CSE2-tweaks/src/NpcAct320.cpp

1161 lines
18 KiB
C++

// THIS IS DECOMPILED PROPRIETARY CODE - USE AT YOUR OWN RISK.
//
// The original code belongs to Daisuke "Pixel" Amaya.
//
// Modifications and custom code are under the MIT licence.
// See LICENCE.txt for details.
#include "NpcAct.h"
#include <stddef.h>
#include "WindowsWrapper.h"
#include "Bullet.h"
#include "Caret.h"
#include "CommonDefines.h"
#include "Frame.h"
#include "Game.h"
#include "KeyControl.h"
#include "Map.h"
#include "MyChar.h"
#include "NpChar.h"
#include "Shoot.h"
#include "Sound.h"
// Curly (carried, shooting)
void ActNpc320(NPCHAR *npc)
{
RECT rcLeft[3] = {
{16, 96, 32, 112},
{48, 96, 64, 112},
{96, 96, 112, 112},
};
RECT rcRight[3] = {
{16, 112, 32, 128},
{48, 112, 64, 128},
{96, 112, 112, 128},
};
if (npc->act_no == 0)
{
npc->act_no = 1;
npc->x = gMC.x;
npc->y = gMC.y;
SetNpChar(321, 0, 0, 0, 0, 0, npc, 0x100);
}
if (gMC.flag & 8)
{
if (gMC.up)
{
npc->tgt_x = gMC.x;
npc->tgt_y = gMC.y - (10 * 0x200);
npc->ani_no = 1;
}
else
{
npc->ani_no = 0;
if (gMC.direct == 0)
{
npc->tgt_x = gMC.x + (7 * 0x200);
npc->tgt_y = gMC.y - (3 * 0x200);
}
else
{
npc->tgt_x = gMC.x - (7 * 0x200);
npc->tgt_y = gMC.y - (3 * 0x200);
}
}
}
else
{
if (gMC.up)
{
npc->tgt_x = gMC.x;
npc->tgt_y = gMC.y + (8 * 0x200);
npc->ani_no = 2;
}
else if (gMC.down)
{
npc->tgt_x = gMC.x;
npc->tgt_y = gMC.y - (8 * 0x200);
npc->ani_no = 1;
}
else
{
npc->ani_no = 0;
if (gMC.direct == 0)
{
npc->tgt_x = gMC.x + (7 * 0x200);
npc->tgt_y = gMC.y - (3 * 0x200);
}
else
{
npc->tgt_x = gMC.x - (7 * 0x200);
npc->tgt_y = gMC.y - (3 * 0x200);
}
}
}
npc->x += (npc->tgt_x - npc->x) / 2;
npc->y += (npc->tgt_y - npc->y) / 2;
if (gMC.ani_no % 2)
npc->y -= 1 * 0x200;
if (gMC.direct == 0)
npc->rect = rcRight[npc->ani_no];
else
npc->rect = rcLeft[npc->ani_no];
}
// Curly's Nemesis
void ActNpc321(NPCHAR *npc)
{
RECT rcLeft[3] = {
{136, 152, 152, 168},
{152, 152, 168, 168},
{168, 152, 184, 168},
};
RECT rcRight[3] = {
{136, 168, 152, 184},
{152, 168, 168, 184},
{168, 168, 184, 184},
};
int direct;
if (npc->pNpc == NULL)
return;
switch (npc->pNpc->ani_no)
{
case 0:
if (gMC.direct == 0)
{
npc->x = npc->pNpc->x + (8 * 0x200);
direct = 2;
}
else
{
npc->x = npc->pNpc->x - (8 * 0x200);
direct = 0;
}
npc->y = npc->pNpc->y;
break;
case 1:
if (gMC.direct == 0) // Does the same thing whether this is false or true
npc->x = npc->pNpc->x;
else
npc->x = npc->pNpc->x;
direct = 1;
npc->y = npc->pNpc->y - (10 * 0x200);
break;
case 2:
if (gMC.direct == 0) // Does the same thing whether this is false or true
npc->x = npc->pNpc->x;
else
npc->x = npc->pNpc->x;
direct = 3;
npc->y = npc->pNpc->y + (10 * 0x200);
break;
}
npc->ani_no = npc->pNpc->ani_no;
