ref: 9e22db16fd59ded3a01dd2ec5e39794018829a13
parent: 3a856e4d9d0bee1dbf5eeed83436da34ef7e7c06
author: Clownacy <[email protected]>
date: Mon Apr 8 07:50:41 EDT 2019
Made BossOhm.cpp ASM-accurate There were a few decompilation mistakes in here
--- a/src/BossOhm.cpp
+++ b/src/BossOhm.cpp
@@ -13,30 +13,34 @@
#include "NpChar.h"
#include "Sound.h"
-void ActBoss01_12()
+static void ActBoss01_12()
{
+ int i;
+
RECT rcLeft[1] = {80, 56, 104, 72};
RECT rcRight[1] = {104, 56, 128, 72};
- for (int i = 1; i <= 2; i++)
+ for (i = 1; i < 3; ++i)
{
- gBoss[i].y = (gBoss[i].y + gBoss[i + 2].y - 0x1000) / 2;
+ gBoss[i].y = (gBoss[0].y + gBoss[i + 2].y - 0x1000) / 2;
- if (gBoss[i].direct)
+ if (gBoss[i].direct == 0)
{
- gBoss[i].rect = rcRight[gBoss[i].count2];
- gBoss[i].x = gBoss[0].x + 0x2000;
+ gBoss[i].x = gBoss[0].x - 0x2000;
+ gBoss[i].rect = rcLeft[gBoss[i].ani_no];
}
else
{
- gBoss[i].rect = rcLeft[gBoss[i].count2];
- gBoss[i].x = gBoss[0].x - 0x2000;
+ gBoss[i].rect = rcRight[gBoss[i].ani_no];
+ gBoss[i].x = gBoss[0].x + 0x2000;
}
}
}
-void ActBoss01_34()
+static void ActBoss01_34()
{
+ int i;
+
RECT rcLeft[2] = {
{0, 56, 40, 88},
{40, 56, 80, 88},
@@ -43,11 +47,11 @@
};
RECT rcRight[2] = {
- { 0, 88, 40, 120 },
- { 40, 88, 80, 120 },
+ {0, 88, 40, 120},
+ {40, 88, 80, 120},
};
- for (int i = 3; i <= 4; i++)
+ for (i = 3; i < 5; ++i)
{
switch (gBoss[i].act_no)
{
@@ -55,56 +59,58 @@
gBoss[i].act_no = 1;
// Fallthrough
case 1:
+ gBoss[i].y = gBoss[0].y;
+
if (i == 3)
gBoss[i].x = gBoss[0].x - 0x2000;
if (i == 4)
gBoss[i].x = gBoss[0].x + 0x2000;
- gBoss[i].y = gBoss[0].y;
break;
case 3:
+ gBoss[i].tgt_y = gBoss[0].y + 0x3000;
+
if (i == 3)
gBoss[i].x = gBoss[0].x - 0x2000;
if (i == 4)
gBoss[i].x = gBoss[0].x + 0x2000;
- gBoss[i].tgt_y = gBoss[0].y + 0x3000;
gBoss[i].y += (gBoss[i].tgt_y - gBoss[i].y) / 2;
break;
-
- default:
- break;
}
- gBoss[i].count2 = !((gBoss[i].flag & 8) && gBoss[i].y > gBoss[i].tgt_y);
+ if ((gBoss[i].flag & 8) || gBoss[i].y <= gBoss[i].tgt_y)
+ gBoss[i].ani_no = 0;
+ else
+ gBoss[i].ani_no = 1;
if (gBoss[i].direct == 0)
- gBoss[i].rect = rcLeft[gBoss[i].count2];
+ gBoss[i].rect = rcLeft[gBoss[i].ani_no];
else
- gBoss[i].rect = rcRight[gBoss[i].count2];
+ gBoss[i].rect = rcRight[gBoss[i].ani_no];
}
}
-void ActBoss01_5()
+static void ActBoss01_5()
{
- if (gBoss[5].act_no == 0)
+ switch (gBoss[5].act_no)
{
- gBoss[5].bits |= npc_solidSoft | npc_ignoreSolid;
+ case 0:
+ gBoss[5].bits |= npc_solidSoft | npc_ignoreSolid;
- gBoss[5].hit.front = 0x2800;
- gBoss[5].hit.top = 0x4800;
- gBoss[5].hit.back = 0x2800;
