ref: 5e6a57d6a504e64b18cfb60f2065fd5da0736c1a
parent: 8aa6ebdf79db755f3ff4cb6d949bf494b9858131
author: Clownacy <Clownacy@users.noreply.github.com>
date: Thu Nov 14 13:23:49 EST 2019
Clean-up NpcAct140.cpp More ASM-accuracy-improvements. ...How the heck did I miss all of these?
--- a/src/NpcAct140.cpp
+++ b/src/NpcAct140.cpp
@@ -1,5 +1,7 @@
#include "NpcAct.h"
+#include <stddef.h>
+
#include "WindowsWrapper.h"
#include "Bullet.h"
@@ -93,7 +95,7 @@
break;
case 10:
- npc->bits = npc->bits; // Redundant line
+ npc->bits = npc->bits; // Chances are this line isn't accurate to the original source code, but it produces the same assembly
npc->act_no = 11;
npc->ani_no = 0;
npc->ani_wait = 0;
@@ -118,7 +120,7 @@
if (CountArmsBullet(6) || CountArmsBullet(3) > 3)
npc->act_no = 20;
- if (npc->act_wait)
+ if (npc->act_wait != 0)
{
--npc->act_wait;
}
@@ -201,7 +203,7 @@
break;
case 26:
- npc->xm = 8 * npc->xm / 9;
+ npc->xm = (npc->xm * 8) / 9;
if (++npc->act_wait > 20)
{
@@ -248,7 +250,7 @@
npc->damage = 0;
for (i = 0; i < 8; ++i)
- SetNpChar(4, npc->x + (Random(-12, 12) * 0x200), npc->y + (Random(-12, 12) * 0x200), Random(-341, 341), Random(-0x600, 0), 0, 0, 0x100);
+ SetNpChar(4, npc->x + (Random(-12, 12) * 0x200), npc->y + (Random(-12, 12) * 0x200), Random(-341, 341), Random(-0x600, 0), 0, NULL, 0x100);
break;
@@ -265,7 +267,7 @@
break;
case 102:
- npc->xm = 8 * npc->xm / 9;
+ npc->xm = (npc->xm * 8) / 9;
if (++npc->act_wait > 50)
{
@@ -334,7 +336,7 @@
if (++npc->act_wait > 100)
{
for (i = 0; i < 4; ++i)
- SetNpChar(4, npc->x + (Random(-12, 12) * 0x200), npc->y + (Random(-12, 12) * 0x200), Random(-341, 341), Random(-0x600, 0), 0, 0, 0x100);
+ SetNpChar(4, npc->x + (Random(-12, 12) * 0x200), npc->y + (Random(-12, 12) * 0x200), Random(-341, 341), Random(-0x600, 0), 0, NULL, 0x100);
npc->cond = 0;
}
@@ -343,7 +345,7 @@
}
if (npc->act_no > 100 && npc->act_no < 105 && npc->act_wait % 9 == 0)
- SetNpChar(4, npc->x + (Random(-12, 12) * 0x200), npc->y + (Random(-12, 12) * 0x200), Random(-341, 341), Random(-0x600, 0), 0, 0, 0x100);
+ SetNpChar(4, npc->x + (Random(-12, 12) * 0x200), npc->y + (Random(-12, 12) * 0x200), Random(-341, 341), Random(-0x600, 0), 0, NULL, 0x100);
npc->ym += 0x20;
@@ -380,11 +382,11 @@
// Fallthrough
case 1:
if (npc->pNpc->direct == 0)
- npc->x = npc->pNpc->x + 0x1400;
+ npc->x = npc->pNpc->x + (10 * 0x200);
else
- npc->x = npc->pNpc->x - 0x1400;
+ npc->x = npc->pNpc->x - (10 * 0x200);
- npc->y = npc->pNpc->y - 0x1000;
+ npc->y = npc->pNpc->y - (8 * 0x200);
if (npc->pNpc->act_no == 24 || npc->pNpc->act_no == 52)
{
@@ -391,15 +393,15 @@
npc->act_no = 10;
if (npc->pNpc->direct == 0)