if (g_GameFlags & 2 && CountBulletNum(43) < 2 && ((gbAutoFire == 2 && autofire_switch) || (gbAutoFire == 1? gKey & gKeyShot : gKeyTrg & gKeyShot)))
{
SetBullet(43, npc->pNpc->x, npc->pNpc->y, direct);
SetCaret(npc->pNpc->x, npc->pNpc->y, CARET_SHOOT, DIR_LEFT);
PlaySoundObject(117, SOUND_MODE_PLAY);
}
if (gMC.direct == 0)
npc->rect = rcRight[npc->ani_no];
else
npc->rect = rcLeft[npc->ani_no];
}
// Deleet
void ActNpc322(NPCHAR *npc)
{
RECT rc[3] = {
{272, 216, 296, 240},
{296, 216, 320, 240},
{160, 216, 184, 240},
};
if (npc->act_no < 2 && npc->life <= 968)
{
npc->act_no = 2;
npc->act_wait = 0;
npc->bits &= ~NPC_SHOOTABLE;
npc->bits |= NPC_INVULNERABLE;
PlaySoundObject(22, SOUND_MODE_PLAY);
}
switch (npc->act_no)
{
case 0:
npc->act_no = 1;
if (npc->direct == 0)
npc->y += 8 * 0x200;
else
npc->x += 8 * 0x200;
// Fallthrough
case 1:
if (npc->shock)
++npc->count1;
else
npc->count1 = 0;
npc->rect = rc[npc->count1 / 2 % 2];
break;
case 2:
npc->ani_no = 2;
switch (npc->act_wait)
{
// Interestingly, this NPC counts down at 50 frames per second,
// while NPC206 (the Egg Corridor Counter Bomb), counts at 60.
case 50 * 0:
SetNpChar(207, npc->x + (4 * 0x200), npc->y, 0, 0, 0, NULL, 0x180);
break;
case 50 * 1:
SetNpChar(207, npc->x + (4 * 0x200), npc->y, 0, 0, 1, NULL, 0x180);
break;
case 50 * 2:
SetNpChar(207, npc->x + (4 * 0x200), npc->y, 0, 0, 2, NULL, 0x180);
break;
case 50 * 3:
SetNpChar(207, npc->x + (4 * 0x200), npc->y, 0, 0, 3, NULL, 0x180);
break;
case 50 * 4:
SetNpChar(207, npc->x + (4 * 0x200), npc->y, 0, 0, 4, NULL, 0x180);
break;
case 50 * 5:
npc->hit.back = 48 * 0x200;
npc->hit.front = 48 * 0x200;
npc->hit.top = 48 * 0x200;
npc->hit.bottom = 48 * 0x200;
npc->damage = 12;
PlaySoundObject(26, SOUND_MODE_PLAY);
SetDestroyNpChar(npc->x, npc->y, 0x6000, 40);
SetQuake(10);
if (npc->direct == 0)
{
DeleteMapParts(npc->x / 0x200 / 0x10, (npc->y - (8 * 0x200)) / 0x200 / 0x10);
DeleteMapParts(npc->x / 0x200 / 0x10, (npc->y + (8 * 0x200)) / 0x200 / 0x10);
}
else
{
DeleteMapParts((npc->x - (8 * 0x200)) / 0x200 / 0x10, npc->y / 0x200 / 0x10);
DeleteMapParts((npc->x + (8 * 0x200)) / 0x200 / 0x10, npc->y / 0x200 / 0x10);
}
npc->cond |= 8;
break;
}
++npc->act_wait;
npc->rect = rc[2];
break;
}
}
// Bute (spinning)
void ActNpc323(NPCHAR *npc)
{
RECT rc[4] = {
{216, 32, 232, 56},
{232, 32, 248, 56},
{216, 56, 232, 80},
{232, 56, 248, 80},
};
if (++npc->ani_wait > 3)
{
npc->ani_wait = 0;
if (++npc->ani_no > 3)
npc->ani_no = 0;
}
switch (npc->act_no)
{
case 0:
npc->act_no = 1;
switch (npc->direct)
{
case 0:
npc->xm = -0x600;
break;
case 2:
npc->xm = 0x600;
break;
case 1:
npc->ym = -0x600;
break;
case 3:
npc->ym = 0x600;
break;
}
// Fallthrough
case 1:
if (++npc->act_wait == 16)
