2018-08-19 09:46:58 +02:00
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#include "setup.h"
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#include "..\Game\draw.h"
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#include "..\Game\collide.h"
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2019-11-12 12:28:54 +01:00
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#include "..\Game\effect2.h"
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#include "..\Game\effects.h"
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2019-12-22 00:20:10 +01:00
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#include "..\Game\tomb4fx.h"
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2018-08-19 09:46:58 +02:00
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#include "..\Game\Box.h"
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2019-11-09 09:55:56 +01:00
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#include "..\Game\switch.h"
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2018-08-19 09:46:58 +02:00
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#include "..\Game\missile.h"
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#include "..\Game\control.h"
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2018-11-01 22:45:59 +01:00
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#include "..\Game\pickup.h"
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2019-11-11 16:17:45 +01:00
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#include "..\Game\lara1gun.h"
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2019-11-12 12:28:54 +01:00
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#include "..\Game\laraflar.h"
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#include "..\Game\larafire.h"
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#include "..\Game\laramisc.h"
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2019-11-11 16:17:45 +01:00
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#include "..\Game\objects.h"
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#include "..\Game\door.h"
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2019-11-12 12:28:54 +01:00
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#include "..\Game\rope.h"
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#include "..\Game\traps.h"
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2019-12-22 19:01:36 +01:00
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#include "..\Game\flmtorch.h"
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2019-11-12 12:28:54 +01:00
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#include "..\Objects\oldobjects.h"
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2018-11-24 17:26:26 +01:00
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#include "..\Objects\newobjects.h"
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2018-08-19 09:46:58 +02:00
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2019-11-12 12:28:54 +01:00
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#include "..\Game\lion.h"
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#include "..\Game\mafia.h"
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#include "..\Game\rat.h"
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#include "..\Game\hydra.h"
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#include "..\Game\guardian.h"
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2018-08-19 09:46:58 +02:00
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#include <stdlib.h>
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#include <stdio.h>
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2019-11-09 09:55:56 +01:00
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extern byte SequenceUsed[6];
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extern byte SequenceResults[3][3][3];
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extern byte Sequences[3];
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extern byte CurrentSequence;
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2019-12-02 09:11:21 +01:00
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extern int NumRPickups;
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2019-11-09 09:55:56 +01:00
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2019-12-30 19:21:47 +01:00
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OBJECT_INFO Objects[2048];
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2019-12-02 14:49:19 +01:00
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void NewObjects()
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2018-08-19 09:46:58 +02:00
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{
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2018-09-08 18:43:59 +02:00
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OBJECT_INFO* obj;
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obj = &Objects[ID_SMALL_SCORPION];
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if (obj->loaded)
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{
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obj->initialise = InitialiseSmallScorpion;
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obj->control = SmallScorpionControl;
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obj->collision = CreatureCollision;
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obj->shadowSize = 128;
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obj->hitPoints = 8;
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obj->pivotLength = 20;
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obj->radius = 128;
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obj->intelligent = true;
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obj->savePosition = true;
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obj->saveHitpoints = true;
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obj->saveAnim = true;
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obj->saveFlags = true;
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}
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2019-09-22 21:14:43 +02:00
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2018-09-08 18:43:59 +02:00
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obj = &Objects[ID_WILD_BOAR];
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if (obj->loaded)
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{
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obj->initialise = InitialiseWildBoar;
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obj->control = WildBoarControl;
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obj->collision = CreatureCollision;
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obj->shadowSize = 128;
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obj->hitPoints = 40;
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obj->pivotLength = 50;
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obj->radius = 102;
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obj->intelligent = true;
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obj->savePosition = true;
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obj->saveHitpoints = true;
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obj->saveAnim = true;
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obj->saveFlags = true;
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2019-12-04 13:20:21 +01:00
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Bones[obj->boneIndex + 48 * 4] |= ROT_Z;
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Bones[obj->boneIndex + 48 * 4] |= ROT_Y;
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Bones[obj->boneIndex + 52 * 4] |= ROT_Z;
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Bones[obj->boneIndex + 52 * 4] |= ROT_Y;
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2018-09-08 18:43:59 +02:00
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}
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2018-09-08 20:23:41 +02:00
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obj = &Objects[ID_BAT];
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if (obj->loaded)
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{
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obj->initialise = InitialiseBat;
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obj->control = BatControl;
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obj->collision = CreatureCollision;
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obj->shadowSize = 128;
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obj->hitPoints = 5;
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obj->pivotLength = 10;
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obj->radius = 102;
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obj->intelligent = true;
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obj->savePosition = true;
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obj->saveHitpoints = true;
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obj->saveAnim = true;
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obj->saveFlags = true;
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}
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2018-09-17 21:13:44 +02:00
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obj = &Objects[ID_CHAIN];
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2018-09-09 17:14:49 +02:00
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if (obj->loaded)
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{
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obj->control = ChainControl;
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obj->collision = GenericSphereBoxCollision;
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obj->saveAnim = true;
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obj->saveFlags = true;
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}
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obj = &Objects[ID_PLOUGH];