- gBoss[5].hit.bottom = 0x2000;
+ gBoss[5].hit.front = 0x2800;
+ gBoss[5].hit.top = 0x4800;
+ gBoss[5].hit.back = 0x2800;
+ gBoss[5].hit.bottom = 0x2000;
- gBoss[5].act_no = 1;
+ gBoss[5].act_no = 1;
+ // Fallthrough
+ case 1:
+ gBoss[5].x = gBoss[0].x;
+ gBoss[5].y = gBoss[0].y;
+ break;
}
-
- if (gBoss[5].act_no == 1)
- {
- gBoss[5].x = gBoss[0].x;
- gBoss[5].y = gBoss[0].y;
- }
}
void ActBossChar_Omega()
@@ -111,89 +117,92 @@
{
switch (gBoss[0].act_no)
{
- case 0:
- gBoss[0].x = 0x1B6000;
- gBoss[0].y = 0x20000;
+ case 0:
+ gBoss[0].x = 0x1B6000;
+ gBoss[0].y = 0x20000;
- gBoss[0].view.front = 0x5000;
- gBoss[0].view.top = 0x5000;
- gBoss[0].view.back = 0x5000;
- gBoss[0].view.bottom = 0x2000;
+ gBoss[0].view.front = 0x5000;
+ gBoss[0].view.top = 0x5000;
+ gBoss[0].view.back = 0x5000;
+ gBoss[0].view.bottom = 0x2000;
- gBoss[0].tgt_x = 0x1B6000;
- gBoss[0].tgt_y = 0x20000;
+ gBoss[0].tgt_x = gBoss[0].x;
+ gBoss[0].tgt_y = gBoss[0].y;
- gBoss[0].hit_voice = 52;
+ gBoss[0].hit_voice = 52;
- gBoss[0].hit.front = 0x1000;
- gBoss[0].hit.top = 0x3000;
- gBoss[0].hit.back = 0x1000;
- gBoss[0].hit.bottom = 0x2000;
+ gBoss[0].hit.front = 0x1000;
+ gBoss[0].hit.top = 0x3000;
+ gBoss[0].hit.back = 0x1000;
+ gBoss[0].hit.bottom = 0x2000;
- gBoss[0].bits = (npc_ignoreSolid | npc_eventDie | npc_showDamage);
- gBoss[0].size = 3;
- gBoss[0].exp = 1;
- gBoss[0].code_event = 210;
- gBoss[0].life = 400;
+ gBoss[0].bits = (npc_ignoreSolid | npc_eventDie | npc_showDamage);
+ gBoss[0].size = 3;
+ gBoss[0].exp = 1;
+ gBoss[0].code_event = 210;
+ gBoss[0].life = 400;
- gBoss[1].cond = 0x80;
+ gBoss[1].cond = 0x80;
- gBoss[1].view.front = 0x1800;
- gBoss[1].view.top = 0x1000;
- gBoss[1].view.back = 0x1800;
- gBoss[1].view.bottom = 0x1000;
+ gBoss[1].view.front = 0x1800;
+ gBoss[1].view.top = 0x1000;
+ gBoss[1].view.back = 0x1800;
+ gBoss[1].view.bottom = 0x1000;
- gBoss[1].bits = npc_ignoreSolid;
+ gBoss[1].bits = npc_ignoreSolid;
- memcpy(&gBoss[2], &gBoss[1], sizeof(gBoss[2]));
+ gBoss[2] = gBoss[1];
- gBoss[1].direct = 0;
- gBoss[2].direct = 2;
+ gBoss[1].direct = 0;
+ gBoss[2].direct = 2;
- gBoss[3].cond = 0x80;
+ gBoss[3].cond = 0x80;
- gBoss[3].view.front = 0x3000;
- gBoss[3].view.top = 0x2000;
- gBoss[3].view.back = 0x2000;
- gBoss[3].view.bottom = 0x2000;
+ gBoss[3].view.front = 0x3000;
+ gBoss[3].view.top = 0x2000;
+ gBoss[3].view.back = 0x2000;
+ gBoss[3].view.bottom = 0x2000;
- gBoss[3].hit_voice = 52;
+ gBoss[3].hit_voice = 52;
- gBoss[3].hit.front = 0x1000;
- gBoss[3].hit.top = 0x1000;
- gBoss[3].hit.back = 0x1000;