npc->bits &= ~NPC_IGNORE_SOLIDITY;
npc->x += npc->xm;
npc->y += npc->ym;
if (npc->flag & 0xFF)
npc->act_no = 10;
if (npc->act_wait > 20)
{
switch (npc->direct)
{
case 0:
if (npc->x <= gMC.x + (32 * 0x200))
npc->act_no = 10;
break;
case 2:
if (npc->x >= gMC.x - (32 * 0x200))
npc->act_no = 10;
break;
case 1:
if (npc->y <= gMC.y + (32 * 0x200))
npc->act_no = 10;
break;
case 3:
if (npc->y >= gMC.y - (32 * 0x200))
npc->act_no = 10;
break;
}
}
break;
}
if (npc->act_no == 10)
{
npc->code_char = 309;
npc->ani_no = 0;
npc->act_no = 11;
npc->bits |= NPC_SHOOTABLE;
npc->bits &= ~NPC_IGNORE_SOLIDITY;
npc->damage = 5;
npc->view.top = 8 * 0x200;
}
npc->rect = rc[npc->ani_no];
}
// Bute generator
void ActNpc324(NPCHAR *npc)
{
switch (npc->act_no)
{
case 10:
npc->act_no = 11;
npc->act_wait = 0;
// Fallthrough
case 11:
if (++npc->act_wait % 50 == 1)
SetNpChar(323, npc->x, npc->y, 0, 0, npc->direct, NULL, 0x100);
if (npc->act_wait > 351)
npc->act_no = 0;
break;
}
}
// Heavy Press lightning
void ActNpc325(NPCHAR *npc)
{
RECT rc[7] = {
{240, 96, 272, 128},
{272, 96, 304, 128},
{240, 128, 272, 160},
{240, 0, 256, 96},
{256, 0, 272, 96},
{272, 0, 288, 96},
{288, 0, 304, 96},
};
switch (npc->act_no)
{
case 0:
npc->act_no = 1;
PlaySoundObject(29, SOUND_MODE_PLAY);
// Fallthrough
case 1:
if (++npc->ani_wait > 0)
{
npc->ani_wait = 0;
++npc->ani_no;
}
if (npc->ani_no > 2)
npc->ani_no = 0;
if (++npc->act_wait > 50)
{
npc->act_no = 10;
npc->ani_wait = 0;
npc->ani_no = 3;
npc->damage = 10;
npc->view.front = 8 * 0x200;
npc->view.top = 12 * 0x200;
PlaySoundObject(101, SOUND_MODE_PLAY);
SetDestroyNpChar(npc->x, npc->y + (84 * 0x200), 0, 3);
}
break;
case 10:
if (++npc->ani_wait > 2)
{
npc->ani_wait = 0;
++npc->ani_no;
}
if (npc->ani_no > 6)
{
npc->cond = 0;
return;
}
break;
}
npc->rect = rc[npc->ani_no];
}
// Sue/Itoh becoming human
void ActNpc326(NPCHAR *npc)
{
switch (npc->act_no)
{
case 0:
npc->act_no = 1;
npc->y -= 8 * 0x200;
npc->x += 16 * 0x200;
npc->ani_no = 0;
// Fallthrough
case 1:
if (++npc->act_wait > 80)
{
npc->act_no = 10;
npc->act_wait = 0;
break;
}
if (npc->direct == 0)
{
if (npc->act_wait == 30)
npc->ani_no = 1;
if (npc->act_wait == 40)
npc->ani_no = 0;
}
else
{
if (npc->act_wait == 50)
npc->ani_no = 1;
if (npc->act_wait == 60)
npc->ani_no = 0;
}
break;
case 10:
if (++npc->act_wait > 50)
{
npc->act_no = 15;
npc->ani_no = 4;
if (npc->direct == 0)
npc->act_wait = 0;
else
npc->act_wait = -20;
break;
}
if (npc->act_wait / 2 % 2)
npc->ani_no = 2;
else
npc->ani_no = 3;
break;
case 15:
if (++npc->act_wait > 40)
{
npc->act_wait = 0;
npc->act_no = 20;
}
break;
case 20:
npc->ym += 0x40;
if (npc->ym > 0x5FF)
npc->ym = 0x5FF;
npc->y += npc->ym;
if (++npc->act_wait > 50)
{
npc->act_no = 30;