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if (obj->loaded)
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{
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obj->control = PloughControl;
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obj->collision = GenericSphereBoxCollision;
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obj->saveAnim = true;
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obj->saveFlags = true;
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}
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obj = &Objects[ID_FLOOR_4BLADES];
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if (obj->loaded)
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{
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obj->control = FourBladesControl;
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obj->collision = GenericSphereBoxCollision;
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obj->saveAnim = true;
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obj->saveFlags = true;
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}
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obj = &Objects[ID_CEILING_4BLADES];
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if (obj->loaded)
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{
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obj->control = FourBladesControl;
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obj->collision = GenericSphereBoxCollision;
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obj->saveAnim = true;
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obj->saveFlags = true;
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}
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obj = &Objects[ID_SPIKEBALL];
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if (obj->loaded)
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{
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obj->control = SpikeballControl;
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obj->collision = GenericSphereBoxCollision;
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obj->saveAnim = true;
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obj->saveFlags = true;
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}
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obj = &Objects[ID_COG];
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if (obj->loaded)
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{
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obj->control = CogControl;
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obj->collision = GenericSphereBoxCollision;
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obj->saveAnim = true;
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obj->saveFlags = true;
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2018-09-17 21:13:44 +02:00
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}
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2018-09-12 20:37:37 +02:00
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obj = &Objects[ID_BADDY1];
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if (obj->loaded)
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{
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obj->initialise = InitialiseBaddy;
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obj->control = BaddyControl;
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obj->collision = CreatureCollision;
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obj->shadowSize = 128;
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obj->hitPoints = 25;
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obj->pivotLength = 50;
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obj->radius = 102;
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obj->intelligent = true;
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obj->savePosition = true;
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obj->saveHitpoints = true;
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obj->saveAnim = true;
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obj->saveFlags = true;
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2019-12-04 13:20:21 +01:00
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Bones[obj->boneIndex + 28 * 4] |= ROT_Y;
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Bones[obj->boneIndex + 28 * 4] |= ROT_X;
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Bones[obj->boneIndex + 88 * 4] |= ROT_Y;
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Bones[obj->boneIndex + 88 * 4] |= ROT_X;
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2018-09-12 20:37:37 +02:00
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2019-12-04 13:20:21 +01:00
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Meshes[obj->meshIndex + 18 * 2] = Meshes[Objects[ID_MESHSWAP1].meshIndex + 16 * 2];
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Meshes[obj->meshIndex + 30 * 2] = Meshes[Objects[ID_MESHSWAP1].meshIndex + 28 * 2];
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Meshes[obj->meshIndex + 18 * 2] = Meshes[Objects[ID_MESHSWAP1].meshIndex + 11 * 2];
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2018-09-12 20:37:37 +02:00
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}
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obj = &Objects[ID_BADDY2];
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if (obj->loaded)
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{
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obj->initialise = InitialiseBaddy;
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obj->control = BaddyControl;
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obj->collision = CreatureCollision;
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obj->shadowSize = 128;
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obj->hitPoints = 25;
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obj->pivotLength = 50;
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obj->radius = 102;
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obj->intelligent = true;
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obj->savePosition = true;
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obj->saveHitpoints = true;
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obj->saveAnim = true;
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obj->saveFlags = true;
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2019-12-04 13:20:21 +01:00
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Bones[obj->boneIndex + 28 * 4] |= ROT_Y;
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Bones[obj->boneIndex + 28 * 4] |= ROT_X;
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Bones[obj->boneIndex + 88 * 4] |= ROT_Y;
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Bones[obj->boneIndex + 88 * 4] |= ROT_X;
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2018-09-09 17:14:49 +02:00
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}
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2018-09-16 17:09:43 +02:00
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obj = &Objects[ID_SAS_CAIRO];
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2018-09-15 08:20:29 +02:00
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if (obj->loaded)
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{
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obj->initialise = InitialiseSas;
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obj->control = SasControl;
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obj->collision = CreatureCollision;
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obj->shadowSize = 128;
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obj->hitPoints = 40;
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obj->pivotLength = 50;
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obj->radius = 102;
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obj->intelligent = true;
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obj->savePosition = true;
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obj->saveHitpoints = true;
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obj->saveAnim = true;
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obj->saveFlags = true;
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2018-09-17 08:02:23 +02:00
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Bones[obj->boneIndex] |= ROT_Y;
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Bones[obj->boneIndex] |= ROT_X;
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2019-12-04 13:20:21 +01:00
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Bones[obj->boneIndex + 28 * 4] |= ROT_Y;
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Bones[obj->boneIndex + 28 * 4] |= ROT_X;
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2018-09-15 08:20:29 +02:00
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}
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2018-09-15 16:21:52 +02:00
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obj = &Objects[ID_MUMMY];
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if (obj->loaded)
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{
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obj->initialise = InitialiseMummy;
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obj->control = MummyControl;
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obj->collision = CreatureCollision;
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obj->shadowSize = 128;
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obj->hitPoints = 15;
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obj->radius = 170;
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obj->intelligent = true;
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obj->savePosition = true;
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obj->saveHitpoints = true;
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obj->saveAnim = true;
