shithub: cstory

Download patch

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);
--