npc->act_wait = 0;
npc->ani_no = 6;
if (npc->direct == 0)
SetNpChar(327, npc->x, npc->y - (16 * 0x200), 0, 0, 0, npc, 0x100);
else
SetNpChar(327, npc->x, npc->y - (8 * 0x200), 0, 0, 0, npc, 0x100);
break;
}
break;
case 30:
if (++npc->act_wait == 30)
npc->ani_no = 7;
if (npc->act_wait == 40)
npc->act_no = 40;
break;
case 40:
npc->act_no = 41;
npc->act_wait = 0;
npc->ani_no = 0;
// Fallthrough
case 41:
if (++npc->act_wait == 30)
npc->ani_no = 1;
if (npc->act_wait == 40)
npc->ani_no = 0;
break;
}
RECT rcItoh[8] = {
{0, 128, 16, 152},
{16, 128, 32, 152},
{32, 128, 48, 152},
{48, 128, 64, 152},
{64, 128, 80, 152},
{80, 128, 96, 152},
{96, 128, 112, 152},
{112, 128, 128, 152},
};
RECT rcSu[8] = {
{128, 128, 144, 152},
{144, 128, 160, 152},
{160, 128, 176, 152},
{176, 128, 192, 152},
{192, 128, 208, 152},
{208, 128, 224, 152},
{224, 128, 240, 152},
{32, 152, 48, 176},
};
if (npc->direct == 0)
npc->rect = rcItoh[npc->ani_no];
else
npc->rect = rcSu[npc->ani_no];
}
// Sneeze
void ActNpc327(NPCHAR *npc)
{
RECT rc[2] = {
{240, 80, 256, 96},
{256, 80, 272, 96},
};
++npc->act_wait;
switch (npc->act_no)
{
case 0:
if (npc->act_wait < 4)
npc->y -= 2 * 0x200;
if (npc->pNpc->ani_no == 7)
{
npc->ani_no = 1;
npc->act_no = 1;
npc->tgt_x = npc->x;
npc->tgt_y = npc->y;
}
break;
case 1:
if (npc->act_wait < 48)
{
npc->x = npc->tgt_x + (Random(-1, 1) * 0x200);
npc->y = npc->tgt_y + (Random(-1, 1) * 0x200);
}
else
{
npc->x = npc->tgt_x;
npc->y = npc->tgt_y;
}
break;
}
if (npc->act_wait > 70)
npc->cond = 0;
npc->rect = rc[npc->ani_no];
}
// Thingy that turns Sue and Itoh into humans for 4 seconds
void ActNpc328(NPCHAR *npc)
{
RECT rc = {96, 0, 128, 48};
npc->rect = rc;
}
// Laboratory fan
void ActNpc329(NPCHAR *npc)
{
RECT rc[2] = {
{48, 0, 64, 16},
{64, 0, 80, 16},
};
if (++npc->ani_wait / 2 % 2)
npc->rect = rc[0];
else
npc->rect = rc[1];
}
// Rolling
void ActNpc330(NPCHAR *npc)
{
RECT rc[3] = {
{144, 136, 160, 152},
{160, 136, 176, 152},
{176, 136, 192, 152},
};
switch (npc->act_no)
{
case 0:
ChangeMapParts(npc->x / 0x200 / 0x10, npc->y / 0x200 / 0x10, 0);
if (npc->direct == 0)
npc->act_no = 10;
else
npc->act_no = 30;
break;
case 10:
npc->xm -= 0x40;
npc->ym = 0;
if (npc->flag & 1)
npc->act_no = 20;
break;
case 20:
npc->xm = 0;
npc->ym -= 0x40;
if (npc->flag & 2)
npc->act_no = 30;
break;
case 30:
npc->xm += 0x40;
npc->ym = 0;
if (npc->flag & 4)
npc->act_no = 40;
break;
case 40:
npc->xm = 0;
npc->ym += 0x40;
if (npc->flag & 8)
npc->act_no = 10;
break;
}
if (npc->xm < -0x400)
npc->xm = -0x400;
if (npc->xm > 0x400)
npc->xm = 0x400;
if (npc->ym < -0x400)
npc->ym = -0x400;
if (npc->ym > 0x400)
npc->ym = 0x400;
npc->x += npc->xm;
npc->y += npc->ym;
if (++npc->ani_wait > 1)
