ref: 10f69d115b4deaf5026d6f3d0853f4e25118152b
parent: 3934705d3fbe521921f95a898769f8038e392d19
author: Clownacy <Clownacy@users.noreply.github.com>
date: Sat Feb 9 09:47:20 EST 2019
Added Undead Core and more NPCs
--- a/Makefile
+++ b/Makefile
@@ -44,6 +44,7 @@
Back \
Boss \
BossAlmo1 \
+ BossAlmo2 \
BossFrog \
BossIronH \
BossLife \
--- a/src/Boss.cpp
+++ b/src/Boss.cpp
@@ -5,6 +5,7 @@
#include "Boss.h"
#include "BossAlmo1.h"
+#include "BossAlmo2.h"
#include "BossFrog.h"
#include "BossIronH.h"
#include "BossOhm.h"
@@ -196,7 +197,7 @@
ActBossChar_Core,
ActBossChar_Ironhead,
ActBossChar_Twin,
- nullptr, //ActBossChar_Undead,
+ ActBossChar_Undead,
nullptr, //ActBossChar_Press,
nullptr, //ActBossChar_Ballos
};
--- /dev/null
+++ b/src/BossAlmo2.cpp
@@ -1,0 +1,737 @@
+#include "BossAlmo2.h"
+
+#include "Boss.h"
+#include "Flash.h"
+#include "Frame.h"
+#include "Game.h"
+#include "Map.h"
+#include "MyChar.h"
+#include "NpChar.h"
+#include "Sound.h"
+#include "Triangle.h"
+#include "WindowsWrapper.h"
+
+static void ActBossCharA_Head(NPCHAR *npc)
+{
+ RECT rect[4];
+
+ rect[0] = {0, 0, 72, 112};
+ rect[1] = {0, 112, 72, 224};
+ rect[2] = {160, 0, 232, 112};
+ rect[3] = {0, 0, 0, 0};
+
+ switch (npc->act_no)
+ {
+ case 10:
+ npc->act_no = 11;
+ npc->ani_no = 2;
+ npc->bits = 8;
+ npc->view.front = 0x4800;
+ npc->view.top = 0x7000;
+ // Fallthrough
+ case 11:
+ npc->x = gBoss[0].x - 0x4800;
+ npc->y = gBoss[0].y;
+ break;
+
+ case 50:
+ npc->act_no = 51;
+ npc->act_wait = 112;
+ // Fallthrough
+ case 51:
+ if (--npc->act_wait == 0)
+ {
+ npc->act_no = 100;
+ npc->ani_no = 3;
+ }
+
+ break;
+
+ case 100:
+ npc->ani_no = 3;
+ break;
+ }
+
+ npc->rect = rect[npc->ani_no];
+
+ if (npc->act_no == 51)
+ npc->rect.bottom = npc->act_wait + npc->rect.top;
+}
+
+static void ActBossCharA_Tail(NPCHAR *npc)
+{
+ RECT rect[3];
+
+ rect[0] = {72, 0, 160, 112};
+ rect[1] = {72, 112, 160, 224};
+ rect[2] = {0, 0, 0, 0};
+
+ switch (npc->act_no)
+ {
+ case 10:
+ npc->act_no = 11;
+ npc->ani_no = 0;
+ npc->bits = 8;
+ npc->view.front = 0x5800;
+ npc->view.top = 0x7000;
+ // Fallthrough
+ case 11:
+ npc->x = gBoss[0].x + 0x5800;
+ npc->y = gBoss[0].y;
+ break;
+
+ case 50:
+ npc->act_no = 51;
+ npc->act_wait = 112;
+ // Fallthrough
+ case 51:
+ if (--npc->act_wait == 0)
+ {
+ npc->act_no = 100;
+ npc->ani_no = 2;
+ }
+
+ break;
+
+ case 100:
+ npc->ani_no = 2;
+ break;
+ }
+
+ npc->rect = rect[npc->ani_no];
+
+ if (npc->act_no == 51)
+ npc->rect.bottom = npc->act_wait + npc->rect.top;