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obj->saveFlags = true;
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2019-12-04 13:20:21 +01:00
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Bones[obj->boneIndex + 28 * 4] |= ROT_Y;
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Bones[obj->boneIndex + 28 * 4] |= ROT_X;
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Bones[obj->boneIndex + 72 * 4] |= ROT_Y;
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2018-09-15 16:21:52 +02:00
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}
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2018-09-16 15:05:16 +02:00
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obj = &Objects[ID_QUAD];
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if (obj->loaded)
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{
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obj->initialise = InitialiseQuadBike;
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obj->collision = QuadBikeCollision;
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obj->savePosition = true;
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obj->saveAnim = true;
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obj->saveFlags = true;
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}
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2018-09-16 17:09:43 +02:00
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obj = &Objects[ID_SHARK];
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if (obj->loaded)
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{
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obj->control = SharkControl;
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obj->collision = CreatureCollision;
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obj->shadowSize = 128;
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obj->hitPoints = 30;
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obj->pivotLength = 200;
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obj->radius = 340;
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obj->intelligent = true;
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obj->waterCreature = true;
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obj->savePosition = true;
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obj->saveHitpoints = true;
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obj->saveAnim = true;
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obj->saveFlags = true;
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Bones[obj->boneIndex + 9 * 4] |= ROT_Y;
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}
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obj = &Objects[ID_BARRACUDA];
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if (obj->loaded)
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{
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obj->control = BarracudaControl;
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obj->collision = CreatureCollision;
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obj->shadowSize = UNIT_SHADOW / 2;
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obj->hitPoints = 12;
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obj->pivotLength = 200;
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obj->radius = 204;
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obj->intelligent = true;
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obj->waterCreature = true;
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obj->savePosition = true;
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obj->saveHitpoints = true;
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obj->saveAnim = true;
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obj->saveFlags = true;
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Bones[obj->boneIndex + 6 * 4] |= ROT_Y;
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}
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2018-08-19 09:46:58 +02:00
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2018-09-17 21:13:44 +02:00
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obj = &Objects[ID_ROLLING_SPINDLE];
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2018-09-16 23:49:24 +02:00
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if (obj->loaded)
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{
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obj->initialise = InitialiseSpinningBlade;
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obj->control = SpinningBlade;
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obj->collision = ObjectCollision;
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obj->savePosition = true;
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obj->saveAnim = true;
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obj->saveFlags = true;
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}
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obj = &Objects[ID_SPRINGBOARD];
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if (obj->loaded)
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{
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obj->control = SpringBoardControl;
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obj->saveAnim = true;
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2018-08-19 09:46:58 +02:00
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obj->saveFlags = true;
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2018-09-17 21:13:44 +02:00
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}
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2018-08-19 09:46:58 +02:00
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obj = &Objects[ID_TIGER];
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if (obj->loaded)
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{
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obj->control = TigerControl;
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obj->collision = CreatureCollision;
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2018-09-17 08:02:23 +02:00
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obj->shadowSize = 128;
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obj->hitPoints = 24;
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2018-08-19 09:46:58 +02:00
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obj->pivotLength = 200;
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2018-09-17 08:02:23 +02:00
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obj->radius = 340;
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2018-08-19 09:46:58 +02:00
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obj->intelligent = true;
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obj->savePosition = true;
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obj->saveHitpoints = true;
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obj->saveAnim = true;
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obj->saveFlags = true;
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Bones[obj->boneIndex + 21 * 4] |= ROT_Y;
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}
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obj = &Objects[ID_COBRA];
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if (obj->loaded)
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{
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obj->initialise = InitialiseCobra;
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obj->control = CobraControl;
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obj->collision = CreatureCollision;
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2018-09-17 12:09:23 +02:00
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obj->shadowSize = 128;
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obj->hitPoints = 8;
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obj->radius = 102;
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2018-08-19 09:46:58 +02:00
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|
obj->intelligent = true;
|
|
|
|
obj->nonLot = true;
|
|
|
|
obj->savePosition = true;
|
|
|
|
obj->saveHitpoints = true;
|
|
|
|
obj->saveAnim = true;
|
|
|
|
obj->saveFlags = true;
|
|
|
|
|
|
|
|
Bones[obj->boneIndex + 0 * 4] |= ROT_Y;
|
|
|
|
Bones[obj->boneIndex + 6 * 4] |= ROT_Y;
|
|
|
|
}
|
|
|
|
|
2018-09-17 20:43:08 +02:00
|
|
|
obj = &Objects[ID_RAPTOR];
|
|
|
|
if (obj->loaded)
|
|
|
|
{
|
2019-12-06 15:26:18 +01:00
|
|
|
obj->control = Tr3RaptorControl;
|
2018-09-17 20:43:08 +02:00
|
|
|
obj->collision = CreatureCollision;
|
|
|
|
obj->shadowSize = 128;
|
|
|
|
obj->hitPoints = 100;
|
|
|
|
obj->radius = 341;
|
|
|
|
obj->pivotLength = 600;
|
|
|
|
obj->intelligent = true;
|
|
|
|
obj->savePosition = true;
|
|
|
|
obj->saveHitpoints = true;
|
|
|
|
obj->saveAnim = true;
|
|
|
|
obj->saveFlags = true;
|
|
|
|
|
|
|
|
Bones[obj->boneIndex + 20 * 4] |= ROT_Y;
|
|
|
|
Bones[obj->boneIndex + 21 * 4] |= ROT_Y;
|
|
|
|
Bones[obj->boneIndex + 23 * 4] |= ROT_Y;
|
|
|
|
Bones[obj->boneIndex + 25 * 4] |= ROT_Y;
|
|
|
|
}
|
|
|
|
|
|
|
|
obj = &Objects[ID_SCUBA_DIVER];
|
|
|
|
if (obj->loaded)
|
|
|
|
{
|
|
|
|
obj->control = ScubaControl;
|
|
|
|
obj->collision = CreatureCollision;
|
|
|
|
obj->shadowSize = UNIT_SHADOW / 2;
|
|
|
|
obj->hitPoints = 20;
|
|
|
|
obj->radius = 340;
|
|
|
|
obj->intelligent = true;
|
|
|
|
obj->waterCreature = true;
|
|
|
|
obj->savePosition = true;
|
|
|
|
obj->saveHitpoints = true;
|
|
|
|
obj->saveAnim = true;
|
|
|
|
obj->saveFlags = true;
|
|
|
|
obj->pivotLength = 50;
|
|
|
|
|
|
|
|
Bones[obj->boneIndex + 10 * 4] |= ROT_Y;
|
|
|
|
Bones[obj->boneIndex + 14 * 4] |= ROT_Z;
|
|
|
|
}
|
|
|
|
|
|
|
|
obj = &Objects[ID_SCUBA_HARPOON];
|
|
|
|
if (obj->loaded)
|
|
|
|
{
|
|
|
|
obj->control = HarpoonControl;
|
|
|
|
obj->collision = ObjectCollision;
|
|
|
|
obj->savePosition = true;
|
|
|
|
}
|
|
|
|
|
2018-09-17 21:13:44 +02:00
|
|
|
obj = &Objects[ID_EAGLE];
|
|
|
|
if (obj->loaded)
|
|
|
|
{
|
|
|
|
