xm = 0x200;
+ if (npc->flag & 4)
+ npc->xm = -0x200;
+
+ if (npc->tgt_y > npc->y)
+ npc->ym += 8;
+ else
+ npc->ym -= 8;
+
+ if (npc->xm > 0x2FF)
+ npc->xm = 0x2FF;
+ if (npc->xm < -0x2FF)
+ npc->xm = -0x2FF;
+
+ if (npc->ym > 0x200)
+ npc->ym = 0x200;
+ if (npc->ym < -0x200)
+ npc->ym = -0x200;
+
+ if (npc->shock)
+ {
+ npc->x += npc->xm / 2;
+ npc->y += npc->ym / 2;
+ }
+ else
+ {
+ npc->x += npc->xm;
+ npc->y += npc->ym;
+ }
+
+ if (gMC.x > npc->x + 0x32000 || gMC.x < npc->x - 0x32000)
+ {
+ npc->act_no = 0;
+ npc->xm = 0;
+ npc->direct = npc->count1;
+ npc->x = npc->tgt_x;
+ npc->rect.right = 0;
+ npc->damage = 0;
+ return;
+ }
+
+ break;
+ }
+
+ if (npc->act_no)
+ {
+ if (npc->act_wait < 150)
+ ++npc->act_wait;
+
+ if (npc->act_wait == 150)
+ {
+ if (++npc->count2 % 8 == 0 && npc->x < gMC.x + 0x14000 && npc->x > gMC.x - 0x14000)
+ {
+ const unsigned char deg = GetArktan(npc->x - gMC.x, npc->y - gMC.y) + Random(-6, 6);
+ const int ym = 3 * GetSin(deg);
+ const int xm = 3 * GetCos(deg);
+ SetNpChar(209, npc->x, npc->y, xm, ym, 0, 0, 0x100);
+ PlaySoundObject(39, 1);
+ }
+
+ if (npc->count2 > 16)
+ {
+ npc->act_wait = 0;
+ npc->count2 = 0;
+ }
+ }
+ }
+
+ if (++npc->ani_wait > 1)
+ {
+ npc->ani_wait = 0;
+ ++npc->ani_no;
+ }
+
+ if (npc->ani_no > 1)
+ npc->ani_no = 0;
+
+ if (npc->act_wait > 120 && npc->act_wait / 2 % 2 == 1 && npc->ani_no == 1)
+ npc->ani_no = 2;
+
+ if (npc->direct == 0)
+ npc->rect = rcLeft[npc->ani_no];
+ else
+ npc->rect = rcRight[npc->ani_no];
+}
+
+//Basu projectile (destroyed Egg Corridor)
+void ActNpc209(NPCHAR *npc)
+{
+ if (npc->flag & 0xFF)
+ {
+ npc->cond = 0;
+ SetCaret(npc->x, npc->y, 2, 0);
+ }
+
+ npc->y += npc->ym;
+ npc->x += npc->xm;
+
+ RECT rect_left[4];
+
+ rect_left[0] = {232, 96, 248, 112};
+ rect_left[1] = {200, 112, 216, 128};
+ rect_left[2] = {216, 112, 232, 128};
+ rect_left[3] = {232, 112, 248, 128};
+
+ if (++npc->ani_wait > 2)
+ {
+ npc->ani_wait = 0;
+ ++npc->ani_no;
+ }
+
+ if ( npc->ani_no > 3 )
+ npc->ani_no = 0;
+
+ npc->rect = rect_left[npc->ani_no];
+
+ if (++npc->count1 > 300)
+ {
+ npc->cond = 0;
+ SetCaret(npc->x, npc->y, 2, 0);
+ }
+}
+
+//Beetle (destroyed Egg Corridor)
+void ActNpc210(NPCHAR *npc)
+{
+ RECT rcLeft[2];
+ RECT rcRight[2];
+
+ rcLeft[0] = {0, 112, 16, 128};
+ rcLeft[1] = {16, 112, 32, 128};
+
+ rcRight[0] = {32, 112, 48, 128};
+ rcRight[1] = {48, 112, 64, 128};
+
+ switch (npc->act_no)
+ {
+ case 0:
+ if (gMC.x >= npc->x + 0x2000 || gMC.x <= npc->x - 0x2000)
+ {
+ npc->bits &= ~0x20;
+ npc->rect.right = 0;
+ npc->damage = 0;
+ npc->xm = 0;
+ npc->ym = 0;
+ return;
+ }
+
+ npc->bits |= 0x20;
+ npc->ym = -0x200;
+ npc->tgt_y = npc->y;
+ npc->act_no = 1;
+ npc->damage = 2;
+
+ if (npc->direct == 0)
+ {
+ npc->x = gMC.x + 0x20000;
+ npc->xm = -0x2FF;
+ }
+ else
+ {
+ npc->x = gMC.x - 0x20000;
+ npc->xm = 0x2FF;
+ }
+
+ break;
+
+ case 1:
+ if (gMC.x < npc->x)
+ {
+ npc->direct = 0;
+ npc->xm -= 0x10;
+ }
+ else
+ {
+ npc->direct = 2;
+ npc->xm += 0x10;
+ }
+
+ if (npc->xm > 0x2FF)
+ npc->xm = 0x2FF;
+ if (npc->xm < -0x2FF)
+ npc->xm = -0x2FF;
+
+ if (npc->tgt_y > npc->y)
+ npc->ym += 8;
+ else
+ npc->ym -= 8;
+
+ if (npc->ym > 0x200)
+ npc->ym = 0x200;
+ if (npc->ym < -0x200)
+ npc->ym = -0x200;
+
+ if (npc->shock)
+ {
+ npc->x += npc->xm / 2;
+ npc->y += npc->ym / 2;
+ }
+ else
+ {
+ npc->x += npc->xm;
+ npc->y += npc->ym;
+ }
+
+ break;
+ }
+
+ if (++npc->ani_wait > 1)
+ {
+ npc->ani_wait = 0;
+ ++npc->ani_no;
+ }
+
+ if (npc->ani_no > 1)
+ npc->ani_no = 0;
+
+ if (npc->direct == 0)
+ npc->rect = rcLeft[npc->ani_no];
+ else
+ npc->rect = rcRight[npc->ani_no];
+}
//Spikes (small)
void ActNpc211(NPCHAR *npc)
--- a/src/NpcTbl.cpp
+++ b/src/NpcTbl.cpp
@@ -256,17 +256,17 @@
ActNpc197,
ActNpc198,
ActNpc199,
- nullptr,
- nullptr,
- nullptr,
- nullptr,
- nullptr,
- nullptr,
- nullptr,
- nullptr,
- nullptr,
- nullptr,
- nullptr,
+ ActNpc200,
+ ActNpc201,
+ ActNpc202,
+ ActNpc203,
+ ActNpc204,
+ ActNpc205,
+ ActNpc206,
+ ActNpc207,
+ ActNpc208,
+ ActNpc209,
+ ActNpc210,
ActNpc211,
nullptr,
nullptr,