+}
+
+static void ActBossCharA_Face(NPCHAR *npc)
+{
+ RECT rect[5];
+
+ rect[0] = {0, 0, 0, 0};
+ rect[1] = {160, 112, 232, 152};
+ rect[2] = {160, 152, 232, 192};
+ rect[3] = {160, 192, 232, 232};
+ rect[4] = {248, 160, 320, 200};
+
+ switch (npc->act_no)
+ {
+ case 0:
+ npc->ani_no = 0;
+ break;
+
+ case 10:
+ npc->ani_no = 1;
+ break;
+
+ case 20:
+ npc->ani_no = 2;
+ break;
+
+ case 30:
+ npc->act_no = 31;
+ npc->ani_no = 3;
+ npc->act_wait = 100;
+ // Fallthrough
+ case 31:
+ if (++npc->act_wait > 300)
+ npc->act_wait = 0;
+
+ if (npc->act_wait > 250 && (npc->act_wait & 0xF) == 1)
+ PlaySoundObject(26, 1);
+
+ if (npc->act_wait > 250 && (npc->act_wait & 0xF) == 7)
+ {
+ SetNpChar(293, npc->x, npc->y, 0, 0, 0, 0, 0x80);
+ PlaySoundObject(101, 1);
+ }
+
+ if (npc->act_wait == 200)
+ PlaySoundObject(116, 1);
+
+ if (npc->act_wait > 200 && npc->act_wait % 2)
+ npc->ani_no = 4;
+ else
+ npc->ani_no = 3;
+
+ break;
+ }
+
+ npc->view.back = 0x4800;
+ npc->view.front = 0x4800;
+ npc->view.top = 0x2800;
+
+ npc->x = gBoss[0].x - 0x4800;
+ npc->y = gBoss[0].y + 0x800;
+
+ npc->bits = 8;
+
+ npc->rect = rect[npc->ani_no];
+}
+
+static void ActBossCharA_Mini(NPCHAR *npc)
+{
+ RECT rect[3];
+
+ rect[0] = {256, 0, 320, 40};
+ rect[1] = {256, 40, 320, 80};
+ rect[2] = {256, 80, 320, 120};
+
+ if (npc->cond)
+ {
+ npc->life = 1000;
+
+ switch (npc->act_no)
+ {
+ case 0:
+ npc->bits &= ~0x20;
+ break;
+
+ case 5:
+ npc->ani_no = 0;
+ npc->bits &= ~0x20;
+ ++npc->count2;
+ npc->count2 &= 0xFF;
+ break;
+
+ case 10:
+ npc->ani_no = 0;
+ npc->bits &= ~0x20;
+ npc->count2 += 2;
+ npc->count2 &= 0xFF;
+ break;
+
+ case 20:
+ npc->ani_no = 1;
+ npc->bits &= ~0x20;
+ npc->count2 += 2;
+ npc->count2 &= 0xFF;
+ break;
+
+ case 30:
+ npc->ani_no = 0;
+ npc->bits &= ~0x20;
+ npc->count2 += 4;
+ npc->count2 &= 0xFF;
+ break;
+
+ case 200:
+ npc->act_no = 201;
+ npc->ani_no = 2;
+ npc->xm = 0;
+ npc->ym = 0;
+ // Fallthrough
+ case 201:
+ npc->xm += 0x20;
+
+ npc->x += npc->xm;
+
+ if (npc->x > (gMap.width + 2) * 0x2000)
+ npc->cond = 0;
+
+ break;
+ }
+
+ if (npc->act_no < 50)
+ {
+ int deg;
+
+ if (npc->count1)
+ deg = npc->count2 + 0x80;
+ else
+ deg = npc->count2 + 0x180;
+
+ npc->x = npc->pNpc->x + 0x30 * GetCos(deg / 2) - 0x1000;
+ npc->y = npc->pNpc->y + 0x50 * GetSin(deg / 2);
+ }
+
+ npc->rect = rect[npc->ani_no];
+ }
+}
+
+static void ActBossCharA_Hit(NPCHAR *npc)
+{
+ switch (npc->count1)
+ {
+ case 0:
+ npc->x = gBoss[0].x;