obj->initialise = InitialiseEagle;
|
|
|
|
obj->control = EagleControl;
|
|
|
|
obj->collision = CreatureCollision;
|
|
|
|
obj->shadowSize = 128;
|
|
|
|
obj->hitPoints = 20;
|
|
|
|
obj->radius = 204;
|
|
|
|
obj->intelligent = true;
|
|
|
|
obj->savePosition = true;
|
|
|
|
obj->saveHitpoints = true;
|
|
|
|
obj->saveAnim = true;
|
|
|
|
obj->saveFlags = true;
|
|
|
|
obj->pivotLength = 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
obj = &Objects[ID_CROW];
|
|
|
|
if (obj->loaded)
|
|
|
|
{
|
|
|
|
obj->initialise = InitialiseEagle;
|
|
|
|
obj->control = EagleControl;
|
|
|
|
obj->collision = CreatureCollision;
|
|
|
|
obj->shadowSize = 128;
|
|
|
|
obj->hitPoints = 15;
|
|
|
|
obj->radius = 204;
|
|
|
|
obj->intelligent = true;
|
|
|
|
obj->savePosition = true;
|
|
|
|
obj->saveHitpoints = true;
|
|
|
|
obj->saveAnim = true;
|
2019-09-22 21:14:43 +02:00
|
|
|
obj->saveFlags = true;
|
2018-09-17 21:13:44 +02:00
|
|
|
obj->pivotLength = 0;
|
|
|
|
}
|
|
|
|
|
2018-09-17 23:27:29 +02:00
|
|
|
obj = &Objects[ID_TRIBESMAN_WITH_AX];
|
|
|
|
if (obj->loaded)
|
|
|
|
{
|
|
|
|
obj->control = TribemanAxeControl;
|
|
|
|
obj->collision = CreatureCollision;
|
2018-09-18 13:17:58 +02:00
|
|
|
obj->shadowSize = 128;
|
|
|
|
obj->hitPoints = 28;
|
|
|
|
obj->radius = 102;
|
|
|
|
obj->intelligent = true;
|
|
|
|
obj->savePosition = true;
|
|
|
|
obj->saveHitpoints = true;
|
|
|
|
obj->saveAnim = true;
|
|
|
|
obj->saveFlags = true;
|
|
|
|
obj->pivotLength = 0;
|
|
|
|
|
|
|
|
Bones[obj->boneIndex + 13 * 4] |= ROT_Y;
|
|
|
|
Bones[obj->boneIndex + 6 * 4] |= ROT_Y;
|
|
|
|
}
|
|
|
|
|
|
|
|
obj = &Objects[ID_TRIBESMAN_WITH_DARTS];
|
|
|
|
if (obj->loaded)
|
|
|
|
{
|
|
|
|
obj->control = TribesmanDartsControl;
|
|
|
|
obj->collision = CreatureCollision;
|
|
|
|
obj->shadowSize = 128;
|
2018-09-17 23:27:29 +02:00
|
|
|
obj->hitPoints = 28;
|
|
|
|
obj->radius = 102;
|
|
|
|
obj->intelligent = true;
|
|
|
|
obj->savePosition = true;
|
|
|
|
obj->saveHitpoints = true;
|
|
|
|
obj->saveAnim = true;
|
|
|
|
obj->saveFlags = true;
|
|
|
|
obj->pivotLength = 0;
|
|
|
|
|
|
|
|
Bones[obj->boneIndex + 13 * 4] |= ROT_Y;
|
|
|
|
Bones[obj->boneIndex + 6 * 4] |= ROT_Y;
|
|
|
|
}
|
|
|
|
|
2018-09-18 20:56:47 +02:00
|
|
|
obj = &Objects[ID_WOLF];
|
2018-09-17 12:09:23 +02:00
|
|
|
if (obj->loaded)
|
|
|
|
{
|
2018-09-18 20:56:47 +02:00
|
|
|
obj->initialise = InitialiseWolf;
|
|
|
|
obj->control = WolfControl;
|
|
|
|
obj->collision = CreatureCollision;
|
|
|
|
obj->shadowSize = 128;
|
|
|
|
obj->hitPoints = 6;
|
|
|
|
obj->pivotLength = 375;
|
|
|
|
obj->radius = 340;
|
|
|
|
obj->intelligent = true;
|
2018-09-17 12:09:23 +02:00
|
|
|
obj->savePosition = true;
|
2018-09-18 20:56:47 +02:00
|
|
|
obj->saveHitpoints = true;
|
|
|
|
obj->saveAnim = true;
|
2018-09-17 12:09:23 +02:00
|
|
|
obj->saveFlags = true;
|
2018-09-18 20:56:47 +02:00
|
|
|
|
|
|
|
Bones[obj->boneIndex + 2 * 4] |= ROT_Y;
|
2018-09-17 12:09:23 +02:00
|
|
|
}
|
|
|
|
|
2018-09-18 20:56:47 +02:00
|
|
|
obj = &Objects[ID_BEAR];
|
2018-08-19 09:46:58 +02:00
|
|
|
if (obj->loaded)
|
|
|
|
{
|
2018-09-18 20:56:47 +02:00
|
|
|
obj->initialise = InitialiseCreature;
|
|
|
|
obj->control = BearControl;
|
|
|
|
obj->collision = CreatureCollision;
|
|
|
|
obj->shadowSize = UNIT_SHADOW / 2;
|
|
|
|
obj->hitPoints = 20;
|
|
|
|
obj->pivotLength = 500;
|
|
|
|
obj->radius = 340;
|
|
|
|
obj->intelligent = true;
|
|
|
|
obj->savePosition = true;
|
|
|
|
obj->saveHitpoints = true;
|
|
|
|
obj->saveAnim = true;
|
|
|
|
obj->saveFlags = true;
|
|
|
|
|
|
|
|
Bones[obj->boneIndex + 13 * 4] |= ROT_Y;
|
|
|
|
}
|
2018-08-19 09:46:58 +02:00
|
|
|
|
2018-09-18 20:56:47 +02:00
|
|
|
obj = &Objects[ID_TYRANNOSAUR];
|
|
|
|
if (obj->loaded)
|
|
|
|
{
|
|
|
|
obj->control = TyrannosaurControl;
|
2018-08-19 09:46:58 +02:00
|
|
|
obj->collision = CreatureCollision;
|
2018-09-18 20:56:47 +02:00
|
|
|
obj->hitPoints = 800;
|
|
|
|
obj->shadowSize = 64;
|
2018-08-19 09:46:58 +02:00
|
|
|
obj->pivotLength = 1800;
|
2018-09-18 20:56:47 +02:00
|
|
|
obj->radius = 512;
|
2018-08-19 09:46:58 +02:00
|
|
|
obj->intelligent = true;
|
|
|
|
obj->savePosition = true;
|
|
|
|
obj->saveHitpoints = true;
|
|
|
|
obj->saveAnim = true;
|
|
|
|
obj->saveFlags = true;
|
|
|
|
|
|
|
|
Bones[obj->boneIndex + 10 * 4] |= ROT_Y;
|
|
|
|
Bones[obj->boneIndex + 11 * 4] |= ROT_Y;
|
|
|
|
}
|
2018-09-19 20:48:17 +02:00
|
|
|
|
|
|
|
obj = &Objects[ID_APE];
|
|
|
|
if (obj->loaded)
|
|
|
|
{
|
|
|
|
obj->control = ApeControl;
|
|
|
|
obj->collision = CreatureCollision;
|
|
|
|
obj->hitPoints = 22;
|
|
|
|
obj->shadowSize = 128;
|
|
|
|
obj->pivotLength = 250;
|
|
|
|
obj->radius = 340;
|
|
|
|
obj->intelligent = true;
|
|
|
|
obj->savePosition = true;
|
|
|
|
obj->saveHitpoints = true;
|
|
|
|
obj->saveAnim = true;
|
|
|
|
obj->saveFlags = true;
|
|
|
|
}
|
|
|
|
|
|
|
|
obj = &Objects[ID_RAT];
|
|
|
|
if (obj->loaded)
|
|
|
|
{
|
|
|
|
obj->control = RatControl;
|
|
|
|
obj->collision = CreatureCollision;
|
|
|
|
obj->hitPoints = 5;
|
|
|
|
obj->shadowSize = 128;
|
|
|
|
obj->pivotLength = 50;
|
|
|
|
obj->radius = 204;
|
|
|
|
obj->intelligent = true;
|
|
|
|
obj->savePosition = true;
|
|
|
|
obj->saveHitpoints = true;
|
|
|
|
obj->saveAnim = true;
|
|
|
|
obj->saveFlags = true;
|
|
|
|
}
|
|
|
|
|
|
|
|
obj = &Objects[ID_SKELETON];
|
|
|
|
if (obj->loaded)
|
|
|
|
{
|
|
|
|
obj->initialise = InitialiseSkeleton;
|
|
|
|
obj->control = SkeletonControl;
|
|
|
|
obj->collision = CreatureCollision;
|
|
|
|
obj->hitPoints = 15;
|
|
|
|
obj->shadowSize = 128;
|
|
|
|
obj->pivotLength = 50;
|
|
|
|
obj->radius = 128;
|
|
|
|
obj->explodableMeshbits = 0xA00;
|
|
|
|
obj->intelligent = true;
|
|
|
|
obj->savePosition = true;
|
|
|
|
obj->saveHitpoints = true;
|
|
|
|
obj->saveAnim = true;
|
|
|
|
obj->saveFlags = true;
|
|
|
|
}
|
2018-11-01 22:45:59 +01:00
|
|
|
|
|
|
|
obj = &Objects[ID_GRENADE_ITEM];
|
|
|
|
if (obj->loaded)
|
|
|
|
{
|
|
|
|
obj->collision = PickupCollision;
|
|
|
|
obj->savePosition = true;
|
|
|
|
obj->saveFlags = true;
|
|
|
|
}
|
|
|
|
|
2018-11-21 09:34:01 +01:00
|
|
|
obj = &Objects[ID_GRENADE_AMMO1_ITEM];
|
|
|
|
if (obj->loaded)
|
|
|
|
{
|
|
|
|
obj->collision = PickupCollision;
|
|
|
|
obj->savePosition = true;
|
|
|
|
obj->saveFlags = true;
|
|
|
|
}
|
|
|
|
|
|
|
|
obj = &Objects[ID_GRENADE_AMMO2_ITEM];
|
|
|
|
if (obj->loaded)
|
|
|
|
{
|
|
|
|
obj->collision = PickupCollision;
|
|
|
|
obj->savePosition = true;
|
|
|
|
obj->saveFlags = true;
|
|
|
|
}
|
|
|
|
|
|
|
|
obj = &Objects[ID_GRENADE_AMMO3_ITEM];
|
|
|
|
if (obj->loaded)
|
|
|
|
{
|
|
|
|
obj->collision = PickupCollision;
|
|
|
|
obj->savePosition = true;
|
|
|
|
obj->saveFlags = true;
|
|
|
|
}
|
|
|
|
|
|
|
|
obj = &Objects[ID_CROSSBOW_AMMO3_ITEM];
|
2018-11-01 22:45:59 +01:00
|
|
|
if (obj->loaded)
|
|
|
|
{
|
|
|
|
obj->collision = PickupCollision;
|
|
|
|
obj->savePosition = true;
|
|
|
|
obj->saveFlags = true;
|
|
|
|
}
|
2018-11-02 07:35:19 +01:00
|
|
|
|
|
|
|
obj = &Objects[ID_GRENADE];
|
|
|
|
if (obj->loaded)
|
|
|
|
{
|
2018-11-24 09:39:37 +01:00
|
|
|
obj->collision = NULL;
|
2018-11-02 07:35:19 +01:00
|
|
|
obj->control = ControlGrenade;
|
|
|
|
}
|
2018-11-02 13:02:10 +01:00
|
|
|
|
|
|
|
obj = &Objects[ID_HARPOON_ITEM];
|
|
|
|
if (obj->loaded)
|
|
|
|
{
|
|
|
|
obj->collision = PickupCollision;
|
|
|
|
obj->savePosition = true;
|
|
|
|
obj->saveFlags = true;
|
|
|
|
}
|
|
|
|
|
|
|
|
obj = &Objects[ID_HARPOON_AMMO_ITEM];
|
|
|
|
if (obj->loaded)
|
|
|
|
{
|
|
|
|
obj->collision = PickupCollision;
|
|
|
|
obj->savePosition = true;
|
|
|
|
obj->saveFlags = true;
|
|
|
|
}
|
|
|
|
|
|
|
|
obj = &Objects[ID_HARPOON];
|
|
|
|
if (obj->loaded)
|
|
|
|
{
|
2018-11-25 21:13:14 +01:00
|
|
|
obj->initialise = NULL;
|
2018-11-24 09:39:37 +01:00
|
|
|
obj->collision = NULL;
|
2018-11-02 13:02:10 +01:00
|
|
|
obj->control = ControlHarpoonBolt;
|
|
|
|
}
|
2018-11-14 20:54:18 +01:00
|
|
|
|
|
|
|
obj = &Objects[ID_CROSSBOW_BOLT];
|
|
|
|
if (obj->loaded)
|
|
|
|
{
|
|
|
|
obj->initialise = NULL;
|
|
|
|
obj->control = NULL;
|
|
|
|
obj->control = ControlCrossbowBolt;
|
|
|
|
}
|
2018-11-24 09:39:37 +01:00
|
|
|
|
|
|
|
obj = &Objects[ID_STARGATE];
|
|
|
|
if (obj->loaded)
|
|
|
|
{
|
|
|
|
obj->control = StargateControl;
|
|
|
|
obj->collision = StargateCollision;
|
|
|
|
obj->saveAnim = true;
|
|
|
|
obj->saveFlags = true;
|
|
|
|
}
|
|
|
|
|
|
|
|
obj = &Objects[ID_SLICER_DICER];
|
|
|
|
if (obj->loaded)
|
|
|
|
{
|
|
|
|
obj->initialise = InitialiseSlicerDicer;
|
|
|
|
obj->control = SlicerDicerControl;
|
|
|
|
obj->collision = BladeCollision;
|
|
|
|
obj->saveFlags = true;
|
|
|
|
}
|
2018-11-24 17:26:26 +01:00
|
|
|
|
|
|
|
obj = &Objects[ID_SARCOPHAGUS];
|
|
|
|
if (obj->loaded)
|
|
|
|
{
|
|
|
|
obj->control = AnimatingControl;
|
|
|
|
obj->collision = SarcophagusCollision;
|
|
|
|
obj->saveFlags = true;
|
|
|
|
obj->saveAnim = true;
|
|
|
|
}
|
2018-11-24 17:56:01 +01:00
|
|
|
|
2018-11-25 21:13:14 +01:00
|
|
|
obj = &Objects[ID_LARA_DOUBLE];
|
2018-11-24 17:56:01 +01:00
|
|
|
if (obj->loaded)
|
|
|
|
{
|
|
|
|
obj->initialise = InitialiseLaraDouble;
|
|
|
|
obj->control = LaraDoubleControl;
|
|
|
|
obj->collision = CreatureCollision;
|
|
|
|
obj->shadowSize = 128;
|
|
|
|
obj->hitPoints = 1000;
|
|
|
|
obj->pivotLength = 50;
|
|
|
|
obj->radius = 128;
|
|
|
|
obj->intelligent = true;
|
|
|
|
obj->savePosition = true;
|
|
|
|
obj->saveHitpoints = true;
|
|
|
|
obj->saveFlags = true;
|
|
|
|
obj->saveAnim = true;
|
|
|
|
}
|
2018-11-26 11:34:22 +01:00
|
|
|
|
|
|
|
obj = &Objects[ID_KNIGHT_TEMPLAR];
|
|
|
|
if (obj->loaded)
|
|
|
|
{
|
|
|
|
obj->initialise = InitialiseKnightTemplar;
|
|
|
|
obj->control = KnightTemplarControl;
|
|
|
|
obj->collision = CreatureCollision;
|
|
|
|
obj->shadowSize = 128;
|
|
|
|
obj->hitPoints = 15;
|
|
|
|
obj->pivotLength = 50;
|
|
|
|
obj->radius = 128;
|
|
|
|
obj->intelligent = true;
|
|
|
|
obj->savePosition = true;
|
|
|
|
obj->saveHitpoints = true;
|
|
|
|
obj->saveFlags = true;
|
|
|
|
obj->saveAnim = true;
|
|
|
|
|
2018-12-09 16:05:50 +01:00
|
|
|
Bones[obj->boneIndex + 6 * 4] |= ROT_X | ROT_Y;
|
|
|
|
Bones[obj->boneIndex + 7 * 4] |= ROT_Y;
