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https://github.com/doukutsu-rs/doukutsu-rs
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crow/skullhead
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8b8c543526
commit
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@ -1,7 +1,8 @@
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use ggez::GameResult;
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use num_traits::{abs, clamp};
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use crate::common::Direction;
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use crate::caret::CaretType;
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use crate::common::{CDEG_RAD, Direction};
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use crate::npc::list::NPCList;
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use crate::npc::NPC;
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use crate::player::Player;
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@ -286,8 +287,273 @@ impl NPC {
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Ok(())
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}
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pub(crate) fn tick_n049_skullhead(&mut self, state: &mut SharedGameState, npc_list: &NPCList) -> GameResult {
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let parent = self.get_parent_ref_mut(npc_list);
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pub(crate) fn tick_n049_skullhead(&mut self, state: &mut SharedGameState, players: [&mut Player; 2], npc_list: &NPCList) -> GameResult {
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let mut parent = self.get_parent_ref_mut(npc_list);
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if self.action_num > 9 && parent.as_ref().map(|n| n.npc_type == 3).unwrap_or(false) {
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self.action_num = 3;
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self.vel_x = 0;
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self.vel_y = 0;
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self.action_counter2 = 1;
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}
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if self.flags.hit_left_wall() {
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self.direction = Direction::Right;
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self.vel_x = 0x100;
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}
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if self.flags.hit_right_wall() {
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self.direction = Direction::Left;
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self.vel_x = -0x100;
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}
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match self.action_num {
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0 | 1 => {
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if self.action_num == 0 {
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self.action_num = if parent.is_some() { 10 } else { 1 };
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}
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self.action_counter += 1;
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if self.action_counter > 3 {
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self.vel_y = -0x400;
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self.action_num = 3;
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self.anim_num = 2;
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if self.action_counter2 > 0 {
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self.vel_x = if self.direction == Direction::Left { -0x200 } else { 0x200 };
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} else if self.direction != Direction::Left {
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self.vel_x = 0x100;
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} else {
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self.vel_x = -0x100;
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}
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}
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self.anim_num = 1;
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}
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3 => {
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if self.flags.hit_bottom_wall() {
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self.action_num = 1;
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self.action_counter = 0;
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self.vel_x = 0;
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}
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self.anim_num = if self.flags.hit_bottom_wall() || self.vel_y > 0 { 1 } else { 2 };
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}
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10 => {
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if self.vel_y2 >= 50 {
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let player = self.get_closest_player_mut(players);
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if abs(self.x - player.x) < 0x10000
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&& abs(self.y - player.y) < 0xc000 {
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self.action_num = 11;
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self.action_counter = 0;
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self.anim_num = 2;
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}
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} else {
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self.vel_y2 += 1;
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}
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}
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11 => {
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self.action_counter += 1;
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if self.action_counter == 30 || self.action_counter == 35 {
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let player = self.get_closest_player_mut(players);
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let angle = f64::atan2((self.y + 0x800 - player.y) as f64, (self.x - player.x) as f64);
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let mut npc = NPC::create(50, &state.npc_table);
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npc.cond.set_alive(true);
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npc.x = self.x;
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npc.y = self.y;
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npc.vel_x = (angle.cos() * -1024.0) as i32;
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npc.vel_y = (angle.sin() * -1024.0) as i32;
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let _ = npc_list.spawn(0x100, npc);
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state.sound_manager.play_sfx(39);
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}
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if self.action_counter > 50 {
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self.action_num = 10;
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self.vel_y2 = 0;
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self.anim_num = 1;
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}
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}
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_ => {}
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}
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if self.action_num > 9 {
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if let Some(parent) = parent {
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self.x = parent.x;
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self.y = parent.y + 0x2000;
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self.direction = parent.direction;
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parent.vel_y2 -= 1;
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}
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}
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self.vel_y += 0x40;
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if self.vel_y > 0x5ff {
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self.vel_y = 0x5ff;
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}
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self.x += self.vel_x;
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self.y += self.vel_y;
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let dir_offset = if self.direction == Direction::Left { 0 } else { 3 };
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self.anim_rect = state.constants.npc.n049_skullhead[self.anim_num as usize + dir_offset];
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Ok(())
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}
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pub(crate) fn tick_n050_skeleton_projectile(&mut self, state: &mut SharedGameState) -> GameResult {
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match self.action_num {
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0 | 1 => {
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if self.action_num == 0 {
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if self.direction == Direction::Right {
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self.action_num = 2;
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}
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}
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self.x += self.vel_x;
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self.y += self.vel_y;
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if self.flags.hit_left_wall() {
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self.action_num = 2;