- gBoss[3].hit.bottom = 0x1000;
+ gBoss[3].hit.front = 0x1000;
+ gBoss[3].hit.top = 0x1000;
+ gBoss[3].hit.back = 0x1000;
+ gBoss[3].hit.bottom = 0x1000;
- gBoss[3].bits = npc_ignoreSolid;
+ gBoss[3].bits = npc_ignoreSolid;
- gBoss[3].y = gBoss[0].y;
- gBoss[3].direct = 0;
+ gBoss[3].x = gBoss[0].x - 0x2000;
+ gBoss[3].y = gBoss[0].y;
+ gBoss[3].direct = 0;
- memcpy(&gBoss[4], &gBoss[3], sizeof(gBoss[4]));
- gBoss[4].direct = 2;
- gBoss[3].x = gBoss[0].x + 0x2000;
- gBoss[5].cond = 0x80;
- break;
+ gBoss[4] = gBoss[3];
- case 20: //Rising out of the ground
- gBoss[0].act_no = 30;
- gBoss[0].act_wait = 0;
- gBoss[0].ani_no = 0;
- // Fallthrough
- case 30:
- SetQuake(2);
- gBoss[0].y -= 0x200;
+ gBoss[4].direct = 2;
+ gBoss[3].x = gBoss[0].x + 0x2000;
+ gBoss[5].cond = 0x80;
+ break;
- if (!(++gBoss[0].act_wait & 3))
- PlaySoundObject(26, 1);
-
- if (gBoss[0].act_wait >= 48)
- {
- gBoss[0].act_no = 40;
+ case 20: //Rising out of the ground
+ gBoss[0].act_no = 30;
gBoss[0].act_wait = 0;
+ gBoss[0].ani_no = 0;
+ // Fallthrough
+ case 30:
+ SetQuake(2);
+ gBoss[0].y -= 0x200;
- if (gBoss[0].life <= 280)
+ if (!(++gBoss[0].act_wait % 4))
+ PlaySoundObject(26, 1);
+
+ if (gBoss[0].act_wait == 48)
{
+ gBoss[0].act_wait = 0;
+ gBoss[0].act_no = 40;
+
+ if (gBoss[0].life > 280)
+ break;
+
gBoss[0].act_no = 110;
gBoss[0].bits |= npc_shootable;
@@ -205,245 +214,244 @@
gBoss[4].act_no = 3;
gBoss[5].hit.top = 0x2000;
}
- }
- break;
+ break;
- case 40:
- if (++gBoss[0].act_wait >= 48)
- {
- gBoss[0].act_wait = 0;
- gBoss[0].act_no = 50;
- gBoss[0].count1 = 0;
- gBoss[5].hit.top = 0x2000;
- PlaySoundObject(102, 1);
- }
- break;
+ case 40:
+ if (++gBoss[0].act_wait == 48)
+ {
+ gBoss[0].act_wait = 0;
+ gBoss[0].act_no = 50;
+ gBoss[0].count1 = 0;
+ gBoss[5].hit.top = 0x2000;
+ PlaySoundObject(102, 1);
+ }
+ break;
- case 50: //Open mouth
- if (++gBoss[0].count1 > 2)
- {
- gBoss[0].count1 = 0;
- ++gBoss[0].count2;
- }
+ case 50: //Open mouth
+ if (++gBoss[0].count1 > 2)
+ {
+ gBoss[0].count1 = 0;
+ ++gBoss[0].count2;
+ }
- if (gBoss[0].count2 == 3)
- {
- gBoss[0].act_no = 60;
- gBoss[0].act_wait = 0;
- gBoss[0].bits |= npc_shootable;
- gBoss[0].hit.front = 0x2000;
- gBoss[0].hit.back = 0x2000;
- }
- break;
+ if (gBoss[0].count2 == 3)
+ {
+ gBoss[0].act_no = 60;
+ gBoss[0].act_wait = 0;
+ gBoss[0].bits |= npc_shootable;
+ gBoss[0].hit.front = 0x2000;
+ gBoss[0].hit.back = 0x2000;
+ }
+ break;
- case 60: //Shoot out of mouth
- if (++gBoss[0].act_wait > 20 && gBoss[0].act_wait < 80 && !(gBoss[0].act_wait % 3))
- {
- if (Random(0, 9) <= 7)