|
2018-11-26 11:34:22 +01:00
|
|
|
}
|
|
|
|
|
|
|
|
obj = &Objects[ID_DEMIGOD1];
|
|
|
|
if (obj->loaded)
|
|
|
|
{
|
|
|
|
obj->initialise = InitialiseDemigod;
|
|
|
|
obj->control = DemigodControl;
|
|
|
|
obj->collision = CreatureCollision;
|
|
|
|
obj->shadowSize = 128;
|
|
|
|
obj->hitPoints = 200;
|
|
|
|
obj->pivotLength = 50;
|
|
|
|
obj->radius = 341;
|
|
|
|
obj->intelligent = true;
|
|
|
|
obj->savePosition = true;
|
|
|
|
obj->saveHitpoints = true;
|
|
|
|
obj->saveFlags = true;
|
|
|
|
obj->saveAnim = true;
|
2019-12-13 19:00:59 +01:00
|
|
|
obj->hitEffect = HIT_FRAGMENT;
|
2018-11-26 11:34:22 +01:00
|
|
|
obj->undead = true;
|
|
|
|
|
2018-12-09 16:05:50 +01:00
|
|
|
Bones[obj->boneIndex + 4 * 4] |= ROT_X | ROT_Y | ROT_Z;
|
|
|
|
Bones[obj->boneIndex + 5 * 4] |= ROT_Y;
|
2018-11-26 11:34:22 +01:00
|
|
|
}
|
|
|
|
|
|
|
|
obj = &Objects[ID_DEMIGOD2];
|
|
|
|
if (obj->loaded)
|
|
|
|
{
|
|
|
|
obj->initialise = InitialiseDemigod;
|
|
|
|
obj->control = DemigodControl;
|
|
|
|
obj->collision = CreatureCollision;
|
|
|
|
obj->shadowSize = 128;
|
|
|
|
obj->hitPoints = 200;
|
|
|
|
obj->pivotLength = 50;
|
|
|
|
obj->radius = 341;
|
|
|
|
obj->intelligent = true;
|
|
|
|
obj->savePosition = true;
|
|
|
|
obj->saveHitpoints = true;
|
|
|
|
obj->saveFlags = true;
|
|
|
|
obj->saveAnim = true;
|
2019-12-13 19:00:59 +01:00
|
|
|
obj->hitEffect = HIT_FRAGMENT;
|
2018-12-09 16:05:50 +01:00
|
|
|
Bones[obj->boneIndex + 4 * 4] |= ROT_X | ROT_Y | ROT_Z;
|
|
|
|
Bones[obj->boneIndex + 5 * 4] |= ROT_Y;
|
2018-11-26 11:34:22 +01:00
|
|
|
}
|
|
|
|
|
|
|
|
obj = &Objects[ID_DEMIGOD3];
|
|
|
|
if (obj->loaded)
|
|
|
|
{
|
|
|
|
obj->initialise = InitialiseDemigod;
|
|
|
|
obj->control = DemigodControl;
|
|
|
|
obj->collision = CreatureCollision;
|
|
|
|
obj->shadowSize = 128;
|
|
|
|
obj->hitPoints = 200;
|
|
|
|
obj->pivotLength = 50;
|
|
|
|
obj->radius = 341;
|
|
|
|
obj->intelligent = true;
|
|
|
|
obj->savePosition = true;
|
|
|
|
obj->saveHitpoints = true;
|
|
|
|
obj->saveFlags = true;
|
|
|
|
obj->saveAnim = true;
|
2019-12-13 19:00:59 +01:00
|
|
|
obj->hitEffect = HIT_FRAGMENT;
|
2018-12-09 16:05:50 +01:00
|
|
|
Bones[obj->boneIndex + 4 * 4] |= ROT_X | ROT_Y | ROT_Z;
|
|
|
|
Bones[obj->boneIndex + 5 * 4] |= ROT_Y;
|
2018-11-26 11:34:22 +01:00
|
|
|
}
|
2018-11-26 23:01:24 +01:00
|
|
|
|
|
|
|
obj = &Objects[ID_MINE];
|
|
|
|
if (obj->loaded)
|
|
|
|
{
|
|
|
|
obj->initialise = InitialiseMine;
|
|
|
|
obj->control = MineControl;
|
|
|
|
obj->collision = MineCollision;
|
|
|
|
obj->saveFlags = true;
|
|
|
|
obj->saveAnim = true;
|
|
|
|
obj->savePosition = true;
|
|
|
|
}
|
|
|
|
|
|
|
|
obj = &Objects[ID_JEAN_YVES];
|
|
|
|
if (obj->loaded)
|
|
|
|
{
|
|
|
|
obj->initialise = InitialiseJeanYves;
|
|
|
|
obj->control = JeanYvesControl;
|
|
|
|
obj->collision = ObjectCollision;
|
|
|
|
obj->nonLot = true;
|
|
|
|
obj->savePosition = true;
|
|
|
|
}
|
2018-11-27 18:45:59 +01:00
|
|
|
|
|
|
|
obj = &Objects[ID_WATERSKIN1_EMPTY];
|
|
|
|
if (obj->loaded)
|
|
|
|
{
|
|
|
|
obj->initialise = InitialisePickup;
|
|
|
|
obj->control = PickupControl;
|
|
|
|
obj->collision = PickupCollision;
|
|
|
|
obj->saveFlags = true;
|
|
|
|
obj->savePosition = true;
|
|
|
|
}
|
|
|
|
|
|
|
|
obj = &Objects[ID_WATERSKIN2_EMPTY];
|
|
|
|
if (obj->loaded)
|
|
|
|
{
|
|
|
|
obj->initialise = InitialisePickup;
|
|
|
|
obj->control = PickupControl;
|
|
|
|
obj->collision = PickupCollision;
|
|
|
|
obj->saveFlags = true;
|
|
|
|
obj->savePosition = true;
|
|
|
|
}
|
2018-11-28 13:19:01 +01:00
|
|
|
|
|
|
|
obj = &Objects[ID_SCORPION];
|
|
|
|
if (obj->loaded)
|
|
|
|
{
|
|
|
|
obj->initialise = InitialiseScorpion;
|
|
|
|
obj->control = ScorpionControl;
|
|
|
|
obj->collision = CreatureCollision;
|
|
|
|
obj->shadowSize = 128;
|
|
|
|
obj->hitPoints = 80;
|
|
|
|
obj->pivotLength = 50;
|
|
|
|
obj->radius = 512;
|
|
|
|
obj->intelligent = true;
|
|
|
|
obj->savePosition = true;
|
|
|
|
obj->saveHitpoints = true;
|
|
|
|
obj->saveFlags = true;
|
|
|
|
obj->saveAnim = true;
|
|
|
|
}
|
2018-11-28 20:51:20 +01:00
|
|
|
|
|
|
|
obj = &Objects[ID_TROOPS];
|
|
|
|
if (obj->loaded)
|
|
|
|
{
|
|
|
|
obj->initialise = InitialiseTroops;
|
|
|
|
obj->control = TroopsControl;
|
|
|
|
obj->collision = CreatureCollision;
|
|
|
|
obj->shadowSize = 128;
|
|
|
|
obj->hitPoints = 40;
|
|
|
|
obj->pivotLength = 50;
|
|
|
|
obj->radius = 102;
|
|
|
|
obj->intelligent = true;
|
|
|
|
obj->saveHitpoints = true;
|
|
|
|
obj->saveAnim = true;
|
|
|
|
obj->saveFlags = true;
|
|
|
|
|
2018-12-09 16:05:50 +01:00
|
|
|
Bones[obj->boneIndex] |= ROT_X | ROT_Y;
|
|
|
|
Bones[obj->boneIndex + 7 * 4] |= ROT_X | ROT_Y;
|
2018-11-28 20:51:20 +01:00
|
|
|
}
|
2018-11-30 00:25:33 +01:00
|
|
|
|
2018-12-09 15:55:55 +01:00
|
|
|
obj = &Objects[ID_SENTRY_GUN];
|
|
|
|
if (obj->loaded)
|
|
|
|
{
|
|
|
|
obj->initialise = InitialiseSentryGun;
|
|
|
|
obj->control = SentryGunControl;
|
|
|
|
obj->collision = CreatureCollision;
|
|
|
|
obj->shadowSize = 128;
|
|
|
|
obj->hitPoints = 30;
|
|
|
|
obj->pivotLength = 50;
|
|
|
|
obj->radius = 204;
|
|
|
|
obj->intelligent = true;
|
|
|
|
obj->saveHitpoints = true;
|
|
|
|
obj->saveAnim = true;
|
|
|
|
obj->saveFlags = true;
|
|
|
|
obj->explodableMeshbits = 64;
|
|
|
|
|
|
|
|
Bones[obj->boneIndex + 0] |= ROT_Y;
|
|
|
|
Bones[obj->boneIndex + 1 * 4] |= ROT_X;
|
|
|
|
Bones[obj->boneIndex + 2 * 4] |= ROT_Z;
|
|
|
|
Bones[obj->boneIndex + 3 * 4] |= ROT_Z;
|
|
|
|
}
|
|
|
|
|
2018-11-30 00:25:33 +01:00
|
|
|
obj = &Objects[ID_HARPY];
|
|
|
|
if (obj->loaded)
|
|
|
|
{
|
|
|
|
obj->initialise = InitialiseHarpy;
|
|
|
|
obj->control = HarpyControl;
|
|
|
|
obj->collision = CreatureCollision;
|
|
|
|
obj->shadowSize = 128;
|
|
|
|
obj->hitPoints = 60;
|
|
|
|
obj->pivotLength = 50;
|
|
|
|
obj->radius = 409;
|
|
|
|
obj->intelligent = true;
|
|
|
|
obj->saveHitpoints = true;
|
|
|
|
obj->saveAnim = true;
|
|
|
|
obj->saveFlags = true;
|
|
|
|
}
|
2018-11-30 22:02:25 +01:00
|
|
|
|
|
|
|
obj = &Objects[ID_GUIDE];
|
|
|
|
if (obj->loaded)
|
|
|
|
{
|
|
|
|
obj->initialise = InitialiseGuide;
|
|
|
|
obj->control = GuideControl;
|
|
|
|
obj->collision = CreatureCollision;
|
|
|
|
obj->shadowSize = 128;
|
|
|
|
obj->hitPoints = -16384;
|
|
|
|
obj->pivotLength = 0;
|
|
|
|
obj->radius = 128;
|
|
|
|
obj->intelligent = true;
|
|
|
|
obj->saveHitpoints = true;
|
|
|
|
obj->saveAnim = true;
|
|
|
|
obj->saveFlags = true;
|
|
|
|
|
2018-12-09 16:05:50 +01:00
|
|
|
Bones[obj->boneIndex + 6 * 4] |= ROT_X | ROT_Y;
|
|
|
|
Bones[obj->boneIndex + 20 * 4] |= ROT_X | ROT_Y;
|
2018-11-30 22:02:25 +01:00
|
|
|
|
2019-12-02 09:11:21 +01:00
|
|
|
// TODO: check if constants are byte, short or int
|
2019-12-04 13:20:21 +01:00
|
|
|
Meshes[obj->meshIndex + 60 * 2] = Meshes[Objects[ID_MESHSWAP2].meshIndex + 60 * 2];
|
|
|
|
Meshes[obj->meshIndex + 72 * 2] = Meshes[Objects[ID_MESHSWAP2].meshIndex + 72 * 2];
|
|
|
|
Meshes[obj->meshIndex + 84 * 2] = Meshes[Objects[ID_MESHSWAP2].meshIndex + 84 * 2];
|
2018-11-30 22:02:25 +01:00
|
|
|
}
|
|
|
|
|
|
|
|
obj = &Objects[ID_CROCODILE];
|
|
|
|
if (obj->loaded)
|
|
|
|
{
|
|
|
|
obj->initialise = InitialiseCrocodile;
|
|
|
|
obj->control = CrocodileControl;
|
|
|
|
obj->collision = CreatureCollision;
|
|
|
|
obj->shadowSize = 128;
|
|
|
|
obj->hitPoints = 36;
|
|
|
|
obj->pivotLength = 300;
|
|
|
|
obj->radius = 409;
|
|
|
|
obj->intelligent = true;
|
|
|
|
obj->saveHitpoints = true;
|
|
|
|
obj->saveAnim = true;
|
|
|
|
obj->saveFlags = true;
|
|
|
|
obj->waterCreature = true;
|
2019-09-22 21:14:43 +02:00
|
|
|
|
2018-11-30 22:02:25 +01:00
|
|
|
Bones[obj->boneIndex] |= ROT_Y;
|
2018-12-09 16:05:50 +01:00
|
|
|
Bones[obj->boneIndex + 7 * 4] |= ROT_Y;
|
|
|
|
Bones[obj->boneIndex + 9 * 4] |= ROT_Y;
|
|
|
|
Bones[obj->boneIndex + 10 * 4] |= ROT_Y;
|
2018-11-30 22:02:25 +01:00
|
|
|
}
|
2018-12-02 13:09:40 +01:00
|
|
|
|
|
|
|
obj = &Objects[ID_SPHINX];
|
|
|
|
if (obj->loaded)
|
|
|
|
{
|
|
|
|
obj->initialise = InitialiseSphinx;
|
|
|
|
obj->control = SphinxControl;
|
|
|
|
obj->collision = CreatureCollision;
|
|
|
|
obj->shadowSize = 128;
|
|
|
|
obj->hitPoints = 1000;
|
|
|
|
obj->pivotLength = 500;
|
|
|
|
obj->radius = 512;
|
|
|
|
obj->intelligent = true;
|
|
|
|
obj->saveHitpoints = true;
|
|
|
|
obj->saveAnim = true;
|
|
|
|
obj->saveFlags = true;
|
|
|
|
}
|
2019-05-06 23:48:35 +02:00
|
|
|
|
|
|
|
obj = &Objects[ID_FLAMETHROWER_BADDY];
|
|
|
|
if (obj->loaded)
|
|
|
|
{
|
2019-05-08 08:00:02 +02:00
|
|
|
obj->control = FlameThrowerControl;
|
2019-05-06 23:48:35 +02:00
|
|
|
obj->collision = CreatureCollision;
|
|
|
|
obj->shadowSize = UNIT_SHADOW / 2;
|
|
|
|
obj->hitPoints = 36;
|
|
|
|
obj->radius = 102;
|
|
|
|
obj->intelligent = true;
|
|
|
|
obj->savePosition = true;
|
|
|
|
obj->saveHitpoints = true;
|
|
|
|
obj->saveAnim = true;
|
|
|
|
obj->saveFlags = true;
|
|
|
|
obj->pivotLength = 0;
|
|
|
|
|
|
|
|
Bones[obj->boneIndex + 0 * 4] |= ROT_Y;
|
|
|
|
Bones[obj->boneIndex + 0 * 4] |= ROT_X;
|
|
|
|
Bones[obj->boneIndex + 7 * 4] |= ROT_Y;
|
|
|
|
}
|
|
|
|
|
|
|
|
obj = &Objects[ID_SPIKY_WALL];
|
|
|
|
if (obj->loaded)
|
|
|
|
{
|
|
|
|
obj->control = ControlSpikyWall;
|
|
|
|
obj->collision = ObjectCollision;
|
|
|
|
obj->savePosition = true;
|
|
|
|
obj->saveFlags = true;
|
|
|
|
}
|
|
|
|
|
|
|
|
obj = &Objects[ID_SPIKY_CEILING];
|
|
|
|
if (obj->loaded)
|
|
|
|
{
|
|
|
|
obj->control = ControlSpikyCeiling;
|
|
|
|
obj->collision = TrapCollision;
|
|
|
|
obj->savePosition = true;
|
|
|
|
obj->saveFlags = true;
|
|
|
|
}
|
2019-05-08 08:00:02 +02:00
|
|
|
|
|
|
|
obj = &Objects[ID_MONKEY];
|
|
|
|
if (obj->loaded)
|
|
|
|
{
|
2019-12-01 08:13:19 +01:00
|
|
|
//if (!Objects[MESHSWAP2].loaded)
|
2019-05-08 08:00:02 +02:00
|
|
|
// S_ExitSystem("FATAL: Monkey requires MESHSWAP2 (Monkey + Pickups)");
|
|
|
|
|
|
|
|
//obj->draw_routine = (void*)DrawMonkey;
|
|
|
|
obj->initialise = InitialiseMonkey;
|
|
|
|
obj->control = MonkeyControl;
|
|
|
|
obj->collision = CreatureCollision;
|
|
|
|
obj->shadowSize = UNIT_SHADOW / 2;
|
|
|
|
obj->hitPoints = 8;
|
|
|
|
obj->radius = 102;
|
|
|
|
obj->intelligent = true;
|
|
|
|
obj->savePosition = true;