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self.vel_x = 0x200;
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self.action_counter2 += 1;
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}
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if self.flags.hit_right_wall() {
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self.action_num = 2;
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self.vel_x = -0x200;
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self.action_counter2 += 1;
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}
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if self.flags.hit_top_wall() {
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self.action_num = 2;
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self.vel_y = 0x200;
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self.action_counter2 += 1;
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}
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if self.flags.hit_bottom_wall() {
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self.action_num = 2;
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self.vel_y = -0x200;
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self.action_counter2 += 1;
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}
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}
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2 => {
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self.vel_y += 0x40;
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self.x += self.vel_x;
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self.y += self.vel_y;
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if self.flags.hit_bottom_wall() {
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self.action_counter2 += 1;
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if self.action_counter2 > 1 {
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state.create_caret(self.x, self.y, CaretType::ProjectileDissipation, Direction::Left);
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self.cond.set_alive(false);
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}
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}
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}
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_ => {}
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}
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self.vel_y = clamp(self.vel_y, -0x5ff, 0x5ff);
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self.anim_counter += 1;
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if self.anim_counter > 1 {
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self.anim_counter = 0;
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self.anim_num = if self.direction == Direction::Left {
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(self.anim_num + 1) % 4
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} else {
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self.anim_num.wrapping_sub(1) % 4
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}
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}
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self.anim_rect = state.constants.npc.n050_skeleton_projectile[self.anim_num as usize];
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Ok(())
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}
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pub(crate) fn tick_n051_crow_and_skullhead(&mut self, state: &mut SharedGameState, players: [&mut Player; 2], npc_list: &NPCList) -> GameResult {
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let player = self.get_closest_player_mut(players);
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match self.action_num {
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0 | 1 => {
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if self.action_num == 0 {
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self.action_num = 1;
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self.target_x = self.x;
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self.target_y = self.y;
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self.vel_y = 0x400;
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let mut npc = NPC::create(49, &state.npc_table);
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npc.cond.set_alive(true);
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npc.parent_id = self.id;
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let _ = npc_list.spawn(0, npc);
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}
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self.direction = if player.x >= self.x { Direction::Right } else { Direction::Left };
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self.vel_y += (self.target_y - self.y).signum() * 0x0a;
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self.vel_y = clamp(self.vel_y, -0x200, 0x200);
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if self.vel_y2 >= 10 {
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self.action_num = 2;
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} else {
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self.vel_y2 += 1;
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}
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}
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2 => {
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self.direction = if player.x >= self.x { Direction::Right } else { Direction::Left };
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self.vel_x += if self.y <= player.y + 0x4000 {
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(player.x - self.x).signum() * 0x10
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} else {
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(self.x - player.x).signum() * 0x10
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};
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self.vel_y += (player.y - self.y).signum() * 0x10;
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if self.shock > 0 {
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self.vel_x = 0;
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self.vel_y += 0x20;
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}
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}
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_ => {}
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}
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if self.vel_x < 0 && self.flags.hit_left_wall() {
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self.vel_x = 0x100;
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}
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if self.vel_x > 0 && self.flags.hit_right_wall() {
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self.vel_x = -0x100;
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}
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if self.vel_y < 0 && self.flags.hit_top_wall() {
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self.vel_y = 0x100;
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}
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if self.vel_y > 0 && self.flags.hit_bottom_wall() {
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self.vel_y = -0x100;
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}
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self.vel_x = clamp(self.vel_x, -0x400, 0x400);
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self.vel_y = clamp(self.vel_y, -0x200, 0x200);
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self.x += self.vel_x;
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self.y += self.vel_y;
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if self.shock > 0 {
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self.anim_num = 4;
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} else if self.action_num == 2 && self.y < player.y - 0x4000 {
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self.anim_num = 0;
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} else if self.action_num != 0 {
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self.animate(1, 0, 1);
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}
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let dir_offset = if self.direction == Direction::Left { 0 } else { 5 };
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self.anim_rect = state.constants.npc.n051_crow_and_skullhead[self.anim_num as usize + dir_offset];
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Ok(())
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}
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@ -198,7 +198,9 @@ impl GameEntity<([&mut Player; 2], &NPCList, &mut Stage, &BulletManager)> for NP
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46 => self.tick_n046_hv_trigger(players),
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47 => self.tick_n047_sandcroc(state, players),
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48 => self.tick_n048_omega_projectiles(state),
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49 => self.tick_n049_skullhead(state, npc_list),
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49 => self.tick_n049_skullhead(state, players, npc_list),
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50 => self.tick_n050_skeleton_projectile(state),
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51 => self.tick_n051_crow_and_skullhead(state, players, npc_list),
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52 => self.tick_n052_sitting_blue_robot(state),
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55 => self.tick_n055_kazuma(state),
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58 => self.tick_n058_basu(state, players, npc_list),
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