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- Migrate specific game headers into their own folders - Remove headers from sa1 codebase which can be referenced from sa2
64 lines
2.2 KiB
C
64 lines
2.2 KiB
C
#ifndef GUARD_CONSTANTS_ENEMIES_H
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#define GUARD_CONSTANTS_ENEMIES_H
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#if (GAME == GAME_SA1)
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#define ENEMY__KIKI 0
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#define ENEMY__BUZZER 1
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#define ENEMY__GAMIGAMI 2
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#define ENEMY__RHINOTANK 3
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#define ENEMY__KEROKERO 4
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#define ENEMY__SENBON 5
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#define ENEMY__TENTOU 6
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#define ENEMY__FIREBALL 7
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#define ENEMY__HANABII 8
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#define ENEMY__SLOT 9
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#define ENEMY__PIERROT 10
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#define ENEMY__LEON 11
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#define ENEMY__MIRROR 12
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#define ENEMY__WAMU 13
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#define ENEMY__OCT 14
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#define ENEMY__MOLE 15
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#define ENEMY__YUKIMARU 16
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#define ENEMY__YUKIMARU_SIDEWAYS 17
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#define ENEMY__DRISAME 18
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#define ENEMY__KURAA 19
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#define ENEMY__PEN 20
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#define ENEMY__BOSS_1_INTRO 21
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#define ENEMY__EGG_HAMMER_TANK 22
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#define ENEMY__EGG_PRESS 23
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#define ENEMY__EGG_BALL 24
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#define ENEMY__EGG_SPIDER 25
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#define ENEMY__MECHA_KNUCKLES 26
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#define ENEMY__EGG_SNAKE 27
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#define ENEMY__EGG_WRECKER 28
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#define ENEMY__EGG_DRILLSTER 29
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#define ENEMY__EGG_X 30
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#define ENEMY__SUPER_EGG_ROBOT 31
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#elif (GAME == GAME_SA2)
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#define ENEMY__MON 0 // Jumping monkey
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#define ENEMY__KIKI 1 // Monkey on tree
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#define ENEMY__BUZZER 2
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#define ENEMY__GOHLA 3
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#define ENEMY__KURAKURA 4
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#define ENEMY__KUBINAGA 5
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#define ENEMY__PIKOPIKO 6 // Hammer Clown
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#define ENEMY__BELL 7
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#define ENEMY__YADO 8
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#define ENEMY__CIRCUS 9 // Monkey with explosive
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#define ENEMY__KOURA 10 // Turtle with spring on its back, can have rocket engines.
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#define ENEMY__MADILLO 11
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#define ENEMY__STRAW 12 // Bird
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#define ENEMY__HAMMERHEAD 13 // Shark-shaped platform
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#define ENEMY__SPINNER 14
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#define ENEMY__MOUSE 15
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#define ENEMY__PEN 16 // Penguin
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#define ENEMY__GEJIGEJI 17
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#define ENEMY__BALLOON 18 // Flying Squid
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#define ENEMY__FLICKEY 19
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#define ENEMY__KYURA 20
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#define ENEMY__STAR 21
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#define ENEMY__BULLETBUZZER 22 // A Buzzer with Jet-Engines
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#endif
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#endif // GUARD_CONSTANTS_ENEMIES_H
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