|
|
|
|
obj->saveHitpoints = true;
|
|
|
|
obj->saveAnim = true;
|
|
|
|
obj->saveFlags = true;
|
|
|
|
obj->pivotLength = 0;
|
|
|
|
|
2019-11-11 16:17:45 +01:00
|
|
|
Bones[obj->boneIndex + 0 * 4] |= ROT_Y;
|
|
|
|
Bones[obj->boneIndex + 0 * 4] |= ROT_X;
|
2019-05-08 08:00:02 +02:00
|
|
|
Bones[obj->boneIndex + 7 * 4] |= ROT_Y;
|
|
|
|
}
|
2019-06-18 21:21:11 +02:00
|
|
|
|
|
|
|
obj = &Objects[ID_JEEP];
|
|
|
|
if (obj->loaded)
|
|
|
|
{
|
|
|
|
obj->initialise = InitialiseJeep;
|
|
|
|
obj->collision = JeepCollision;
|
|
|
|
obj->savePosition = true;
|
|
|
|
obj->saveAnim = true;
|
|
|
|
obj->saveFlags = true;
|
|
|
|
}
|
2019-09-22 21:14:43 +02:00
|
|
|
|
2019-09-29 20:00:59 +02:00
|
|
|
// TODO: fix this
|
2019-09-22 21:14:43 +02:00
|
|
|
obj = &Objects[ID_ENERGY_BUBBLES];
|
|
|
|
obj->loaded = true;
|
|
|
|
obj->control = BubblesControl;
|
|
|
|
obj->nmeshes = 0;
|
2019-09-29 20:00:59 +02:00
|
|
|
|
|
|
|
obj = &Objects[ID_MP_WITH_GUN];
|
|
|
|
if (obj->loaded)
|
|
|
|
{
|
|
|
|
obj->control = MPGunControl;
|
|
|
|
obj->collision = CreatureCollision;
|
|
|
|
obj->shadowSize = UNIT_SHADOW / 2;
|
|
|
|
obj->hitPoints = 28;
|
|
|
|
obj->radius = 102;
|
2019-10-29 20:05:58 +01:00
|
|
|
obj->intelligent = true;
|
2019-09-29 20:00:59 +02:00
|
|
|
obj->savePosition = true;
|
|
|
|
obj->saveHitpoints = true;
|
|
|
|
obj->saveAnim = true;
|
|
|
|
obj->saveFlags = true;
|
|
|
|
obj->pivotLength = 0;
|
|
|
|
obj->biteOffset = 0;
|
|
|
|
|
|
|
|
Bones[obj->boneIndex + 6 * 4] |= ROT_Y;
|
|
|
|
Bones[obj->boneIndex + 6 * 4] |= ROT_X;
|
|
|
|
Bones[obj->boneIndex + 13 * 4] |= ROT_Y;
|
|
|
|
}
|
2019-10-29 20:05:58 +01:00
|
|
|
|
|
|
|
obj = &Objects[ID_MP_WITH_STICK];
|
|
|
|
if (obj->loaded)
|
|
|
|
{
|
|
|
|
obj->initialise = InitialiseMPStick;
|
|
|
|
obj->control = MPStickControl;
|
|
|
|
obj->collision = CreatureCollision;
|
|
|
|
obj->shadowSize = UNIT_SHADOW / 2;
|
|
|
|
obj->hitPoints = 28;
|
|
|
|
obj->radius = 102;
|
|
|
|
obj->intelligent = true;
|
|
|
|
obj->savePosition = true;
|
|
|
|
obj->saveHitpoints = true;
|
|
|
|
obj->saveAnim = true;
|
|
|
|
obj->saveFlags = true;
|
|
|
|
obj->pivotLength = 0;
|
|
|
|
|
|
|
|
Bones[obj->boneIndex + 6 * 4] |= ROT_Y;
|
|
|
|
Bones[obj->boneIndex + 6 * 4] |= ROT_X;
|
|
|
|
Bones[obj->boneIndex + 13 * 4] |= ROT_Y;
|
|
|
|
}
|
2019-11-14 14:09:43 +01:00
|
|
|
|
|
|
|
obj = &Objects[ID_YETI];
|
|
|
|
if (obj->loaded)
|
|
|
|
{
|
|
|
|
obj->initialise = InitialiseYeti;
|
|
|
|
obj->collision = CreatureCollision;
|
|
|
|
obj->control = YetiControl;
|
|
|
|
obj->hitPoints = 30;
|
|
|
|
obj->shadowSize = UNIT_SHADOW / 2;
|
|
|
|
obj->radius = 128;
|
|
|
|
obj->pivotLength = 100;
|
|
|
|
obj->intelligent = true;
|
|
|
|
obj->saveAnim = true;
|
|
|
|
obj->saveFlags = true;
|
|
|
|
obj->saveHitpoints = true;
|
|
|
|
obj->savePosition = true;
|
|
|
|
Bones[obj->boneIndex + 6 * 4] |= (ROT_Y);
|
|
|
|
Bones[obj->boneIndex + 14 * 4] |= (ROT_Y);
|
|
|
|
}
|
2019-11-20 11:24:36 +01:00
|
|
|
|
|
|
|
obj = &Objects[ID_SNOWMOBILE];
|
|
|
|
if (obj->loaded)
|
|
|
|
{
|
|
|
|
obj->initialise = InitialiseSkidoo;
|
|
|
|
obj->collision = SkidooCollision;
|
|
|
|
//obj->drawRoutine = DrawSkidoo; // TODO: create a new render for the skidoo. (with track animated)
|
|
|
|
obj->saveAnim = true;
|
|
|
|
obj->saveFlags = true;
|
|
|
|
obj->savePosition = true;
|
|
|
|
}
|
|
|
|
|
|
|
|
obj = &Objects[ID_KAYAK];
|
|
|
|
if (obj->loaded)
|
|
|
|
{
|
|
|
|
obj->initialise = InitialiseKayak;
|
|
|
|
obj->collision = KayakCollision;
|
2019-11-20 14:12:21 +01:00
|
|
|
//obj->drawRoutine = DrawKayak;
|
2019-11-20 11:24:36 +01:00
|
|
|
obj->saveAnim = true;
|
|
|
|
obj->saveFlags = true;
|
|
|
|
obj->savePosition = true;
|
|
|
|
}
|
2019-11-20 14:12:21 +01:00
|
|
|
|
|
|
|
obj = &Objects[ID_BOAT];
|
|
|
|
if (obj->loaded)
|
|
|
|
{
|
|
|
|
obj->initialise = InitialiseBoat;
|
|
|
|
obj->collision = BoatCollision;
|
|
|
|
obj->control = BoatControl;
|
|
|
|
obj->saveAnim = true;
|
|
|
|
obj->saveFlags = true;
|
|
|
|
obj->savePosition = true;
|
|
|
|
Bones[obj->boneIndex + 1 * 4] |= ROT_Z;
|
|
|
|
}
|
2018-08-19 09:46:58 +02:00
|
|
|
}
|
|
|
|
|
2019-11-11 16:17:45 +01:00
|
|
|
// TODO: check for all the flags, some is surely missing.
|
2019-12-02 14:49:19 +01:00
|
|
|
void BaddyObjects()
|
2018-08-19 09:46:58 +02:00
|
|
|
{
|
2019-11-11 16:17:45 +01:00
|
|
|
OBJECT_INFO* obj;
|
2018-08-19 09:46:58 +02:00
|
|
|
|
2019-11-11 16:17:45 +01:00
|
|
|
/* Initialise Lara directly since lara will be used all the time. */
|
|
|
|
obj = &Objects[ID_LARA];
|
2019-12-04 16:12:53 +01:00
|
|
|
if (obj->loaded)
|
|
|
|
{
|
|
|
|
obj->initialise = InitialiseLaraLoad;
|
|
|
|
obj->shadowSize = 160;
|
|
|
|
obj->hitPoints = 1000;
|
|
|
|
obj->drawRoutine = NULL;
|
|
|
|
obj->saveAnim = true;
|
|
|
|
obj->saveFlags = true;
|
|
|
|
obj->saveHitpoints = true;
|
|
|
|
obj->savePosition = true;
|
2019-12-13 13:52:47 +01:00
|
|
|
obj->usingDrawAnimatingItem = false;
|
2019-12-04 16:12:53 +01:00
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
printf("lara not found !");
|
|
|
|
}
|
2018-08-19 09:46:58 +02:00
|
|
|
|
2019-11-11 16:17:45 +01:00
|
|
|
obj = &Objects[ID_SAS];
|
|
|
|
if (obj->loaded)
|
|
|
|
{
|
|
|
|
obj->initialise = InitialiseGuard;
|
|
|
|
obj->control = ControlGuard;
|
2019-12-29 20:15:30 +01:00
|
|
|
obj->collision = CreatureCollision;
|
2019-11-11 16:17:45 +01:00
|
|
|
obj->shadowSize = UNIT_SHADOW / 2;
|
|
|
|
obj->hitPoints = 40;
|
|
|
|
obj->radius = 102;
|
2019-12-29 20:15:30 +01:00
|
|
|
obj->pivotLength = 50;
|
2019-11-11 16:17:45 +01:00
|
|
|
obj->intelligent = true;
|
2019-12-29 20:15:30 +01:00
|
|
|
obj->savePosition = true;
|
2019-11-11 16:17:45 +01:00
|
|
|
obj->saveFlags = true;
|
2019-12-29 20:15:30 +01:00
|
|
|
obj->saveAnim = true;
|
2019-11-11 16:17:45 +01:00
|
|
|
obj->saveHitpoints = true;
|
|
|
|
Bones[obj->boneIndex + 6 * 4] |= ROT_Y;
|
|
|
|
Bones[obj->boneIndex + 6 * 4] |= ROT_X;
|
|
|
|
Bones[obj->boneIndex + 13 * 4] |= ROT_Y;
|
|
|
|
Bones[obj->boneIndex + 13 * 4] |= ROT_X;
|
|
|
|
}
|
2019-11-21 13:14:03 +01:00
|
|
|
|
2019-11-24 17:01:13 +01:00
|
|
|
obj = &Objects[ID_SWAT];
|
2019-11-11 16:17:45 +01:00
|
|
|
if (obj->loaded)
|
|
|
|
{
|
2019-11-24 17:01:13 +01:00
|
|
|
obj->biteOffset = 0;
|
2019-11-11 16:17:45 +01:00
|
|
|
obj->initialise = InitialiseGuard;
|
|
|
|
obj->collision = CreatureCollision;
|
|
|
|
obj->control = ControlGuard;
|
|
|
|
obj->drawRoutineExtra = DrawBaddieGunFlash;
|
|
|
|
obj->shadowSize = UNIT_SHADOW / 2;
|
|
|
|
obj->hitPoints = 24;
|
2019-11-24 17:01:13 +01:00
|
|
|
obj->pivotLength = 50;
|
2019-11-11 16:17:45 +01:00
|
|
|
obj->radius = 102;
|
|
|
|
obj->explodableMeshbits = 0x4000;
|
|
|
|
obj->intelligent = true;
|
|
|
|
obj->saveAnim = true;
|
|
|
|
obj->saveFlags = true;
|
|
|
|
obj->saveHitpoints = true;
|
|
|
|
obj->savePosition = true;
|
|
|
|
Bones[obj->boneIndex + 6 * 4] |= ROT_Y;
|
|
|
|
Bones[obj->boneIndex + 6 * 4] |= ROT_X;
|
|
|
|
Bones[obj->boneIndex + 13 * 4] |= ROT_Y;
|
|
|
|
Bones[obj->boneIndex + 13 * 4] |= ROT_X;
|
|
|
|
Meshes[obj->meshIndex + 10 * 2] = Meshes[Objects[ID_MESHSWAP1].meshIndex + 10 * 2];
|
|
|
|
Meshes[obj->meshIndex + 13 * 2] = Meshes[Objects[ID_MESHSWAP1].meshIndex + 13 * 2];
|
2019-12-06 15:26:18 +01:00
|
|
|
}
|
2019-11-11 16:17:45 +01:00
|
|
|
|
2019-11-24 17:01:13 +01:00
|
|
|
obj = &Objects[ID_BLUE_GUARD];
|
2019-11-11 16:17:45 +01:00
|
|
|
if (obj->loaded)
|
|
|
|
{
|
2019-11-24 17:01:13 +01:00
|
|
|
if (Objects[ID_SWAT].loaded) // object required
|
|
|
|
obj->animIndex = Objects[ID_SWAT].animIndex;
|
|
|
|
obj->biteOffset = 4;
|
2019-11-11 16:17:45 +01:00
|
|
|
obj->initialise = InitialiseGuard;
|
|
|
|
obj->collision = CreatureCollision;
|
|
|
|
obj->control = ControlGuard;
|
|
|
|
obj->drawRoutineExtra = DrawBaddieGunFlash;
|
2019-11-24 17:01:13 +01:00
|
|
|
obj->pivotLength = 50;
|
2019-11-11 16:17:45 +01:00
|
|
|
obj->shadowSize = UNIT_SHADOW / 2;
|
|
|
|
obj->hitPoints = 24;
|
|
|
|
obj->radius = 102;
|
|
|
|
obj->explodableMeshbits = 0x4000;
|
|
|
|
obj->intelligent = true;
|
|
|
|
obj->saveAnim = true;
|
|
|
|
obj->saveFlags = true;
|
|
|
|
obj->saveHitpoints = true;
|
|
|
|
obj->savePosition = true;
|
|
|
|
Bones[obj->boneIndex + 6 * 4] |= ROT_Y;
|
|
|
|
Bones[obj->boneIndex + 6 * 4] |= ROT_X;
|
|
|
|
Bones[obj->boneIndex + 13 * 4] |= ROT_Y;
|
|
|
|
Bones[obj->boneIndex + 13 * 4] |= ROT_X;
|
|
|
|
Meshes[obj->meshIndex + 10 * 2] = Meshes[Objects[ID_MESHSWAP1].meshIndex + 10 * 2];
|
|
|
|
Meshes[obj->meshIndex + 13 * 2] = Meshes[Objects[ID_MESHSWAP1].meshIndex + 13 * 2];
|
|
|
|
}
|
|
|
|
|
|
|
|
obj = &Objects[ID_SWAT_PLUS];
|
|
|
|
if (obj->loaded)
|
|
|
|
{
|
2019-12-02 09:11:21 +01:00
|
|
|
short animIndex;
|
2019-11-11 16:17:45 +01:00
|
|
|
if (!Objects[ID_SWAT].loaded)
|
|
|
|
animIndex = Objects[ID_BLUE_GUARD].animIndex;
|
|
|
|
else
|
|
|
|
animIndex = Objects[ID_SWAT].animIndex;
|
|
|
|
obj->animIndex = animIndex;
|
|
|
|
obj->biteOffset = 0;
|
|
|
|
obj->initialise = InitialiseGuard;
|
|
|
|
obj->collision = CreatureCollision;
|
|
|
|
obj->control = ControlGuard;
|
|
|
|
obj->drawRoutineExtra = DrawBaddieGunFlash;
|
|
|
|
obj->shadowSize = UNIT_SHADOW / 2;
|
|
|
|
obj->hitPoints = 24;
|
|
|
|
obj->pivotLength = 50;
|
|
|
|
obj->radius = 102;
|
|
|
|
obj->intelligent = true;
|
|
|
|
obj->saveAnim = true;
|
|
|
|
obj->saveFlags = true;
|
|
|
|
obj->saveHitpoints = true;
|
|
|
|
obj->savePosition = true;
|
|
|
|
Bones[obj->boneIndex + 6 * 4] |= ROT_Y;
|
|
|
|
Bones[obj->boneIndex + 6 * 4] |= ROT_X;
|
|
|
|
Bones[obj->boneIndex + 13 * 4] |= ROT_Y;
|
|
|
|
Bones[obj->boneIndex + 13 * 4] |= ROT_X;
|
|
|
|
Meshes[obj->meshIndex + 10 * 2] = Meshes[Objects[ID_MESHSWAP1].meshIndex + 10 * 2];
|
|
|
|
Meshes[obj->meshIndex + 13 * 2] = Meshes[Objects[ID_MESHSWAP1].meshIndex + 13 * 2];
|
|
|
|
}
|
|
|
|
|
|
|
|
obj = &Objects[ID_MAFIA];
|
|
|
|
if (obj->loaded)
|
|
|
|
{
|
2019-12-02 09:11:21 +01:00
|
|
|
short animIndex;
|
2019-11-11 16:17:45 +01:00
|
|
|
if (!Objects[ID_SWAT].loaded)
|
|
|
|
animIndex = Objects[ID_BLUE_GUARD].animIndex;
|
|
|
|
else
|
|
|
|
animIndex = Objects[ID_SWAT].animIndex;
|
|
|
|
obj->animIndex = animIndex;
|
|
|
|