+ npc->y = gBoss[0].y - 0x4000;
+ break;
+
+ case 1:
+ npc->x = gBoss[0].x + 0x3800;
+ npc->y = gBoss[0].y;
+ break;
+
+ case 2:
+ npc->x = gBoss[0].x + 0x800;
+ npc->y = gBoss[0].y + 0x4000;
+ break;
+
+ case 3:
+ npc->x = gBoss[0].x - 0x3800;
+ npc->y = gBoss[0].y + 0x800;
+ break;
+ }
+}
+
+void ActBossChar_Undead(void)
+{
+ static int life;
+ static unsigned char flash;
+
+ BOOL bShock = FALSE;
+
+ switch (gBoss[0].act_no)
+ {
+ case 1:
+ gBoss[0].act_no = 10;
+ gBoss[0].exp = 1;
+ gBoss[0].cond = 0x80;
+ gBoss[0].bits = 0x800C;
+ gBoss[0].life = 700;
+ gBoss[0].hit_voice = 114;
+ gBoss[0].x = 0x4A000;
+ gBoss[0].y = 0xF000;
+ gBoss[0].xm = 0;
+ gBoss[0].ym = 0;
+ gBoss[0].code_event = 1000;
+ gBoss[0].bits |= 0x200;
+
+ gBoss[3].cond = 0x80;
+ gBoss[3].act_no = 0;
+
+ gBoss[4].cond = 0x80;
+ gBoss[4].act_no = 10;
+
+ gBoss[5].cond = 0x80;
+ gBoss[5].act_no = 10;
+
+ gBoss[8].cond = 0x80;
+ gBoss[8].bits = 8;
+ gBoss[8].view.front = 0;
+ gBoss[8].view.top = 0;
+ gBoss[8].hit.back = 0x5000;
+ gBoss[8].hit.top = 0x2000;
+ gBoss[8].hit.bottom = 0x2000;
+ gBoss[8].count1 = 0;
+
+ gBoss[9] = gBoss[8];
+ gBoss[9].hit.back = 0x4800;
+ gBoss[9].hit.top = 0x3000;
+ gBoss[9].hit.bottom = 0x3000;
+ gBoss[9].count1 = 1;
+
+ gBoss[10] = gBoss[8];
+ gBoss[10].hit.back = 0x5800;
+ gBoss[10].hit.top = 0x1000;
+ gBoss[10].hit.bottom = 0x1000;
+ gBoss[10].count1 = 2;
+
+ gBoss[11] = gBoss[8];
+ gBoss[11].cond |= 0x10;
+ gBoss[11].hit.back = 0x2800;
+ gBoss[11].hit.top = 0x2800;
+ gBoss[11].hit.bottom = 0x2800;
+ gBoss[11].count1 = 3;
+
+ gBoss[1].cond = 0x80;
+ gBoss[1].act_no = 0;
+ gBoss[1].bits = 40;
+ gBoss[1].life = 1000;
+ gBoss[1].hit_voice = 54;
+ gBoss[1].hit.back = 0x3000;
+ gBoss[1].hit.top = 0x2000;
+ gBoss[1].hit.bottom = 0x2000;
+ gBoss[1].view.front = 0x4000;
+ gBoss[1].view.top = 0x2800;
+ gBoss[1].pNpc = gBoss;
+
+ gBoss[2] = gBoss[1];
+ gBoss[2].count2 = 0x80;
+
+ gBoss[6] = gBoss[1];
+ gBoss[6].count1 = 1;
+
+ gBoss[7] = gBoss[1];
+ gBoss[7].count1 = 1;
+ gBoss[7].count2 = 0x80;
+
+ life = gBoss[0].life;
+
+ break;
+
+ case 15:
+ gBoss[0].act_no = 16;
+ bShock = TRUE;
+ gBoss[0].direct = 0;
+ gBoss[3].act_no = 10;
+ gBoss[4].ani_no = 0;
+ break;
+
+ case 20:
+ gBoss[0].act_no = 210;
+ bShock = TRUE;
+ gBoss[0].direct = 0;
+ gBoss[1].act_no = 5;
+ gBoss[2].act_no = 5;
+ gBoss[6].act_no = 5;
+ gBoss[7].act_no = 5;
+ break;
+
+ case 200:
+ gBoss[0].act_no = 201;
+ gBoss[0].act_wait = 0;
+ gBoss[3].act_no = 0;
+ gBoss[4].ani_no = 2;