- SetNpChar(48, gBoss[0].x, gBoss[0].y - 0x2000, Random(-0x100, 0x100), -0x333, 0, NULL, 0x100);
- else
- SetNpChar(48, gBoss[0].x, gBoss[0].y - 0x2000, Random(-0x100, 0x100), -0x333, 2, NULL, 0x100);
+ case 60: //Shoot out of mouth
+ if (++gBoss[0].act_wait > 20 && gBoss[0].act_wait < 80 && !(gBoss[0].act_wait % 3))
+ {
+ if (Random(0, 9) < 8)
+ SetNpChar(48, gBoss[0].x, gBoss[0].y - 0x2000, Random(-0x100, 0x100), -0x333, 0, NULL, 0x100);
+ else
+ SetNpChar(48, gBoss[0].x, gBoss[0].y - 0x2000, Random(-0x100, 0x100), -0x333, 2, NULL, 0x100);
- PlaySoundObject(39, 1);
- }
+ PlaySoundObject(39, 1);
+ }
- if (gBoss[0].act_wait >= 200 || CountArmsBullet(6))
- {
- gBoss[0].count1 = 0;
- gBoss[0].act_no = 70;
- PlaySoundObject(102, 1);
- }
- break;
+ if (gBoss[0].act_wait == 200 || CountArmsBullet(6))
+ {
+ gBoss[0].count1 = 0;
+ gBoss[0].act_no = 70;
+ PlaySoundObject(102, 1);
+ }
+ break;
- case 70: //Close mouth
- if (++gBoss[0].count1 > 2)
- {
- gBoss[0].count1 = 0;
- --gBoss[0].count2;
- }
+ case 70: //Close mouth
+ if (++gBoss[0].count1 > 2)
+ {
+ gBoss[0].count1 = 0;
+ --gBoss[0].count2;
+ }
- if (gBoss[0].count2 == 1)
- gBoss[0].damage = 20;
+ if (gBoss[0].count2 == 1)
+ gBoss[0].damage = 20;
- if (!gBoss[0].count2)
- {
- PlaySoundObject(102, 1);
- PlaySoundObject(12, 1);
+ if (!gBoss[0].count2)
+ {
+ PlaySoundObject(102, 0);
+ PlaySoundObject(12, 1);
- gBoss[0].act_no = 80;
- gBoss[0].act_wait = 0;
+ gBoss[0].act_no = 80;
+ gBoss[0].act_wait = 0;
- gBoss[0].bits &= ~npc_shootable;
+ gBoss[0].bits &= ~npc_shootable;
- gBoss[0].hit.front = 0x3000;
- gBoss[0].hit.back = 0x3000;
- gBoss[5].hit.top = 0x4800;
+ gBoss[0].hit.front = 0x3000;
+ gBoss[0].hit.back = 0x3000;
+ gBoss[5].hit.top = 0x4800;
- gBoss[0].damage = 0;
- }
- break;
+ gBoss[0].damage = 0;
+ }
+ break;
- case 80:
- if (++gBoss[0].act_wait >= 48)
- {
- gBoss[0].act_wait = 0;
- gBoss[0].act_no = 90;
- }
- break;
+ case 80:
+ if (++gBoss[0].act_wait == 48)
+ {
+ gBoss[0].act_wait = 0;
+ gBoss[0].act_no = 90;
+ }
+ break;
- case 90: //Go back into the ground
- SetQuake(2);
- gBoss[0].y += 0x200;
+ case 90: //Go back into the ground
+ SetQuake(2);
+ gBoss[0].y += 0x200;
- if (!(++gBoss[0].act_wait & 3))
- PlaySoundObject(26, 1);
+ if (!(++gBoss[0].act_wait % 4))
+ PlaySoundObject(26, 1);
- if (gBoss[0].act_wait >= 48)
- {
- gBoss[0].act_wait = 0;
- gBoss[0].act_no = 100;
- }
- break;
+ if (gBoss[0].act_wait == 48)
+ {
+ gBoss[0].act_wait = 0;
+ gBoss[0].act_no = 100;
+ }
+ break;
- case 100: //Move to proper position for coming out of the ground
- if (++gBoss[0].act_wait >= 120)