- npc->x = npc->pNpc->x - 0x2000;
+ npc->x = npc->pNpc->x - (16 * 0x200);
else
- npc->x = npc->pNpc->x + 0x2000;
+ npc->x = npc->pNpc->x + (16 * 0x200);
npc->y = npc->pNpc->y;
deg = GetArktan(npc->x - gMC.x, npc->y - gMC.y);
- npc->ym = 4 * GetSin(deg);
- npc->xm = 4 * GetCos(deg);
+ npc->ym = GetSin(deg) * 4;
+ npc->xm = GetCos(deg) * 4;
PlaySoundObject(39, 1);
}
@@ -415,14 +417,14 @@
PlaySoundObject(12, 1);
for (i = 0; i < 4; ++i)
- SetNpChar(4, npc->x, npc->y, Random(-0x200, 0x200), Random(-0x200, 0x200), 0, 0, 0x100);
+ SetNpChar(4, npc->x, npc->y, Random(-0x200, 0x200), Random(-0x200, 0x200), 0, NULL, 0x100);
+
+ break;
}
- else
- {
- npc->x += npc->xm;
- npc->y += npc->ym;
- }
+ npc->x += npc->xm;
+ npc->y += npc->ym;
+
break;
case 20:
@@ -432,7 +434,7 @@
if (++npc->act_wait > 4)
{
for (i = 0; i < 4; ++i)
- SetNpChar(4, npc->x, npc->y, Random(-0x200, 0x200), Random(-0x200, 0x200), 0, 0, 0x100);
+ SetNpChar(4, npc->x, npc->y, Random(-0x200, 0x200), Random(-0x200, 0x200), 0, NULL, 0x100);
npc->code_char = 142;
npc->ani_no = 0;
@@ -660,7 +662,7 @@
if (npc->act_wait / 2 % 2)
npc->x = npc->tgt_x;
else
- npc->x = npc->tgt_x + 0x200;
+ npc->x = npc->tgt_x + (1 * 0x200);
}
}
@@ -694,9 +696,9 @@
}
if (npc->direct == 0)
- npc->x = npc->pNpc->x - 0x1400;
+ npc->x = npc->pNpc->x - (10 * 0x200);
else
- npc->x = npc->pNpc->x + 0x1400;
+ npc->x = npc->pNpc->x + (10 * 0x200);
npc->y = npc->pNpc->y;
@@ -787,11 +789,11 @@
switch (npc->act_no)
{
case 0:
- npc->y += 0x600;
+ npc->y += 3 * 0x200;
npc->act_no = 1;
// Fallthrough
case 1:
- if (npc->act_wait >= 8 && npc->x - 0xC000 < gMC.x && npc->x + 0xC000 > gMC.x && npc->y - 0xC000 < gMC.y && npc->y + 0x4000 > gMC.y)
+ if (npc->act_wait >= 8 && npc->x - (96 * 0x200) < gMC.x && npc->x + (96 * 0x200) > gMC.x && npc->y - (96 * 0x200) < gMC.y && npc->y + (32 * 0x200) > gMC.y)
{
if (npc->x > gMC.x)
npc->direct = 0;
@@ -815,7 +817,7 @@
npc->act_wait = 0;
}
- if (npc->act_wait >= 8 && npc->x - 0x6000 < gMC.x && npc->x + 0x6000 > gMC.x && npc->y - 0xC000 < gMC.y && npc->y + 0x4000 > gMC.y)
+ if (npc->act_wait >= 8 && npc->x - (48 * 0x200) < gMC.x && npc->x + (48 * 0x200) > gMC.x && npc->y - (96 * 0x200) < gMC.y && npc->y + (32 * 0x200) > gMC.y)
{
npc->act_no = 2;
npc->ani_no = 0;
@@ -865,35 +867,35 @@
npc->damage = 3;
npc->act_no = 5;
npc->ani_no = 2;
+ break;
}
- else
- {
- if (npc->act_wait % 4 == 1)
- PlaySoundObject(109, 1);
- if (npc->flag & 8)
- npc->ym = -0x200;
+ if (npc->act_wait % 4 == 1)
+ PlaySoundObject(109, 1);
- if (npc->act_wait % 30 == 6)
- {
- deg = GetArktan(npc->x - gMC.x, npc->y - gMC.y);
- deg += (unsigned char)Random(-6, 6);
- ym = 3 * GetSin(deg);
