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@ -475,7 +475,7 @@ void CNpcSeaSnakeEnemy::processMovement( int _frames )
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// if next waypoint is ALSO a start/end waypoint, teleport directly to it
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moveEntireSnake( waypointPos );
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m_waitTimer = 3 * GameState::getOneSecondInFrames();
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m_waitTimer = GameState::getOneSecondInFrames();
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oldPos.vx = waypointPos.vx;
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oldPos.vy = waypointPos.vy;
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@ -772,12 +772,20 @@ void CNpcSeaSnakeEnemy::processClose( int _frames )
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CProjectile *projectile;
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projectile = CProjectile::Create();
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DVECTOR newPos = Pos;
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newPos.vx += 50 * ( rcos( m_heading ) >> 12 );
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newPos.vy += 50 * ( rsin( m_heading ) >> 12 );
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int perpHeading = ( heading - 1024 ) & 4095;
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newPos.vx += 20 * ( rcos( perpHeading ) >> 12 );
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newPos.vy += 20 * ( rsin( perpHeading ) >> 12 );
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projectile->init( newPos, heading );
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projectile->setGraphic( FRM__SNAKEBILE );
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//resetSeaSnakeHeadToTail();
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m_movementTimer = 2 * GameState::getOneSecondInFrames();
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m_movementTimer = GameState::getOneSecondInFrames();
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m_controlFunc = NPC_CONTROL_MOVEMENT;
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m_timerFunc = NPC_TIMER_ATTACK_DONE;
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