- {
- gBoss[0].act_wait = 0;
- gBoss[0].act_no = 30;
+ case 100: //Move to proper position for coming out of the ground
+ if (++gBoss[0].act_wait == 120)
+ {
+ gBoss[0].act_wait = 0;
+ gBoss[0].act_no = 30;
- gBoss[0].x = gBoss[0].tgt_x + (Random(-64, 64) << 9);
- gBoss[0].y = gBoss[0].tgt_y;
- }
- break;
+ gBoss[0].x = gBoss[0].tgt_x + (Random(-64, 64) << 9);
+ gBoss[0].y = gBoss[0].tgt_y;
+ }
+ break;
- case 110:
- if (++gBoss[0].count1 > 2)
- {
- gBoss[0].count1 = 0;
- ++gBoss[0].count2;
- }
+ case 110:
+ if (++gBoss[0].count1 > 2)
+ {
+ gBoss[0].count1 = 0;
+ ++gBoss[0].count2;
+ }
- if (gBoss[0].count2 == 3)
- {
- gBoss[0].act_no = 120;
- gBoss[0].act_wait = 0;
- gBoss[0].hit.front = 0x2000;
- gBoss[0].hit.back = 0x2000;
- }
- break;
+ if (gBoss[0].count2 == 3)
+ {
+ gBoss[0].act_no = 120;
+ gBoss[0].act_wait = 0;
+ gBoss[0].hit.front = 0x2000;
+ gBoss[0].hit.back = 0x2000;
+ }
+ break;
- case 120:
- if (++gBoss[0].act_wait >= 50 || CountArmsBullet(6))
- {
- gBoss[0].act_no = 130;
- PlaySoundObject(102, 1);
- gBoss[0].act_wait = 0;
- gBoss[0].count1 = 0;
- }
+ case 120:
+ if (++gBoss[0].act_wait == 50 || CountArmsBullet(6))
+ {
+ gBoss[0].act_no = 130;
+ PlaySoundObject(102, 1);
+ gBoss[0].act_wait = 0;
+ gBoss[0].count1 = 0;
+ }
- if (gBoss[0].act_wait < 30 && !(gBoss[0].act_wait % 5))
- {
- SetNpChar(48, gBoss[0].x, gBoss[0].y - 0x2000, Random(-0x155, 0x155), -0x333, 0, NULL, 0x100);
- PlaySoundObject(39, 1);
- }
- break;
+ if (gBoss[0].act_wait < 30 && !(gBoss[0].act_wait % 5))
+ {
+ SetNpChar(48, gBoss[0].x, gBoss[0].y - 0x2000, Random(-0x155, 0x155), -0x333, 0, NULL, 0x100);
+ PlaySoundObject(39, 1);
+ }
+ break;
- case 130:
- if (++gBoss[0].count1 > 2)
- {
- gBoss[0].count1 = 0;
- --gBoss[0].count2;
- }
+ case 130:
+ if (++gBoss[0].count1 > 2)
+ {
+ gBoss[0].count1 = 0;
+ --gBoss[0].count2;
+ }
- if (gBoss[0].count2 == 1)
- gBoss[0].damage = 20;
+ if (gBoss[0].count2 == 1)
+ gBoss[0].damage = 20;
- if (!gBoss[0].count2)
- {
- gBoss[0].act_no = 140;
- gBoss[0].bits |= npc_shootable;
+ if (!gBoss[0].count2)
+ {
+ gBoss[0].act_no = 140;
+ gBoss[0].bits |= npc_shootable;
- gBoss[0].hit.front = 0x2000;
- gBoss[0].hit.back = 0x2000;
+ gBoss[0].hit.front = 0x2000;
+ gBoss[0].hit.back = 0x2000;
- gBoss[0].ym = -0x5FF;
+ gBoss[0].ym = -0x5FF;
- PlaySoundObject(102, 1);
- PlaySoundObject(12, 1);
- PlaySoundObject(25, 1);
+ PlaySoundObject(102, 0);
+ PlaySoundObject(12, 1);
+ PlaySoundObject(25, 1);
- if (gBoss[0].x < gMC.x)
- gBoss[0].xm = 0x100;
- if (gBoss[0].x > gMC.x)
- gBoss[0].xm = -0x100;
+ if (gBoss[0].x < gMC.x)