- xm = 3 * GetCos(deg);
- SetNpChar(148, npc->x, npc->y, xm, ym, 0, 0, 0x100);
- PlaySoundObject(39, 1);
- }
+ if (npc->flag & 8)
+ npc->ym = -0x200;
- if (++npc->ani_wait > 0)
- {
- npc->ani_wait = 0;
- ++npc->ani_no;
- }
+ if (npc->act_wait % 30 == 6)
+ {
+ deg = GetArktan(npc->x - gMC.x, npc->y - gMC.y);
+ deg += (unsigned char)Random(-6, 6);
+ ym = GetSin(deg) * 3;
+ xm = GetCos(deg) * 3;
- if (npc->ani_no > 5)
- npc->ani_no = 3;
+ SetNpChar(148, npc->x, npc->y, xm, ym, 0, NULL, 0x100);
+ PlaySoundObject(39, 1);
}
+ if (++npc->ani_wait > 0)
+ {
+ npc->ani_wait = 0;
+ ++npc->ani_no;
+ }
+
+ if (npc->ani_no > 5)
+ npc->ani_no = 3;
+
break;
case 5:
@@ -980,8 +982,8 @@
switch (npc->act_no)
{
case 0:
- npc->x += 0x1000;
- npc->y += 0x1000;
+ npc->x += 8 * 0x200;
+ npc->y += 8 * 0x200;
if (npc->direct == 0)
npc->act_no = 10;
@@ -998,7 +1000,7 @@
npc->bits &= ~NPC_REAR_AND_TOP_DONT_HURT;
npc->damage = 0;
- if (gMC.x < npc->x + 0x3200 && gMC.x > npc->x - 0x32000 && gMC.y < npc->y + 0x3200 && gMC.y > npc->y - 0x3200)
+ if (gMC.x < npc->x + (25 * 0x200) && gMC.x > npc->x - (25 * 0x10 * 0x200) && gMC.y < npc->y + (25 * 0x200) && gMC.y > npc->y - (25 * 0x200))
{
npc->act_no = 11;
npc->act_wait = 0;
@@ -1019,24 +1021,24 @@
PlaySoundObject(26, 1);
for (i = 0; i < 4; ++i)
- SetNpChar(4, npc->x - 0x2000, npc->y + (Random(-12, 12) * 0x200), Random(-341, 341), Random(-0x600, 0), 0, 0, 0x100);
+ SetNpChar(4, npc->x - (16 * 0x200), npc->y + (Random(-12, 12) * 0x200), Random(-341, 341), Random(-0x600, 0), 0, NULL, 0x100);
+
+ break;
}
+
+ if (gMC.flag & 1)
+ {
+ npc->bits |= NPC_REAR_AND_TOP_DONT_HURT;
+ npc->damage = 100;
+ }
else
{
- if (gMC.flag & 1)
- {
- npc->bits |= NPC_REAR_AND_TOP_DONT_HURT;
- npc->damage = 100;
- }
- else
- {
- npc->bits &= ~NPC_REAR_AND_TOP_DONT_HURT;
- npc->damage = 0;
- }
-
- npc->xm -= 0x20;
+ npc->bits &= ~NPC_REAR_AND_TOP_DONT_HURT;
+ npc->damage = 0;
}
+ npc->xm -= 0x20;
+
break;
case 20:
@@ -1043,7 +1045,7 @@
npc->bits &= ~NPC_REAR_AND_TOP_DONT_HURT;
npc->damage = 0;
- if (gMC.x > npc->x - 0x3200 && gMC.x < npc->x + 0x32000 && gMC.y < npc->y + 0x3200 && gMC.y > npc->y - 0x3200)
+ if (gMC.x > npc->x - (25 * 0x200) && gMC.x < npc->x + (25 * 0x10 * 0x200) && gMC.y < npc->y + (25 * 0x200) && gMC.y > npc->y - (25 * 0x200))
{
npc->act_no = 21;
npc->act_wait = 0;
@@ -1064,24 +1066,24 @@
PlaySoundObject(26, 1);
for (i = 0; i < 4; ++i)
- SetNpChar(4, npc->x + 0x2000, npc->y + (Random(-12, 12) * 0x200), Random(-341, 341), Random(-0x600, 0), 0, 0, 0x100);
+ SetNpChar(4, npc->x + (16 * 0x200), npc->y + (Random(-12, 12) * 0x200), Random(-341, 341), Random(-0x600, 0), 0, NULL, 0x100);
+
+ break;
}
+
