diff --git a/source/enemy/npc.cpp b/source/enemy/npc.cpp index 3daded7dd..ebcfa91fc 100644 --- a/source/enemy/npc.cpp +++ b/source/enemy/npc.cpp @@ -296,64 +296,80 @@ CNpcEnemy *CNpcEnemy::Create(sThingActor *ThisActor) NPC_UNIT_TYPE enemyType = CNpcEnemy::getTypeFromMapEdit( ThisActor->Type ); +//!!!!!! Sort you life out charles - Unhappy Dave + if (enemyType==14) + { + enemyType=CNpcEnemy::NPC_SMALL_JELLYFISH_1; + } + switch( enemyType ) { case CNpcEnemy::NPC_SMALL_JELLYFISH_1: { + printf("JFish\n"); enemy = new ("small jellyfish") CNpcSmallJellyfishEnemy; break; } case CNpcEnemy::NPC_HERMIT_CRAB: { + printf("NPC_HERMIT_CRAB\n"); enemy = new ("hermit crab") CNpcHermitCrabEnemy; break; } case CNpcEnemy::NPC_SPIDER_CRAB: { + printf("NPC_SPIDER_CRAB\n"); enemy = new ("spider crab") CNpcSpiderCrabEnemy; break; } case CNpcEnemy::NPC_SPIDER_CRAB_SPAWNER: { + printf("NPC_SPIDER_CRAB_SPAWNER\n"); enemy = new ("spider crab spawner") CNpcEnemyGenerator; break; } case CNpcEnemy::NPC_ANEMONE_1: { + printf("NPC_ANEMONE_1\n"); enemy = new ("anemone 1") CNpcAnemone1Enemy; break; } case CNpcEnemy::NPC_ANEMONE_2: { + printf("NPC_ANEMONE_2\n"); enemy = new ("anemone 2") CNpcAnemone2Enemy; break; } case CNpcEnemy::NPC_ANEMONE_3: { + printf("NPC_ANEMONE_3\n"); enemy = new ("anemone 3") CNpcAnemone3Enemy; break; } case CNpcEnemy::NPC_CLAM_JUMP: { + printf("NPC_CLAM_JUMP\n"); enemy = new ("jumping clam") CNpcJumpingClamEnemy; break; } case CNpcEnemy::NPC_CLAM_STATIC: { + printf("NPC_CLAM_STATIC\n"); enemy = new ("static clam") CNpcStaticClamEnemy; break; } case CNpcEnemy::NPC_BABY_OCTOPUS: { + printf("NPC_BABY_OCTOPUS\n"); enemy = new ("baby octopus") CNpcBabyOctopusEnemy; break; } @@ -361,132 +377,154 @@ CNpcEnemy *CNpcEnemy::Create(sThingActor *ThisActor) case CNpcEnemy::NPC_FISH_FOLK: case CNpcEnemy::NPC_ZOMBIE_FISH_FOLK: { + printf("NPC_FISH_FOLK\n"); enemy = new ("fish folk") CNpcFishFolk; break; } case CNpcEnemy::NPC_BALL_BLOB: { + printf("NPC_BALL_BLOB\n"); enemy = new ("ball blob") CNpcBallBlobEnemy; break; } case CNpcEnemy::NPC_GHOST_PIRATE: { + printf("NPC_GHOST_PIRATE\n"); enemy = new ("ghost pirate") CNpcGhostPirateEnemy; break; } case CNpcEnemy::NPC_PUFFA_FISH: { + printf("NPC_PUFFA_FISH\n"); enemy = new ("puffa fish") CNpcPuffaFishEnemy; break; } case CNpcEnemy::NPC_SHARK_MAN: { + printf("NPC_SHARK_MAN\n"); enemy = new ("shark man") CNpcSharkManEnemy; break; } case CNpcEnemy::NPC_SKELETAL_FISH: { + printf("NPC_SKELETAL_FISH\n"); enemy = new ("skeletal fish") CNpcSkeletalFishEnemy; break; } case CNpcEnemy::NPC_EYEBALL: { + printf("NPC_EYEBALL\n"); enemy = new ("eyeball") CNpcEyeballEnemy; break; } case CNpcEnemy::NPC_FLAMING_SKULL: { + printf("NPC_FLAMING_SKULL\n"); enemy = new ("flaming skull") CNpcFlamingSkullEnemy; break; } case CNpcEnemy::NPC_SKULL_STOMPER: { + printf("NPC_SKULL_STOMPER\n"); enemy = new ("skull stomper") CNpcSkullStomperEnemy; break; } case CNpcEnemy::NPC_BOOGER_MONSTER: { + printf("NPC_BOOGER_MONSTER\n"); enemy = new ("booger monster") CNpcBoogerMonsterEnemy; break; } case CNpcEnemy::NPC_MOTHER_JELLYFISH: { + printf("NPC_MOTHER_JELLYFISH\n"); enemy = new ("mother jellyfish") CNpcMotherJellyfishEnemy; break; } case CNpcEnemy::NPC_SUB_SHARK: { + printf("NPC_SUB_SHARK\n"); enemy = new ("sub shark") CNpcSubSharkEnemy; break; } case CNpcEnemy::NPC_PARASITIC_WORM: { + printf("NPC_PARASITIC_WORM\n"); enemy = new ("parasitic worm") CNpcParasiticWormEnemy; break; } case CNpcEnemy::NPC_FLYING_DUTCHMAN: { + printf("NPC_FLYING_DUTCHMAN\n"); enemy = new ("flying dutchman") CNpcFlyingDutchmanEnemy; break; } case CNpcEnemy::NPC_IRON_DOGFISH: { + printf("NPC_IRON_DOGFISH\n"); enemy = new ("iron dogfish") CNpcIronDogfishEnemy; break; } case CNpcEnemy::NPC_FALLING_ITEM: { + printf("NPC_FALLING_ITEM\n"); enemy = new ("falling item") CNpcFallingItemHazard; break; } case CNpcEnemy::NPC_FISH_HOOK: { + printf("NPC_FISH_HOOK\n"); enemy = new ("fish hook") CNpcFishHookHazard; break; } case CNpcEnemy::NPC_PENDULUM: { + printf("NPC_PENDULUM\n"); enemy = new ("pendulum") CNpcPendulumHazard; break; } case CNpcEnemy::NPC_FIREBALL: { + printf("NPC_FIREBALL\n"); enemy = new ("fireball") CNpcFireballHazard; break; } case CNpcEnemy::NPC_SAW_BLADE: { + printf("NPC_SAW_BLADE\n"); enemy = new ("saw blade") CNpcReturningHazard; break; } case CNpcEnemy::NPC_DUST_DEVIL: { + printf("NPC_DUST_DEVIL\n"); enemy = new ("dust devil") CNpcReturningGroundHazard; break; } default: { + printf("UNKNOWN %i\n",enemyType); enemy = new ("npc enemy") CNpcEnemy; break; }