obj->biteOffset = 0;
|
|
|
|
obj->initialise = InitialiseGuard;
|
|
|
|
obj->collision = CreatureCollision;
|
|
|
|
obj->control = ControlGuard;
|
|
|
|
obj->drawRoutineExtra = DrawBaddieGunFlash;
|
|
|
|
obj->shadowSize = UNIT_SHADOW / 2;
|
|
|
|
obj->hitPoints = 24;
|
|
|
|
obj->pivotLength = 50;
|
|
|
|
obj->radius = 102;
|
|
|
|
obj->explodableMeshbits = 0x4000;
|
|
|
|
obj->intelligent = true;
|
|
|
|
obj->saveAnim = true;
|
|
|
|
obj->saveFlags = true;
|
|
|
|
obj->saveHitpoints = true;
|
|
|
|
obj->savePosition = true;
|
|
|
|
Bones[obj->boneIndex + 6 * 4] |= ROT_Y;
|
|
|
|
Bones[obj->boneIndex + 6 * 4] |= ROT_X;
|
|
|
|
Bones[obj->boneIndex + 13 * 4] |= ROT_Y;
|
|
|
|
Bones[obj->boneIndex + 13 * 4] |= ROT_X;
|
|
|
|
Meshes[obj->meshIndex + 10 * 2] = Meshes[Objects[ID_MESHSWAP1].meshIndex + 10 * 2];
|
|
|
|
Meshes[obj->meshIndex + 13 * 2] = Meshes[Objects[ID_MESHSWAP1].meshIndex + 13 * 2];
|
|
|
|
}
|
|
|
|
|
|
|
|
obj = &Objects[ID_SCIENTIST];
|
|
|
|
if (obj->loaded)
|
|
|
|
{
|
2019-12-02 09:11:21 +01:00
|
|
|
short animIndex;
|
2019-11-11 16:17:45 +01:00
|
|
|
if (!Objects[ID_SWAT].loaded)
|
|
|
|
animIndex = Objects[ID_BLUE_GUARD].animIndex;
|
|
|
|
else
|
|
|
|
animIndex = Objects[ID_SWAT].animIndex;
|
|
|
|
obj->animIndex = animIndex;
|
|
|
|
obj->initialise = InitialiseGuard;
|
|
|
|
obj->control = ControlGuard;
|
|
|
|
obj->collision = CreatureCollision;
|
|
|
|
obj->shadowSize = UNIT_SHADOW / 2;
|
|
|
|
obj->hitPoints = 24;
|
|
|
|
obj->pivotLength = 50;
|
|
|
|
obj->radius = 102;
|
|
|
|
obj->intelligent = true;
|
|
|
|
obj->saveAnim = true;
|
|
|
|
obj->saveFlags = true;
|
|
|
|
obj->saveHitpoints = true;
|
|
|
|
obj->savePosition = true;
|
|
|
|
Bones[Objects[69].boneIndex + 6 * 4] |= ROT_Y;
|
|
|
|
Bones[Objects[69].boneIndex + 6 * 4] |= ROT_X;
|
|
|
|
Bones[Objects[69].boneIndex + 13 * 4] |= ROT_Y;
|
|
|
|
Bones[Objects[69].boneIndex + 13 * 4] |= ROT_X;
|
|
|
|
Meshes[Objects[69].meshIndex + 10 * 2] = Meshes[Objects[ID_MESHSWAP1].meshIndex + 10 * 2];
|
|
|
|
Meshes[Objects[69].meshIndex + 13 * 2] = Meshes[Objects[ID_MESHSWAP1].meshIndex + 13 * 2];
|
|
|
|
}
|
|
|
|
|
|
|
|
obj = &Objects[ID_CRANE_GUY];
|
|
|
|
if (obj->loaded)
|
|
|
|
{
|
2019-12-02 09:11:21 +01:00
|
|
|
short animIndex;
|
2019-11-11 16:17:45 +01:00
|
|
|
if (!Objects[ID_SWAT].loaded)
|
|
|
|
animIndex = Objects[ID_BLUE_GUARD].animIndex;
|
|
|
|
else
|
|
|
|
animIndex = Objects[ID_SWAT].animIndex;
|
|
|
|
obj->animIndex = animIndex;
|
|
|
|
obj->biteOffset = 4;
|
|
|
|
obj->initialise = InitialiseGuard;
|
|
|
|
obj->control = ControlGuard;
|
|
|
|
obj->collision = CreatureCollision;
|
|
|
|
obj->drawRoutineExtra = DrawBaddieGunFlash;
|
|
|
|
obj->shadowSize = UNIT_SHADOW / 2;
|
|
|
|
obj->hitPoints = 24;
|
|
|
|
obj->pivotLength = 50;
|
|
|
|
obj->radius = 102;
|
|
|
|
obj->explodableMeshbits = 0x4000;
|
|
|
|
obj->intelligent = true;
|
|
|
|
obj->saveAnim = true;
|
|
|
|
obj->saveFlags = true;
|
|
|
|
obj->saveHitpoints = true;
|
|
|
|
obj->savePosition = true;
|
|
|
|
Bones[obj->boneIndex + 6 * 4] |= ROT_Y;
|
|
|
|
Bones[obj->boneIndex + 6 * 4] |= ROT_X;
|
|
|
|
Bones[obj->boneIndex + 13 * 4] |= ROT_Y;
|
|
|
|
Bones[obj->boneIndex + 13 * 4] |= ROT_X;
|
|
|
|
Meshes[obj->meshIndex + 10 * 2] = Meshes[Objects[405].meshIndex + 10 * 2];
|
|
|
|
Meshes[obj->meshIndex + 13 * 2] = Meshes[Objects[405].meshIndex + 13 * 2];
|
|
|
|
}
|
|
|
|
|
|
|
|
obj = &Objects[ID_SAILOR];
|
|
|
|
if (obj->loaded)
|
|
|
|
{
|
2019-12-02 09:11:21 +01:00
|
|
|
short animIndex;
|
2019-11-11 16:17:45 +01:00
|
|
|
if (!Objects[ID_SWAT].loaded)
|
|
|
|
animIndex = Objects[ID_BLUE_GUARD].animIndex;
|
|
|
|
else
|
|
|
|
animIndex = Objects[ID_SWAT].animIndex;
|
|
|
|
obj->animIndex = animIndex;
|
|
|
|
obj->initialise = InitialiseGuard;
|
|
|
|
obj->collision = CreatureCollision;
|
|
|
|
obj->control = ControlGuard;
|
|
|
|
obj->shadowSize = UNIT_SHADOW / 2;
|
|
|
|
obj->hitPoints = 24;
|
|
|
|
obj->pivotLength = 50;
|
|
|
|
obj->radius = 102;
|
|
|
|
obj->intelligent = true;
|
|
|
|
obj->saveAnim = true;
|
|
|
|
obj->saveFlags = true;
|
|
|
|
obj->saveHitpoints = true;
|
|
|
|
obj->savePosition = true;
|
|
|
|
Bones[obj->boneIndex + 6 * 4] |= ROT_Y;
|
|
|
|
Bones[obj->boneIndex + 6 * 4] |= ROT_X;
|
|
|
|
Bones[obj->boneIndex + 13 * 4] |= ROT_Y;
|
|
|
|
Bones[obj->boneIndex + 13 * 4] |= ROT_X;
|
|
|
|
}
|
|
|
|
|
|
|
|
obj = &Objects[ID_ATTACK_SUB];
|
|
|
|
if (obj->loaded)
|
|
|
|
{
|
|
|
|
obj->initialise = InitialiseSubmarine;
|
|
|
|
obj->collision = CreatureCollision;
|
|
|
|
obj->control = ControlSubmarine;
|
|
|
|
obj->shadowSize = UNIT_SHADOW / 2;
|
|
|
|
obj->hitPoints = 100;
|
|
|
|
obj->pivotLength = 200;
|
|
|
|
obj->radius = 512;
|
|
|
|
obj->intelligent = true;
|
|
|
|
obj->saveAnim = true;
|
|
|
|
obj->saveFlags = true;
|
|
|
|
obj->saveHitpoints = true;
|
|
|
|
obj->savePosition = true;
|
|
|
|
obj->waterCreature = true;
|
|
|
|
Bones[obj->boneIndex] |= ROT_X;
|
|
|
|
Bones[obj->boneIndex + 4] |= ROT_X;
|
|
|
|
}
|
|
|
|
|
|
|
|
obj = &Objects[ID_LION];
|
|
|
|
if (obj->loaded)
|
|
|
|
{
|
|
|
|
obj->initialise = InitialiseLion;
|
|
|
|
obj->collision = CreatureCollision;
|
|
|
|
obj->control = LionControl;
|
|
|
|
obj->shadowSize = UNIT_SHADOW / 2;
|
|
|
|
obj->hitPoints = 40;
|
|
|
|
obj->pivotLength = 50;
|
|
|
|
obj->radius = 341;
|
|
|
|
obj->intelligent = true;
|
|
|
|
obj->saveAnim = true;
|
|
|
|
obj->saveFlags = true;
|
|
|
|
obj->saveHitpoints = true;
|
|
|
|
obj->savePosition = true;
|
|
|
|
Bones[obj->boneIndex + 6 * 4] |= ROT_Y;
|
|
|
|
Bones[obj->boneIndex + 19 * 4] |= ROT_Y;
|
|
|
|
}
|
|
|
|
|
|
|
|
obj = &Objects[ID_DOG];
|
|
|
|
if (obj->loaded)
|
|
|
|
{
|
|
|
|
obj->initialise = InitialiseDoberman;
|
|
|
|
obj->collision = CreatureCollision;
|
|
|
|
obj->control = ControlDoberman;
|
|
|
|
obj->shadowSize = UNIT_SHADOW / 2;
|
|
|
|
obj->hitPoints = 18;
|
|
|
|
obj->pivotLength = 50;
|
|
|
|
obj->radius = 256;
|
|
|
|
obj->intelligent = true;
|
|
|
|
obj->saveAnim = true;
|
|
|
|
obj->saveFlags = true;
|
|
|
|
obj->saveHitpoints = true;
|
|
|
|
obj->savePosition = true;
|
|
|
|
Bones[obj->boneIndex + 19 * 4] |= ROT_Y;
|
|
|
|
}
|
|
|
|
|
|
|
|
obj = &Objects[ID_HUSKIE];
|
|
|
|
if (obj->loaded)
|
|
|
|
{
|
|
|
|
obj->initialise = InitialiseDog;
|
|
|
|
obj->collision = CreatureCollision;
|
|
|
|
obj->control = ControlDog;
|
|
|
|
obj->shadowSize = UNIT_SHADOW / 2;
|
|
|
|
obj->hitPoints = 24;
|
|
|
|
obj->pivotLength = 50;
|
|
|
|
obj->radius = 256;
|
|
|
|
obj->intelligent = true;
|
|
|
|
obj->saveAnim = true;
|
|
|
|
obj->saveFlags = true;
|
|
|
|
obj->saveHitpoints = true;
|
|
|
|
obj->savePosition = true;
|
|
|
|
Bones[obj->boneIndex + 19 * 4] |= ROT_Y;
|
|
|
|
}
|
|
|
|
|
|
|
|
obj = &Objects[ID_REAPER];
|
|
|
|
if (obj->loaded)
|
|
|
|
{
|
|
|
|
obj->initialise = InitialiseReaper;
|
|
|
|
obj->collision = CreatureCollision;
|
|
|
|
obj->control = ControlReaper;
|
|
|
|
obj->shadowSize = UNIT_SHADOW / 2;
|
|
|
|
obj->hitPoints = 10;
|
|
|
|
obj->pivotLength = 50;
|
|
|
|
obj->radius = 102;
|
|
|
|
obj->intelligent = true;
|
|
|
|
obj->saveAnim = true;
|
|
|
|
obj->saveFlags = true;
|
|
|
|
obj->saveHitpoints = true;
|
|
|
|
obj->savePosition = true;
|
|
|
|
}
|
|
|
|
|
|
|
|
obj = &Objects[ID_MAFIA2];
|
|
|
|
if (obj->loaded)
|
|
|
|
{
|
|
|
|
obj->biteOffset = 7;
|
|
|
|
obj->initialise = InitialiseArmedBaddy2;
|
|
|
|
obj->collision = CreatureCollision;
|
2019-11-12 12:28:54 +01:00
|
|
|
obj->control = ArmedBaddy2Control;
|
2019-11-11 16:17:45 +01:00
|
|
|
obj->drawRoutineExtra = DrawBaddieGunFlash;
|
|
|
|
obj->shadowSize = UNIT_SHADOW / 2;
|
|
|
|
obj->hitPoints = 26;
|
|
|
|
obj->pivotLength = 50;
|
|
|
|
obj->radius = 102;
|
|
|
|
obj->explodableMeshbits = 0x4000;
|
|
|
|
obj->intelligent = true;
|
|
|
|
obj->saveAnim = true;
|
|
|
|
obj->saveFlags = true;
|
|
|
|
obj->saveHitpoints = true;
|
|
|
|
obj->savePosition = true;
|
|
|
|
Bones[obj->boneIndex + 6 * 4] |= ROT_Y;
|
|
|
|
Bones[obj->boneIndex + 6 * 4] |= ROT_X;
|
|
|
|
Bones[obj->boneIndex + 13 * 4] |= ROT_Y;
|
|
|
|
Bones[obj->boneIndex + 13 * 4] |= ROT_X;
|
|
|
|
Meshes[obj->meshIndex + 7 * 2] = Meshes[Objects[ID_MESHSWAP2].meshIndex + 7 * 2];
|
|
|
|
Meshes[obj->meshIndex + 10 * 2] = Meshes[Objects[ID_MESHSWAP2].meshIndex + 10 * 2];
|
|
|
|
Meshes[obj->meshIndex + 13 * 2] = Meshes[Objects[ID_MESHSWAP2].meshIndex + 13 * 2];
|
|
|
|
}
|
|
|
|
|
2019-12-06 15:26:18 +01:00
|
|
|
obj = &Objects[ID_TR5_PIERRE];
|
2019-11-11 16:17:45 +01:00
|
|
|
if (obj->loaded)
|
|
|
|
{
|
|
|
|
obj->biteOffset = 1;
|
|
|
|
obj->initialise = InitialiseLarson;
|
|
|
|
obj->collision = CreatureCollision;
|
|
|
|
obj->control = ControlLarson;
|
|
|
|
obj->drawRoutineExtra = DrawBaddieGunFlash;
|
|
|
|
obj->shadowSize = UNIT_SHADOW / 2;
|
|
|
|
obj->hitPoints = 60;
|
|
|
|
obj->pivotLength = 50;
|
|
|
|
obj->radius = 102;
|
|
|
|
obj->intelligent = true;
|
|
|
|
obj->saveAnim = true;
|
|
|
|
obj->saveFlags = true;
|
|
|
|
obj->saveHitpoints = true;
|
|
|
|
obj->savePosition = true;
|
|
|
|
Bones[obj->boneIndex + 6 * 4] |= ROT_Y;
|
|
|
|
Bones[obj->boneIndex + 6 * 4] |= ROT_X;
|
|
|
|
Bones[obj->boneIndex + 7 * 4] |= ROT_Y;
|
|
|
|
Bones[obj->boneIndex + 7 * 4] |= ROT_X;
|
|
|
|
}
|
|
|
|
|
2019-12-06 15:26:18 +01:00
|
|
|
obj = &Objects[ID_TR5_LARSON];
|
2019-11-11 16:17:45 +01:00
|
|
|
if (obj->loaded)
|
|
|
|
{
|
|
|
|
obj->biteOffset = 3;
|
|
|
|
obj->initialise = InitialiseLarson;
|
|
|
|
obj->collision = CreatureCollision;
|
|
|
|
obj->control = ControlLarson;
|
|
|
|
obj->drawRoutineExtra = DrawBaddieGunFlash;
|
|
|
|
obj->shadowSize = UNIT_SHADOW / 2;
|
|
|
|
obj->hitPoints = 60;
|
|
|
|
obj->pivotLength = 50;
|
|
|
|
obj->radius = 102;
|
|
|
|
obj->intelligent = true;
|
|
|
|
obj->saveAnim = true;
|
|
|
|
obj->saveFlags = true;
|
|
|
|
obj->saveHitpoints = true;
|
|
|
|
obj->savePosition = true;
|
|
|
|
Bones[obj->boneIndex + 6 * 4] |= ROT_Y;
|
|
|
|
Bones[obj->boneIndex + 6 * 4] |= ROT_X;
|
|
|
|
Bones[obj->boneIndex + 7 * 4] |= ROT_Y;
|
|
|
|
Bones[obj->boneIndex + 7 * 4] |= ROT_X;
|
|
|
|
}
|
|
|
|
|
|
|
|
obj = &Objects[ID_HITMAN];
|
|
|
|
if (obj->loaded)
|
|
|
|
{
|
|
|
|
obj->biteOffset = 5;
|
|
|
|