+ gBoss[0].xm = 0x100;
+ if (gBoss[0].x > gMC.x)
+ gBoss[0].xm = -0x100;
- gBoss[0].damage = 0;
- gBoss[5].hit.top = 0x4800;
- }
- break;
+ gBoss[0].damage = 0;
+ gBoss[5].hit.top = 0x4800;
+ }
+ break;
- case 140:
- if (gMC.flag & 8 && gBoss[0].ym > 0)
- gBoss[5].damage = 20;
- else
- gBoss[5].damage = 0;
+ case 140:
+ if (gMC.flag & 8 && gBoss[0].ym > 0)
+ gBoss[5].damage = 20;
+ else
+ gBoss[5].damage = 0;
- gBoss[0].ym += 0x24;
- if (gBoss[0].ym > 0x5FF)
- gBoss[0].ym = 0x5FF;
+ gBoss[0].ym += 0x24;
+ if (gBoss[0].ym > 0x5FF)
+ gBoss[0].ym = 0x5FF;
- gBoss[0].x += gBoss[0].xm;
- gBoss[0].y += gBoss[0].ym;
+ gBoss[0].x += gBoss[0].xm;
+ gBoss[0].y += gBoss[0].ym;
- if (gBoss[0].flag & 8)
- {
- gBoss[0].act_no = 110;
- gBoss[0].act_wait = 0;
- gBoss[0].count1 = 0;
+ if (gBoss[0].flag & 8)
+ {
+ gBoss[0].act_no = 110;
+ gBoss[0].act_wait = 0;
+ gBoss[0].count1 = 0;
- gBoss[5].hit.top = 0x2000;
- gBoss[5].damage = 0;
+ gBoss[5].hit.top = 0x2000;
+ gBoss[5].damage = 0;
- PlaySoundObject(26, 1);
- PlaySoundObject(12, 1);
+ PlaySoundObject(26, 1);
+ PlaySoundObject(12, 1);
- SetQuake(30);
- }
- break;
+ SetQuake(30);
+ }
+ break;
- case 150:
- SetQuake(2);
+ case 150:
+ SetQuake(2);
- if (!(++gBoss[0].act_wait % 12))
- PlaySoundObject(52, 1);
+ if (!(++gBoss[0].act_wait % 12))
+ PlaySoundObject(52, 1);
- SetDestroyNpChar(gBoss[0].x + (Random(-48, 48) << 9), gBoss[0].y + (Random(-48, 24) << 9), 1, 1);
+ SetDestroyNpChar(gBoss[0].x + (Random(-48, 48) << 9), gBoss[0].y + (Random(-48, 24) << 9), 1, 1);
- if (gBoss[0].act_wait > 100)
- {
- gBoss[0].act_wait = 0;
- gBoss[0].act_no = 160;
- SetFlash(gBoss[0].x, gBoss[0].y, 1);
- PlaySoundObject(35, 1);
- }
- break;
+ if (gBoss[0].act_wait > 100)
+ {
+ gBoss[0].act_wait = 0;
+ gBoss[0].act_no = 160;
+ SetFlash(gBoss[0].x, gBoss[0].y, 1);
+ PlaySoundObject(35, 1);
+ }
+ break;
- case 160:
- SetQuake(40);
+ case 160:
+ SetQuake(40);
- if (++gBoss[0].act_wait > 50)
- {
- gBoss[0].cond = 0;
- gBoss[1].cond = 0;
- gBoss[2].cond = 0;
- gBoss[3].cond = 0;
- gBoss[4].cond = 0;
- gBoss[5].cond = 0;
- }
- break;
+ if (++gBoss[0].act_wait > 50)
+ {
+ gBoss[0].cond = 0;
+ gBoss[1].cond = 0;
+ gBoss[2].cond = 0;
+ gBoss[3].cond = 0;
+ gBoss[4].cond = 0;
+ gBoss[5].cond = 0;
+ }
+ break;
- default:
- break;
+ default:
+ break;
}
RECT rect[4] = {
@@ -470,14 +478,6 @@
gBoss[0].act_wait = 0;
gBoss[0].damage = 0;
gBoss[5].damage = 0;
-
- for (int i = 0; i < NPC_MAX; i++)
- {
- if (gNPC[i].cond & 0x80)
- {
- if (gNPC[i].code_char == 48)
- gNPC[i].cond = 0;
- }
- }
+ DeleteNpCharCode(48, 1);
}
}