+ if (gMC.flag & 4)
+ {
+ npc->bits |= NPC_REAR_AND_TOP_DONT_HURT;
+ npc->damage = 100;
+ }
else
{
- if (gMC.flag & 4)
- {
- npc->bits |= NPC_REAR_AND_TOP_DONT_HURT;
- npc->damage = 100;
- }
- else
- {
- npc->bits &= ~NPC_REAR_AND_TOP_DONT_HURT;
- npc->damage = 0;
- }
-
- npc->xm += 0x20;
+ npc->bits &= ~NPC_REAR_AND_TOP_DONT_HURT;
+ npc->damage = 0;
}
+ npc->xm += 0x20;
+
break;
}
@@ -1146,8 +1148,8 @@
case 10:
npc->act_no = 11;
- for (i = 0; i < 4; i++)
- SetNpChar(4, npc->x, npc->y, Random(-0x155, 0x155), Random(-0x600, 0), 0, 0, 0x100);
+ for (i = 0; i < 4; ++i)
+ SetNpChar(4, npc->x, npc->y, Random(-0x155, 0x155), Random(-0x600, 0), 0, NULL, 0x100);
PlaySoundObject(71, 1);
// Fallthrough
@@ -1182,9 +1184,9 @@
npc->ani_no = 3;
if (npc->direct == 0)
- npc->x -= 0x200;
+ npc->x -= 1 * 0x200;
else
- npc->x += 0x200;
+ npc->x += 1 * 0x200;
break;
@@ -1220,6 +1222,7 @@
if (npc->ani_no > 6)
npc->ani_no = 3;
+
break;
case 80:
@@ -1267,12 +1270,13 @@
if (npc->act_no == 21)
{
- npc->rect.bottom = npc->act_wait / 4 + npc->rect.top;
+ npc->rect.bottom = npc->rect.top + (npc->act_wait / 4);
if (npc->act_wait / 2 % 2)
++npc->rect.left;
}
+ // Use a different sprite if the player is wearing the Mimiga Mask
if (gMC.equip & 0x40)
{
npc->rect.top += 32;
@@ -1336,7 +1340,7 @@
{
case 0:
if (npc->direct == 2)
- npc->y += 0x2000;
+ npc->y += 16 * 0x200;
npc->act_no = 1;
break;
@@ -1396,7 +1400,7 @@
// Gaudi
void ActNpc153(NPCHAR *npc)
{
- if (npc->x > gMC.x + (WINDOW_WIDTH * 0x200) || npc->x < gMC.x - (WINDOW_WIDTH * 0x200) || npc->y > gMC.y + (WINDOW_HEIGHT * 0x200) || npc->y < gMC.y - (WINDOW_HEIGHT * 0x200))
+ if (npc->x > gMC.x + (((WINDOW_WIDTH / 2) + 160) * 0x200) || npc->x < gMC.x - (((WINDOW_WIDTH / 2) + 160) * 0x200) || npc->y > gMC.y + (((WINDOW_HEIGHT / 2) + 120) * 0x200) || npc->y < gMC.y - (((WINDOW_HEIGHT / 2) + 120) * 0x200))
return;
switch (npc->act_no)
@@ -1405,7 +1409,7 @@
npc->act_no = 1;
npc->xm = 0;
npc->ani_no = 0;
- npc->y += 0x600;
+ npc->y += 3 * 0x200;
// Fallthrough
case 1:
if (Random(0, 100) == 1)
@@ -1458,7 +1462,7 @@
else
npc->xm = 0x200;
- if (npc->act_wait)
+ if (npc->act_wait != 0)
{
--npc->act_wait;
}
@@ -1475,7 +1479,7 @@
npc->ym = -0x5FF;
npc->act_no = 20;
- if ((gMC.cond & 2) == 0)
+ if (!(gMC.cond & 2))
PlaySoundObject(30, 1);
}
else if (npc->direct == 2 && npc->flag & 4)
@@ -1484,7 +1488,7 @@
npc->ym = -0x5FF;
npc->act_no = 20;
- if ((gMC.cond & 2) == 0)
+ if (!(gMC.cond & 2))
PlaySoundObject(30, 1);
}
@@ -1518,7 +1522,7 @@
npc->act_wait = 0;
npc->xm = 0;
- if ((gMC.cond & 2) == 0)
+ if (!(gMC.cond & 2))
PlaySoundObject(23, 1);
}
@@ -1586,7 +1590,7 @@
break;
case 2:
- npc->xm = 8 * npc->xm / 9;
