2018-08-19 09:46:58 +02:00
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#pragma once
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#include "..\Global\global.h"
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2019-12-04 13:20:21 +01:00
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void BaddyObjects();
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void ObjectObjects();
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void TrapObjects();
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void InitialiseHair();
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void InitialiseSpecialEffects();
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2018-08-19 09:46:58 +02:00
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2019-12-02 14:49:19 +01:00
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void CustomObjects();
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void InitialiseObjects();
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2018-08-19 09:46:58 +02:00
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2019-11-11 16:17:45 +01:00
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void Inject_Setup();
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2019-12-01 08:13:19 +01:00
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#define INIT_PICKUP(obid) \
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obj = &Objects[obid]; \
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2019-11-11 16:17:45 +01:00
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if (obj->loaded) \
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{ \
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obj->initialise = InitialisePickup; \
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obj->collision = PickupCollision; \
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obj->control = PickupControl; \
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}
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2019-12-01 08:13:19 +01:00
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#define INIT_KEYHOLE(obid) \
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obj = &Objects[obid]; \
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2019-11-11 16:17:45 +01:00
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if (obj->loaded) \
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{ \
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obj->collision = KeyHoleCollision; \
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}
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2019-12-01 08:13:19 +01:00
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#define INIT_PUZZLEHOLE(obid) \
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obj = &Objects[obid]; \
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2019-11-11 16:17:45 +01:00
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if (obj->loaded) \
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{ \
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obj->collision = PuzzleHoleCollision; \
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obj->control = AnimatingControl; \
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}
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2019-12-01 08:13:19 +01:00
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#define INIT_PUZZLEDONE(obid) \
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obj = &Objects[obid]; \
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2019-11-11 16:17:45 +01:00
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if (obj->loaded) \
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{ \
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obj->collision = PuzzleDoneCollision; \
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obj->control = AnimatingControl; \
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}
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// normally INIT_ANIMATING have:
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//Bones[obj->boneIndex] |= ROT_Y;
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//Bones[obj->boneIndex + 4] |= ROT_X;
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2019-12-01 08:13:19 +01:00
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#define INIT_ANIMATING(obid) \
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obj = &Objects[obid]; \
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2019-11-11 16:17:45 +01:00
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if (obj->loaded) \
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{ \
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obj->initialise = InitialiseAnimating; \
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obj->control = AnimatingControl; \
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obj->collision = ObjectCollision; \
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}
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