{
npc->ani_wait = 0;
++npc->ani_no;
}
if (npc->ani_no > 2)
npc->ani_no = 0;
npc->rect = rc[npc->ani_no];
}
// Ballos bone projectile
void ActNpc331(NPCHAR *npc)
{
RECT rc[4] = {
{288, 80, 304, 96},
{304, 80, 320, 96},
{288, 96, 304, 112},
{304, 96, 320, 112},
};
switch (npc->act_no)
{
case 0:
npc->act_no = 1;
// Fallthrough
case 1:
if (npc->flag & 8)
{
npc->ym = -0x200;
npc->act_no = 10;
}
break;
case 10:
if (npc->flag & 8)
{
npc->cond = 0;
SetCaret(npc->x, npc->y, CARET_PROJECTILE_DISSIPATION, DIR_LEFT);
}
break;
}
npc->ym += 0x40;
if (npc->ym > 0x5FF)
npc->ym = 0x5FF;
npc->y += npc->ym;
npc->x += npc->xm;
if (++npc->ani_wait > 3)
{
npc->ani_wait = 0;
if (npc->direct == 0)
++npc->ani_no;
else
--npc->ani_no;
if (npc->ani_no < 0)
npc->ani_no += 4;
if (npc->ani_no > 3)
npc->ani_no -= 4;
}
npc->rect = rc[npc->ani_no];
}
// Ballos shockwave
void ActNpc332(NPCHAR *npc)
{
RECT rc[3] = {
{144, 96, 168, 120},
{168, 96, 192, 120},
{192, 96, 216, 120},
};
int xm;
switch (npc->act_no)
{
case 0:
PlaySoundObject(44, SOUND_MODE_PLAY);
npc->act_no = 1;
if (npc->direct == 0)
npc->xm = -0x400;
else
npc->xm = 0x400;
// Fallthrough
case 1:
if (++npc->ani_wait > 1)
{
npc->ani_wait = 0;
if (++npc->ani_no > 2)
npc->ani_no = 0;
}
if (++npc->act_wait % 6 == 1)
{
if (npc->direct == 0)
xm = (Random(-0x10, -4) * 0x200) / 8;
else
xm = (Random(4, 0x10) * 0x200) / 8;
SetNpChar(331, npc->x, npc->y, xm, -0x400, 0, 0, 0x100);
PlaySoundObject(12, SOUND_MODE_PLAY);
}
break;
}
if (npc->flag & 1)
npc->cond = 0;
if (npc->flag & 4)
npc->cond = 0;
npc->x += npc->xm;
npc->rect = rc[npc->ani_no];
}
// Ballos lightning
void ActNpc333(NPCHAR *npc)
{
RECT rc[2] = {
{80, 120, 104, 144},
{104, 120, 128, 144},
};
switch (npc->act_no)
{
case 0:
npc->act_no = 1;
npc->tgt_x = npc->x;
npc->tgt_y = npc->y;
PlaySoundObject(103, SOUND_MODE_PLAY);
npc->y = gMC.y;
// Fallthrough
case 1:
if (++npc->act_wait / 2 % 2)
npc->ani_no = 0;
else
npc->ani_no = 1;
if (npc->direct == 0 && npc->act_wait == 20)
SetNpChar(146, npc->tgt_x, npc->tgt_y, 0, 0, 0, NULL, 0x100);
if (npc->act_wait > 40)
npc->cond = 0;
break;
}
npc->rect = rc[npc->ani_no];
}
// Sweat
void ActNpc334(NPCHAR *npc)
{
RECT rcLeft[2] = {
{160, 184, 168, 200},
{168, 184, 176, 200},
};
RECT rcRight[2] = {
{176, 184, 184, 200},
{184, 184, 192, 200},
};
switch (npc->act_no)
{
case 0:
npc->act_no = 10;
if (npc->direct == 0)
{
npc->x += 10 * 0x200;
npc->y -= 18 * 0x200;
}
else
{
npc->x = gMC.x - (10 * 0x200);
npc->y = gMC.y - (2 * 0x200);
}
// Fallthrough
case 10:
if (++npc->act_wait / 8 % 2)
npc->ani_no = 0;
else
npc->ani_no = 1;
if (npc->act_wait >= 64)
npc->cond = 0;
break;
}
if (npc->direct == 0)
npc->rect = rcLeft[npc->ani_no];
else
npc->rect = rcRight[npc->ani_no];
