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Gekikoh Dennoh Club 7
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Gekikoh Dennoh Club Vol. 7 (Japan).7z
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Gekikoh Dennoh Club Vol. 7 (Japan) (Track 01).bin
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games
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otoko
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source.lzh
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FuncEnemy
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lboss01c.c
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C/C++ Source or Header
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1999-06-14
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2KB
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78 lines
/* 1面ボスのカバー */
#include <xsp2lib.h>
#include "../otoko.h"
#include "../player.h"
#include "../enemy.h"
#include "../eshot.h"
#include "../effect.h"
#include "../priority.h"
#include "../sound.h"
static short EnemyMoveLBoss01C (ENEMY *);
static void EnemyTiniLBoss01C (ENEMY *);
void EnemyInitLBoss01C (ENEMY * p)
{
p->vx = 0;
p->vy = 0;
p->hit_px = 0;
p->hit_py = 0;
p->hit_sx = 0;
p->hit_sy = 0;
p->hit_cx = 0;
p->damage = 0;
p->flash = 0;
p->hp = 1000;
p->pt = obj_lboss01;
p->work = 0;
p->func_enemy_move = EnemyMoveLBoss01C;
p->func_enemy_tini = EnemyTiniLBoss01C;
if (p->arg < 1) {
p->info = PALET_LBOSS01 | PRIORITY_BOSS_PARTS;
} else {
p->arg -= 2;
p->info = PALET_LBOSS01_1 | PRIORITY_BOSS_PARTS;
}
}
static short EnemyMoveLBoss01C (ENEMY * p)
{
/* 速度を足して上位ワード(固定整数部)だけ取り出す */
p->x = (p->lx += p->vx) >> 16;
p->y = (p->ly += p->vy) >> 16;
if (SHORT_VY < 2)
p->vy += 4096;
switch (p->work++) {
case 0:
case 8 + 15 * 1:
case 8 + 15 * 2:
EffectInit (EFFECT_EXPL, 0, p->x, p->y);
SoundSetSE (SE_EXPL); /* 爆発音を鳴らす */
break;
case 8 + 15 * 4:
EffectInit (EFFECT_EXPL, 0, p->x, p->y);
SoundSetSE (SE_EXPL_M); /* 爆発音を鳴らす */
if (p->arg == 0)
EffectInit (EFFECT_POINTS_RED, POINTS_3000, p->x, p->y);
if (disp_level == DISP_LEVEL_HIGH)
EffectInit (EFFECT_HAHENMINI, 0, p->x, p->y);
return (-1); /* 消去 */
break;
}
xobj_set_st (p);
return (0);
}
static void EnemyTiniLBoss01C (ENEMY * p)
{
}