+ gBoss[5].ani_no = 0;
+ gBoss[8].bits &= ~4;
+ gBoss[9].bits &= ~4;
+ gBoss[10].bits &= ~4;
+ gBoss[11].bits &= ~0x20;
+ gSuperYpos = 0;
+ CutNoise();
+ bShock = TRUE;
+ // Fallthrough
+ case 201:
+ ++gBoss[0].act_wait;
+
+ if ((gBoss[0].direct == 2 || gBoss[0].ani_no > 0 || gBoss[0].life < 200) && gBoss[0].act_wait > 200)
+ {
+ ++gBoss[0].count1;
+ PlaySoundObject(115, 1);
+
+ if (gBoss[0].life < 200)
+ {
+ gBoss[0].act_no = 230;
+ }
+ else
+ {
+ if ( gBoss[0].count1 <= 2 )
+ gBoss[0].act_no = 210;
+ else
+ gBoss[0].act_no = 220;
+ }
+ }
+
+ break;
+
+ case 210:
+ gBoss[0].act_no = 211;
+ gBoss[0].act_wait = 0;
+ gBoss[3].act_no = 10;
+ gBoss[8].bits |= 4;
+ gBoss[9].bits |= 4;
+ gBoss[10].bits |= 4;
+ gBoss[11].bits |= 0x20;
+ life = gBoss[0].life;
+ bShock = TRUE;
+ // Fallthrough
+ case 211:
+ ++flash;
+
+ if (gBoss[0].shock && (flash >> 1) & 1)
+ {
+ gBoss[4].ani_no = 1;
+ gBoss[5].ani_no = 1;
+ }
+ else
+ {
+ gBoss[4].ani_no = 0;
+ gBoss[5].ani_no = 0;
+ }
+
+ if (++gBoss[0].act_wait % 100 == 1)
+ {
+ gCurlyShoot_wait = Random(80, 100);
+ gCurlyShoot_x = gBoss[11].x;
+ gCurlyShoot_y = gBoss[11].y;
+ }
+
+ if (gBoss[0].act_wait < 300)
+ {
+ if (gBoss[0].act_wait % 120 == 1)
+ SetNpChar(288, gBoss[0].x - 0x4000, gBoss[0].y - 0x2000, 0, 0, 1, 0, 0x20);
+
+ if (gBoss[0].act_wait % 120 == 61)
+ SetNpChar(288, gBoss[0].x - 0x4000, gBoss[0].y + 0x2000, 0, 0, 3, 0, 0x20);
+ }
+
+ if (gBoss[0].life < life - 50 || gBoss[0].act_wait > 400)
+ gBoss[0].act_no = 200;
+
+ break;
+
+ case 220:
+ gBoss[0].act_no = 221;
+ gBoss[0].act_wait = 0;
+ gBoss[0].count1 = 0;
+ gSuperYpos = 1;
+ gBoss[3].act_no = 20;
+ gBoss[8].bits |= 4;
+ gBoss[9].bits |= 4;
+ gBoss[10].bits |= 4;
+ gBoss[11].bits |= 0x20;
+ SetQuake(100);
+ life = gBoss[0].life;
+ bShock = TRUE;
+ // Fallthrough
+ case 221:
+ if (++gBoss[0].act_wait % 40 == 1)
+ {
+ int x;
+ int y;
+
+ switch (Random(0, 3))
+ {
+ case 0:
+ x = gBoss[1].x;
+ y = gBoss[1].y;
+ break;
+ case 1:
+ x = gBoss[2].x;
+ y = gBoss[2].y;
+ break;
+ case 2:
+ x = gBoss[6].x;
+ y = gBoss[6].y;
+ break;
+ case 3:
+ x = gBoss[7].x;
+ y = gBoss[7].y;
+ break;
+ }
+
+ PlaySoundObject(25, 1);
+ SetNpChar(285, x - 0x2000, y, 0, 0, 0, 0, 0x100);
+ SetNpChar(285, x - 0x2000, y, 0, 0, 0x400, 0, 0x100);
+ }
+
+ ++flash;
+
+ if (gBoss[0].shock && (flash >> 1) & 1)
+ {
+ gBoss[4].ani_no = 1;
+ gBoss[5].ani_no = 1;
+ }
+ else
+ {
+ gBoss[4].ani_no = 0;
+ gBoss[5].ani_no = 0;
+ }
+