+ npc->xm = (npc->xm * 8) / 9;
if (++npc->ani_wait > 3)
{
@@ -1619,10 +1623,13 @@
// Gaudi (flying)
void ActNpc155(NPCHAR *npc)
{
- if (npc->x > gMC.x + (WINDOW_WIDTH * 0x200) || npc->x < gMC.x - (WINDOW_WIDTH * 0x200) || npc->y > gMC.y + (WINDOW_HEIGHT * 0x200) || npc->y < gMC.y - (WINDOW_HEIGHT * 0x200))
+ unsigned char deg;
+ int ym;
+ int xm;
+
+ if (npc->x > gMC.x + (((WINDOW_WIDTH / 2) + 160) * 0x200) || npc->x < gMC.x - (((WINDOW_WIDTH / 2) + 160) * 0x200) || npc->y > gMC.y + (((WINDOW_HEIGHT / 2) + 120) * 0x200) || npc->y < gMC.y - (((WINDOW_HEIGHT / 2) + 120) * 0x200))
return;
- unsigned char deg;
switch (npc->act_no)
{
case 0:
@@ -1629,12 +1636,12 @@
deg = Random(0, 0xFF);
npc->xm = GetCos(deg);
deg += 0x40;
- npc->tgt_x = npc->x + 8 * GetCos(deg);
+ npc->tgt_x = npc->x + (GetCos(deg) * 8);
deg = Random(0, 0xFF);
npc->ym = GetSin(deg);
deg += 0x40;
- npc->tgt_y = npc->y + 8 * GetSin(deg);
+ npc->tgt_y = npc->y + (GetSin(deg) * 8);
npc->act_no = 1;
npc->count1 = 120;
@@ -1645,7 +1652,7 @@
if (++npc->ani_no > 15)
npc->ani_no = 14;
- if (npc->act_wait)
+ if (npc->act_wait != 0)
{
--npc->act_wait;
}
@@ -1665,11 +1672,11 @@
{
deg = GetArktan(npc->x - gMC.x, npc->y - gMC.y);
deg += (unsigned char)Random(-6, 6);
- const int ym = 3 * GetSin(deg);
- const int xm = 3 * GetCos(deg);
- SetNpChar(156, npc->x, npc->y, xm, ym, 0, 0, 0x100);
+ ym = GetSin(deg) * 3;
+ xm = GetCos(deg) * 3;
+ SetNpChar(156, npc->x, npc->y, xm, ym, 0, NULL, 0x100);
- if ((gMC.cond & 2) == 0)
+ if (!(gMC.cond & 2))
PlaySoundObject(39, 1);
npc->act_no = 1;
@@ -1759,8 +1766,8 @@
switch (npc->act_no)
{
case 0:
- npc->x += 0x1000;
- npc->y += 0x1000;
+ npc->x += 8 * 0x200;
+ npc->y += 8 * 0x200;
if (npc->direct == 0)
npc->act_no = 10;
@@ -1770,6 +1777,7 @@
npc->xm = 0;
npc->ym = 0;
npc->bits |= NPC_SOLID_HARD;
+
break;
case 10:
@@ -1776,7 +1784,7 @@
npc->bits &= ~NPC_REAR_AND_TOP_DONT_HURT;
npc->damage = 0;
- if (gMC.y < npc->y + 0x3200 && gMC.y > npc->y - 0x32000 && gMC.x < npc->x + 0x3200 && gMC.x > npc->x - 0x3200)
+ if (gMC.y < npc->y + (25 * 0x200) && gMC.y > npc->y - (25 * 0x10 * 0x200) && gMC.x < npc->x + (25 * 0x200) && gMC.x > npc->x - (25 * 0x200))
{
npc->act_no = 11;
npc->act_wait = 0;
@@ -1797,24 +1805,24 @@
PlaySoundObject(26, 1);
for (i = 0; i < 4; ++i)
- SetNpChar(4, npc->x + (Random(-12, 12) * 0x200), npc->y - 0x2000, Random(-341, 341), Random(-0x600, 0), 0, 0, 0x100);
+ SetNpChar(4, npc->x + (Random(-12, 12) * 0x200), npc->y - (16 * 0x200), Random(-341, 341), Random(-0x600, 0), 0, NULL, 0x100);
+
+ break;
}
+
+ if (gMC.flag & 2)
+ {
+ npc->bits |= NPC_REAR_AND_TOP_DONT_HURT;
+ npc->damage = 100;
+ }
