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