+ if (gBoss[0].life < life - 150 || gBoss[0].act_wait > 400 || gBoss[0].life < 200)
+ gBoss[0].act_no = 200;
+
+ break;
+
+ case 230:
+ gBoss[0].act_no = 231;
+ gBoss[0].act_wait = 0;
+ gBoss[3].act_no = 30;
+ gBoss[8].bits |= 4;
+ gBoss[9].bits |= 4;
+ gBoss[10].bits |= 4;
+ gBoss[11].bits |= 0x20;
+ PlaySoundObject(25, 1);
+ SetNpChar(285, gBoss[3].x - 0x2000, gBoss[3].y, 0, 0, 0, 0, 0x100);
+ SetNpChar(285, gBoss[3].x - 0x2000, gBoss[3].y, 0, 0, 0x400, 0, 0x100);
+ SetNpChar(285, gBoss[3].x, gBoss[3].y - 0x2000, 0, 0, 0, 0, 0x100);
+ SetNpChar(285, gBoss[3].x, gBoss[3].y - 0x2000, 0, 0, 0x400, 0, 0x100);
+ SetNpChar(285, gBoss[3].x, gBoss[3].y + 0x2000, 0, 0, 0, 0, 0x100);
+ SetNpChar(285, gBoss[3].x, gBoss[3].y + 0x2000, 0, 0, 0x400, 0, 0x100);
+ life = gBoss[0].life;
+ bShock = TRUE;
+ // Fallthrough
+ case 231:
+ ++flash;
+
+ if (gBoss[0].shock && (flash >> 1) & 1)
+ {
+ gBoss[4].ani_no = 1;
+ gBoss[5].ani_no = 1;
+ }
+ else
+ {
+ gBoss[4].ani_no = 0;
+ gBoss[5].ani_no = 0;
+ }
+
+ if (++gBoss[0].act_wait % 100 == 1)
+ {
+ gCurlyShoot_wait = Random(80, 100);
+ gCurlyShoot_x = gBoss[11].x;
+ gCurlyShoot_y = gBoss[11].y;
+ }
+
+ if (gBoss[0].act_wait % 120 == 1)
+ SetNpChar(288, gBoss[0].x - 0x4000, gBoss[0].y - 0x2000, 0, 0, 1, 0, 0x20);
+
+ if (gBoss[0].act_wait % 120 == 61)
+ SetNpChar(288, gBoss[0].x - 0x4000, gBoss[0].y + 0x2000, 0, 0, 3, 0, 0x20);
+
+ break;
+
+ case 500:
+ CutNoise();
+ gBoss[0].act_no = 501;
+ gBoss[0].act_wait = 0;
+ gBoss[0].xm = 0;
+ gBoss[0].ym = 0;
+ gBoss[3].act_no = 0;
+ gBoss[4].ani_no = 2;
+ gBoss[5].ani_no = 0;
+ gBoss[1].act_no = 5;
+ gBoss[2].act_no = 5;
+ gBoss[6].act_no = 5;
+ gBoss[7].act_no = 5;
+ SetQuake(20);
+
+ for (int i = 0; i < 100; ++i)
+ SetNpChar(4, gBoss[0].x + (Random(-0x80, 0x80) * 0x200), gBoss[0].y + (Random(-0x40, 0x40) * 0x200), Random(-0x80, 0x80) * 0x200, Random(-0x80, 0x80) * 0x200, 0, 0, 0);
+
+ DeleteNpCharCode(282, 1);
+ gBoss[11].bits &= ~0x20;
+
+ for (int i = 0; i < 12; ++i)
+ gBoss[i].bits &= ~4;
+ // Fallthrough
+ case 501:
+ if (++gBoss[0].act_wait & 0xF)
+ SetNpChar(4, gBoss[0].x + (Random(-0x40, 0x40) * 0x200), gBoss[0].y + (Random(-0x20, 0x20) * 0x200), Random(-0x80, 0x80) * 0x200, Random(-0x80, 0x80) * 0x200, 0, 0, 0x100);
+
+ gBoss[0].x += 0x40;
+ gBoss[0].y += 0x80;
+
+ if (gBoss[0].act_wait > 200)
+ {
+ gBoss[0].act_wait = 0;
+ gBoss[0].act_no = 1000;
+ }
+
+ break;
+
+ case 1000:
+ SetQuake(100);
+
+ if (++gBoss[0].act_wait % 8 == 0)
+ PlaySoundObject(44, 1);
+