else
{
- if (gMC.flag & 2)
- {
- npc->bits |= NPC_REAR_AND_TOP_DONT_HURT;
- npc->damage = 100;
- }
- else
- {
- npc->bits &= ~NPC_REAR_AND_TOP_DONT_HURT;
- npc->damage = 0;
- }
-
- npc->ym -= 0x20;
+ npc->bits &= ~NPC_REAR_AND_TOP_DONT_HURT;
+ npc->damage = 0;
}
+ npc->ym -= 0x20;
+
break;
case 20:
@@ -1821,7 +1829,7 @@
npc->bits &= ~NPC_REAR_AND_TOP_DONT_HURT;
npc->damage = 0;
- if (gMC.y > npc->y - 0x3200 && gMC.y < npc->y + 0x32000 && gMC.x < npc->x + 0x3200 && gMC.x > npc->x - 0x3200)
+ if (gMC.y > npc->y - (25 * 0x200) && gMC.y < npc->y + (25 * 0x10 * 0x200) && gMC.x < npc->x + (25 * 0x200) && gMC.x > npc->x - (25 * 0x200))
{
npc->act_no = 21;
npc->act_wait = 0;
@@ -1842,24 +1850,24 @@
PlaySoundObject(26, 1);
for (i = 0; i < 4; ++i)
- SetNpChar(4, npc->x + (Random(-12, 12) * 0x200), npc->y + 0x2000, Random(-341, 341), Random(-0x600, 0), 0, 0, 0x100);
+ SetNpChar(4, npc->x + (Random(-12, 12) * 0x200), npc->y + (16 * 0x200), Random(-341, 341), Random(-0x600, 0), 0, NULL, 0x100);
+
+ break;
}
+
+ if (gMC.flag & 8)
+ {
+ npc->bits |= NPC_REAR_AND_TOP_DONT_HURT;
+ npc->damage = 100;
+ }
else
{
- if (gMC.flag & 8)
- {
- npc->bits |= NPC_REAR_AND_TOP_DONT_HURT;
- npc->damage = 100;
- }
- else
- {
- npc->bits &= ~NPC_REAR_AND_TOP_DONT_HURT;
- npc->damage = 0;
- }
-
- npc->ym += 0x20;
+ npc->bits &= ~NPC_REAR_AND_TOP_DONT_HURT;
+ npc->damage = 0;
}
+ npc->ym += 0x20;
+
break;
}
@@ -1877,6 +1885,8 @@
// Fish Missile
void ActNpc158(NPCHAR *npc)
{
+ int dir;
+
RECT rect[8] = {
{0, 224, 16, 240},
{16, 224, 32, 240},
@@ -1917,7 +1927,7 @@
npc->ym = 2 * GetSin(npc->count1);
npc->y += npc->ym;
npc->x += npc->xm;
- const int dir = GetArktan(npc->x - gMC.x, npc->y - gMC.y);
+ dir = GetArktan(npc->x - gMC.x, npc->y - gMC.y);
if (dir < npc->count1)
{
@@ -1969,7 +1979,7 @@
npc->act_no = 1;
for (i = 0; i < 8; ++i)
- SetNpChar(4, npc->x + (Random(-16, 16) * 0x200), npc->y + (Random(-16, 16) * 0x200), Random(-341, 341), Random(-341, 341), 0, 0, 0x100);
+ SetNpChar(4, npc->x + (Random(-16, 16) * 0x200), npc->y + (Random(-16, 16) * 0x200), Random(-341, 341), Random(-341, 341), 0, NULL, 0x100);
// Fallthrough
case 1:
if (++npc->act_wait > 50)
@@ -1989,7 +1999,7 @@
++npc->act_wait;
npc->ym += 0x40;
- if (npc->y > 0x50000)
+ if (npc->y > 40 * 0x10 * 0x200)
npc->cond = 0;
break;
@@ -2001,5 +2011,5 @@
npc->rect = rect;
if (npc->act_wait % 8 == 1)
- SetNpChar(4, npc->x + (Random(-16, 16) * 0x200), npc->y + (Random(-16, 16) * 0x200), Random(-341, 341), Random(-341, 341), 0, 0, 0x100);
+ SetNpChar(4, npc->x + (Random(-16, 16) * 0x200), npc->y + (Random(-16, 16) * 0x200), Random(-341, 341), Random(-341, 341), 0, NULL, 0x100);
}