}
// Ikachan
void ActNpc335(NPCHAR *npc)
{
RECT rc[3] = {
{0, 16, 16, 32},
{16, 16, 32, 32},
{32, 16, 48, 32},
};
switch (npc->act_no)
{
case 0:
npc->act_no = 1;
npc->act_wait = Random(3, 20);
// Fallthrough
case 1:
if (--npc->act_wait <= 0)
{
npc->act_no = 2;
npc->act_wait = Random(10, 50);
npc->ani_no = 1;
npc->xm = 0x600;
}
break;
case 2:
if (--npc->act_wait <= 0)
{
npc->act_no = 3;
npc->act_wait = Random(40, 50);
npc->ani_no = 2;
npc->ym = Random(-0x100, 0x100);
}
break;
case 3:
if (--npc->act_wait <= 0)
{
npc->act_no = 1;
npc->act_wait = 0;
npc->ani_no = 0;
}
break;
}
npc->xm -= 0x10;
npc->x += npc->xm;
npc->y += npc->ym;
npc->rect = rc[npc->ani_no];
}
// Ikachan generator
void ActNpc336(NPCHAR *npc)
{
int y;
switch (npc->act_no)
{
case 0:
if (gMC.shock)
npc->cond = 0;
break;
case 10:
if (++npc->act_wait % 4 == 1)
{
y = npc->y + (Random(0, 13) * 0x200 * 0x10);
SetNpChar(335, npc->x, y, 0, 0, 0, 0, 0);
}
break;
}
}
// Numhachi
void ActNpc337(NPCHAR *npc)
{
RECT rcLeft[2] = {
{256, 112, 288, 152},
{288, 112, 320, 152},
};
switch (npc->act_no)
{
case 0:
npc->act_no = 1;
npc->y -= 8 * 0x200;
// Fallthrough
case 1:
npc->xm = 0;
npc->act_no = 2;
npc->ani_no = 0;
// Fallthrough
case 2:
if (++npc->ani_wait > 50)
{
npc->ani_wait = 0;
++npc->ani_no;
}
if (npc->ani_no > 1)
npc->ani_no = 0;
break;
}
npc->ym += 0x40;
if (npc->ym > 0x5FF)
npc->ym = 0x5FF;
npc->x += npc->xm;
npc->y += npc->ym;
npc->rect = rcLeft[npc->ani_no];
}
// Green Devil
void ActNpc338(NPCHAR *npc)
{
RECT rcLeft[2] = {
{288, 0, 304, 16},
{304, 0, 320, 16},
};
RECT rcRight[2] = {
{288, 16, 304, 32},
{304, 16, 320, 32},
};
switch (npc->act_no)
{
case 0:
npc->act_no = 1;
npc->view.top = 8 * 0x200;
npc->view.bottom = 8 * 0x200;
npc->damage = 3;
npc->bits |= NPC_SHOOTABLE;
npc->tgt_y = npc->y;
npc->ym = (Random(-10, 10) * 0x200) / 2;
// Fallthrough
case 1:
if (++npc->ani_wait > 2)
{
npc->ani_wait = 0;
++npc->ani_no;
}
if (npc->ani_no > 1)
npc->ani_no = 0;
if (npc->y < npc->tgt_y)
npc->ym += 0x80;
else
npc->ym -= 0x80;
if (npc->direct == 0)
npc->xm -= 0x20;
else
npc->xm += 0x20;
if (npc->xm > 0x400)
npc->xm = 0x400;
if (npc->xm < -0x400)
npc->xm = -0x400;
if (npc->x < 0 || npc->y < 0 || npc->x > gMap.width * 0x200 * 0x10 || npc->y > gMap.length * 0x200 * 0x10)
{
VanishNpChar(npc);
return;
}
break;
}
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];
}
// Green Devil generator
void ActNpc339(NPCHAR *npc)
{
switch (npc->act_no)
{
case 0:
npc->act_no = 1;
npc->act_wait = Random(0, 40);
// Fallthrough
case 1:
if (npc->act_wait)
{
--npc->act_wait;
}
else
{
npc->act_no = 0;
SetNpChar(338, npc->x, npc->y + (Random(-0x10, 0x10) * 0x200), 0, 0, npc->direct, NULL, 0x100);
}
break;
}
}