+ SetDestroyNpChar(gBoss[0].x + (Random(-0x48, 0x48) * 0x200), gBoss[0].y + (Random(-0x40, 0x40) * 0x200), 1, 1);
+
+ if (gBoss[0].act_wait > 100)
+ {
+ gBoss[0].act_wait = 0;
+ gBoss[0].act_no = 1001;
+ SetFlash(gBoss[0].x, gBoss[0].y, 1);
+ PlaySoundObject(35, 1);
+ }
+
+ break;
+
+ case 1001:
+ SetQuake(40);
+
+ if (++gBoss[0].act_wait > 50)
+ {
+ for (int i = 0; i < 20; ++i)
+ gBoss[i].cond = 0;
+
+ DeleteNpCharCode(158, 1);
+ DeleteNpCharCode(301, 1);
+ }
+
+ break;
+ }
+
+ if (bShock)
+ {
+ SetQuake(20);
+
+ if (gBoss[0].act_no == 201)
+ {
+ gBoss[7].act_no = 10;
+ gBoss[6].act_no = 10;
+ gBoss[2].act_no = 10;
+ gBoss[1].act_no = 10;
+ }
+
+ if (gBoss[0].act_no == 221)
+ {
+ gBoss[7].act_no = 20;
+ gBoss[6].act_no = 20;
+ gBoss[2].act_no = 20;
+ gBoss[1].act_no = 20;
+ }
+
+ if (gBoss[0].act_no == 231)
+ {
+ gBoss[7].act_no = 30;
+ gBoss[6].act_no = 30;
+ gBoss[2].act_no = 30;
+ gBoss[1].act_no = 30;
+ }
+
+ PlaySoundObject(26, 1);
+
+ for (int i = 0; i < 8; ++i)
+ SetNpChar(4, gBoss[4].x + (Random(-0x20, 0x10) * 0x200), gBoss[4].y, Random(-0x200, 0x200), Random(-0x100, 0x100), 0, 0, 0x100);
+ }
+
+ if (gBoss[0].act_no >= 200 && gBoss[0].act_no < 300)
+ {
+ if (gBoss[0].x < 0x18000)
+ gBoss[0].direct = 2;
+ if (gBoss[0].x > (gMap.width - 4) * 0x2000)
+ gBoss[0].direct = 0;
+
+ if (gBoss[0].direct == 0)
+ gBoss[0].xm -= 4;
+ else
+ gBoss[0].xm += 4;
+ }
+
+ switch (gBoss[0].act_no)
+ {
+ case 201:
+ case 211:
+ case 221:
+ case 231:
+ if (++gBoss[0].count2 == 150)
+ {
+ gBoss[0].count2 = 0;
+ SetNpChar(282, (gMap.width * 0x2000) + 0x40, (Random(-1, 3) + 10) * 0x2000, 0, 0, 0, 0, 0x30);
+ }
+ else if (gBoss[0].count2 == 75)
+ {
+ SetNpChar(282, (gMap.width * 0x2000) + 0x40, (Random(-3, 0) + 3) * 0x2000, 0, 0, 0, 0, 0x30);
+ }
+
+ break;
+ }
+
+ if (gBoss[0].xm > 0x80)
+ gBoss[0].xm = 0x80;
+ if (gBoss[0].xm < -0x80)
+ gBoss[0].xm = -0x80;
+
+ if (gBoss[0].ym > 0x80)
+ gBoss[0].ym = 0x80;
+ if (gBoss[0].ym < -0x80)
+ gBoss[0].ym = -0x80;
+
+ gBoss[0].x += gBoss[0].xm;
+ gBoss[0].y += gBoss[0].ym;
+
+ ActBossCharA_Face(&gBoss[3]);
+ ActBossCharA_Head(&gBoss[4]);
+ ActBossCharA_Tail(&gBoss[5]);
+ ActBossCharA_Mini(&gBoss[1]);
+ ActBossCharA_Mini(&gBoss[2]);
+ ActBossCharA_Mini(&gBoss[6]);
+ ActBossCharA_Mini(&gBoss[7]);
+ ActBossCharA_Hit(&gBoss[8]);
+ ActBossCharA_Hit(&gBoss[9]);
+ ActBossCharA_Hit(&gBoss[10]);
+ ActBossCharA_Hit(&gBoss[11]);
+}
--- /dev/null
+++ b/src/BossAlmo2.h
@@ -1,0 +1,3 @@
+#pragma once
+
+void ActBossChar_Undead(void);
--
⑨