obj->initialise = InitialiseCyborg;
|
|
|
|
obj->collision = CreatureCollision;
|
|
|
|
obj->control = ControlCyborg;
|
|
|
|
obj->drawRoutineExtra = DrawBaddieGunFlash;
|
|
|
|
obj->shadowSize = UNIT_SHADOW / 2;
|
|
|
|
obj->hitPoints = 50;
|
|
|
|
obj->pivotLength = 50;
|
|
|
|
obj->radius = 102;
|
|
|
|
obj->intelligent = true;
|
|
|
|
obj->saveAnim = true;
|
|
|
|
obj->saveFlags = true;
|
|
|
|
obj->saveHitpoints = true;
|
|
|
|
obj->savePosition = true;
|
|
|
|
//HIBYTE(v23) = *(&Objects[ID_HITMAN] + 51) | 0x1C;
|
|
|
|
Bones[obj->boneIndex + 6 * 4] |= ROT_Y;
|
|
|
|
Bones[obj->boneIndex + 6 * 4] |= ROT_X;
|
|
|
|
Bones[obj->boneIndex + 13 * 4] |= ROT_Y;
|
|
|
|
Bones[obj->boneIndex + 13 * 4] |= ROT_X;
|
|
|
|
/*
|
2019-12-02 09:11:21 +01:00
|
|
|
v44 = 20;(short)
|
|
|
|
v24 = 0;(short)
|
|
|
|
v41 = 0;(short)
|
2019-11-11 16:17:45 +01:00
|
|
|
do
|
|
|
|
{
|
|
|
|
(&meshes[v24 + 1])[Objects[ID_HITMAN].mesh_index] = meshes[v24 + Objects[ID_MESHSWAP1].mesh_index];
|
|
|
|
v24 = v41 + 2;
|
|
|
|
v25 = v44 == 1;
|
|
|
|
v41 += 2;
|
|
|
|
--v44;
|
|
|
|
} while (!v25);
|
|
|
|
*/
|
|
|
|
|
2019-12-02 09:11:21 +01:00
|
|
|
for (int i = (obj->nmeshes - 1); i > 0; i--)
|
2019-11-11 16:17:45 +01:00
|
|
|
{
|
|
|
|
Meshes[obj->meshIndex + i * 2] = Meshes[Objects[ID_MESHSWAP1].meshIndex + i * 2];
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
obj = &Objects[ID_SNIPER];
|
|
|
|
if (obj->loaded)
|
|
|
|
{
|
|
|
|
obj->biteOffset = 6;
|
|
|
|
obj->initialise = InitialiseGuardM16;
|
|
|
|
obj->collision = CreatureCollision;
|
|
|
|
obj->control = ControlGuardM16;
|
|
|
|
obj->drawRoutineExtra = DrawBaddieGunFlash;
|
|
|
|
obj->shadowSize = UNIT_SHADOW / 2;
|
|
|
|
obj->hitPoints = 35;
|
|
|
|
obj->pivotLength = 50;
|
|
|
|
obj->radius = 102;
|
|
|
|
obj->explodableMeshbits = 0x4000;
|
|
|
|
obj->intelligent = true;
|
|
|
|
obj->saveAnim = true;
|
|
|
|
obj->saveFlags = true;
|
|
|
|
obj->saveHitpoints = true;
|
|
|
|
obj->savePosition = true;
|
|
|
|
Bones[obj->boneIndex + 6 * 4] |= ROT_Y;
|
|
|
|
Bones[obj->boneIndex + 6 * 4] |= ROT_X;
|
|
|
|
Bones[obj->boneIndex + 13 * 4] |= ROT_Y;
|
|
|
|
Bones[obj->boneIndex + 13 * 4] |= ROT_X;
|
|
|
|
}
|
|
|
|
|
|
|
|
obj = &Objects[ID_TWOGUN];
|
|
|
|
if (obj->loaded)
|
|
|
|
{
|
|
|
|
obj->biteOffset = 0;
|
|
|
|
obj->initialise = InitialiseGuardLaser;
|
|
|
|
obj->collision = CreatureCollision;
|
|
|
|
obj->control = ControlGuardLaser;
|
|
|
|
obj->shadowSize = UNIT_SHADOW / 2;
|
|
|
|
obj->hitPoints = 24;
|
|
|
|
obj->pivotLength = 50;
|
|
|
|
obj->radius = 128;
|
|
|
|
obj->explodableMeshbits = 4;
|
|
|
|
obj->intelligent = true;
|
|
|
|
obj->saveAnim = true;
|
|
|
|
obj->saveFlags = true;
|
|
|
|
obj->saveHitpoints = true;
|
|
|
|
obj->savePosition = true;
|
|
|
|
Bones[obj->boneIndex] |= ROT_Y;
|
|
|
|
Bones[obj->boneIndex] |= ROT_X;
|
|
|
|
Bones[obj->boneIndex + 4] |= ROT_Y;
|
|
|
|
Bones[obj->boneIndex + 4] |= ROT_X;
|
|
|
|
Meshes[obj->meshIndex + 10 * 2] = Meshes[Objects[ID_MESHSWAP1].meshIndex + 2 * 2];
|
|
|
|
}
|
|
|
|
|
|
|
|
obj = &Objects[ID_HYDRA];
|
|
|
|
if (obj->loaded)
|
|
|
|
{
|
2019-12-20 11:23:03 +01:00
|
|
|
obj->initialise = InitialiseHydra;
|
2019-11-11 16:17:45 +01:00
|
|
|
obj->collision = CreatureCollision;
|
2019-12-20 11:23:03 +01:00
|
|
|
obj->control = ControlHydra;
|
2019-11-11 16:17:45 +01:00
|
|
|
obj->shadowSize = UNIT_SHADOW / 2;
|
|
|
|
obj->hitPoints = 30;
|
|
|
|
obj->pivotLength = 50;
|
|
|
|
obj->radius = 102;
|
|
|
|
obj->biteOffset = 1024;
|
|
|
|
obj->intelligent = true;
|
|
|
|
obj->saveAnim = true;
|
|
|
|
obj->saveFlags = true;
|
|
|
|
obj->saveHitpoints = true;
|
|
|
|
obj->savePosition = true;
|
|
|
|
Bones[obj->boneIndex + 0] |= ROT_Y;
|
|
|
|
Bones[obj->boneIndex + 8 * 4] |= ROT_Y;
|
|
|
|
Bones[obj->boneIndex + 8 * 4] |= ROT_X;
|
|
|
|
Bones[obj->boneIndex + 8 * 4] |= ROT_Z;
|
|
|
|
}
|
|
|
|
|
|
|
|
obj = &Objects[ID_IMP];
|
|
|
|
if (obj->loaded)
|
|
|
|
{
|
|
|
|
obj->biteOffset = 256;
|
|
|
|
obj->initialise = InitialiseImp;
|
|
|
|
obj->collision = CreatureCollision;
|
|
|
|
obj->control = ControlImp;
|
|
|
|
obj->shadowSize = UNIT_SHADOW / 2;
|
|
|
|
obj->hitPoints = 12;
|
|
|
|
obj->pivotLength = 20;
|
|
|
|
obj->radius = 102;
|
|
|
|
obj->intelligent = true;
|
|
|
|
obj->saveAnim = true;
|
|
|
|
obj->saveFlags = true;
|
|
|
|
obj->saveHitpoints = true;
|
|
|
|
obj->savePosition = true;
|
|
|
|
Bones[obj->meshIndex + 4 * 4] |= ROT_Z;
|
|
|
|
Bones[obj->meshIndex + 4 * 4] |= ROT_X;
|
|
|
|
Bones[obj->meshIndex + 9 * 4] |= ROT_Z;
|
|
|
|
Bones[obj->meshIndex + 9 * 4] |= ROT_X;
|
|
|
|
Meshes[obj->meshIndex + 10 * 2] = Meshes[Objects[ID_MESHSWAP1].meshIndex + 10 * 2];
|
|
|
|
}
|
|
|
|
|
|
|
|
obj = &Objects[ID_WILLOWISP];
|
|
|
|
if (obj->loaded)
|
|
|
|
{
|
|
|
|
obj->biteOffset = 256;
|
|
|
|
obj->initialise = InitialiseLightingGuide;
|
|
|
|
obj->control = ControlLightingGuide;
|
|
|
|
obj->drawRoutine = NULL;
|
|
|
|
obj->shadowSize = UNIT_SHADOW / 2;
|
|
|
|
obj->radius = 256;
|
|
|
|
obj->hitPoints = 16;
|
|
|
|
obj->pivotLength = 20;
|
|
|
|
obj->intelligent = true;
|
|
|
|
obj->saveAnim = true;
|
|
|
|
obj->saveFlags = true;
|
|
|
|
obj->saveHitpoints = true;
|
|
|
|
obj->savePosition = true;
|
|
|
|
Bones[obj->boneIndex + 4 * 4] |= ROT_Z;
|
|
|
|
Bones[obj->boneIndex + 4 * 4] |= ROT_X;
|
|
|
|
Bones[obj->boneIndex + 9 * 4] |= ROT_Z;
|
|
|
|
Bones[obj->boneIndex + 9 * 4] |= ROT_X;
|
|
|
|
}
|
|
|
|
|
|
|
|
obj = &Objects[ID_MAZE_MONSTER];
|
|
|
|
if (obj->loaded)
|
|
|
|
{
|
|
|
|
obj->biteOffset = 256;
|
|
|
|
obj->initialise = InitialiseBrownBeast;
|
|
|
|
obj->collision = CreatureCollision;
|
|
|
|
obj->control = ControlBrowsBeast;
|
|
|
|
obj->shadowSize = UNIT_SHADOW / 2;
|
|
|
|
obj->hitPoints = 4000;
|
|
|
|
obj->pivotLength = 20;
|
|
|
|
obj->radius = 341;
|
|
|
|
obj->intelligent = true;
|
|
|
|
obj->saveAnim = true;
|
|
|
|
obj->saveFlags = true;
|
|
|
|
obj->saveHitpoints = true;
|
|
|
|
obj->savePosition = true;
|
|
|
|
Bones[obj->boneIndex + 4 * 4] |= ROT_Z;
|
|
|
|
Bones[obj->boneIndex + 4 * 4] |= ROT_X;
|
|
|
|
Bones[obj->boneIndex + 9 * 4] |= ROT_Z;
|
|
|
|
Bones[obj->boneIndex + 9 * 4] |= ROT_X;
|
|
|
|
}
|
2019-12-20 11:23:03 +01:00
|
|
|
|
|
|
|
// TODO: LagoonWitch is deleted !
|
|
|
|
/*
|
2019-11-11 16:17:45 +01:00
|
|
|
obj = &Objects[ID_GREEN_TEETH];
|
|
|
|
if (obj->loaded)
|
|
|
|
{
|
|
|
|
//v33 = (*(&Objects[79] + 25) | 2) & 0xF7FF;
|
|
|
|
//HIBYTE(v33) |= 4u;
|
|
|
|
//v33 |= 0x100u;
|
|
|
|
//LOBYTE(v33) = v33 | 0x70;
|
|
|
|
//*(&Objects[79] + 25) = v33 | 8;
|
|
|
|
obj->biteOffset = 256;
|
|
|
|
obj->initialise = InitialiseLagoonWitch;
|
|
|
|
obj->collision = CreatureCollision;
|
|
|
|
obj->control = ControlLagoonWitch;
|
|
|
|
obj->shadowSize = UNIT_SHADOW / 2;
|
|
|
|
obj->hitPoints = 100;
|
|
|
|
obj->pivotLength = 20;
|
|
|
|
obj->radius = 256;
|
|
|
|
obj->intelligent = true;
|
|
|
|
obj->saveAnim = true;
|
|
|
|
obj->saveFlags = true;
|
|
|
|
obj->saveHitpoints = true;
|
|
|
|
obj->savePosition = true;
|
|
|
|
Bones[obj->boneIndex + 4 * 4] |= ROT_Z;
|
|
|
|
Bones[obj->boneIndex + 4 * 4] |= ROT_X;
|
|
|
|
Bones[obj->boneIndex + 9 * 4] |= ROT_Z;
|
|
|
|
Bones[obj->boneIndex + 9 * 4] |= ROT_X;
|
|
|
|
}
|
2019-12-20 11:23:03 +01:00
|
|
|
*/
|
2019-11-11 16:17:45 +01:00
|
|
|
|
|
|
|
obj = &Objects[ID_INVISIBLE_GHOST];
|
|
|
|
if (obj->loaded)
|
|
|
|
{
|
|
|
|
obj->biteOffset = 256;
|
|
|
|
obj->initialise = InitialiseInvisibleGhost;
|
|
|
|
obj->collision = CreatureCollision;
|
|
|
|
obj->control = ControlInvisibleGhost;
|
|
|
|
obj->shadowSize = UNIT_SHADOW / 2;
|
|
|
|
obj->hitPoints = 100;
|
|
|
|
obj->pivotLength = 20;
|
|
|
|
obj->radius = 256;
|
|
|
|
obj->intelligent = true;
|
|
|
|
obj->saveAnim = true;
|
|
|
|
obj->saveFlags = true;
|
|
|
|
obj->saveHitpoints = true;
|
|
|
|
obj->savePosition = true;
|
|
|
|
Bones[obj->boneIndex + 6 * 4] |= ROT_Y;
|
|
|
|
Bones[obj->boneIndex + 6 * 4] |= ROT_X;
|
|
|
|
Bones[obj->boneIndex + 8 * 4] |= ROT_Y;
|
|
|
|
Bones[obj->boneIndex + 8 * 4] |= ROT_X;
|
|
|
|
}
|
|
|
|
|
|
|
|
obj = &Objects[ID_RATS];
|
|
|
|
if (obj->loaded)
|
|
|
|
{
|
|
|
|
//*(&Objects[94] + 25) &= 0xFDFFu;
|
|
|
|
obj->drawRoutine = NULL;
|
|
|
|
obj->initialise = InitialiseLittleRats;
|
|
|
|
obj->control = ControlLittleRats;
|
|
|
|
}
|
|
|
|
|
|
|
|
obj = &Objects[ID_BATS];
|
|
|
|
if (obj->loaded)
|
|
|
|
{
|
|
|
|
//*(&Objects[93] + 25) &= 0xFDFFu;
|
|
|
|
obj->drawRoutine = NULL;
|
|
|
|
obj->initialise = InitialiseLittleBats;
|
|
|
|
obj->control = ControlLittleBats;
|
|
|
|
}
|
|
|
|
|
2019-12-20 11:23:03 +01:00
|
|
|
// TODO: spider is deleted !
|
|
|
|
/*
|
2019-11-11 16:17:45 +01:00
|
|
|
obj = &Objects[ID_SPIDER];
|
|
|
|
if (obj->loaded)
|
|
|
|
{
|
|
|
|
//*(&Objects[95] + 25) &= 0xFDFFu;
|
|
|
|
obj->drawRoutine = NULL;
|
|
|
|
obj->initialise = InitialiseSpiders;
|
|
|
|
obj->control = ControlSpiders;
|
|
|
|
}
|
2019-12-20 11:23:03 +01:00
|
|
|
*/
|
2019-11-11 16:17:45 +01:00
|
|
|
|
|
|
|
obj = &Objects[ID_GLADIATOR];
|
|
|
|
if (obj->loaded)
|
|
|
|
{
|
|
|
|
obj->biteOffset = 0;
|
|
|
|
obj->initialise = InitialiseGladiator;
|
|
|
|
obj->control = ControlGladiator;
|
|
|
|
obj->collision = CreatureCollision;
|
|
|
|
obj->shadowSize = UNIT_SHADOW / 2;
|
|
|
|
obj->hitPoints = 20;
|
|
|
|
obj->pivotLength = 50;
|
|
|
|
obj->radius = 102;
|
|
|
|
obj->intelligent = true;
|
|
|
|
obj->saveAnim = true;
|
|
|
|
obj->saveFlags = true;
|
|
|
|
obj->saveHitpoints = true;
|
|
|
|
obj->savePosition = true;
|
|
|
|
Bones[obj->boneIndex + 6 * 4] |= ROT_Y;
|
|
|
|
Bones[obj->boneIndex + 6 * 4] |= ROT_X;
|
|
|
|
Bones[obj->boneIndex + 13 * 4] |= ROT_Y;
|
|
|
|
Bones[obj->boneIndex + 13 * 4] |= ROT_X;
|
|
|
|
|
2019-12-02 09:11:21 +01:00
|
|
|
for (int i = (obj->nmeshes - 1); i > 0; i--)
|
2019-11-11 16:17:45 +01:00
|
|
|
{
|
|
|
|
Meshes[obj->meshIndex + i * 2] = Meshes[Objects[ID_MESHSWAP1].meshIndex + i * 2];
|
|
|
|
}
|
|
|
|
/*
|
|
|
|
do
|
|
|
|
{
|
|
|
|
(&Meshes[v36 + 1])[obj->meshIndex] = Meshes[v36 + Objects[ID_MESHSWAP1].meshIndex];
|
|
|
|
v36 = v45 + 2;
|
|
|
|
v25 = v42 == 1;
|
|
|
|
v45 += 2;
|
|
|
|
--v42;
|
|
|
|
} while (!v25);*/
|
|
|
|
}
|
|
|
|
|
|
|
|
obj = &Objects[ID_ROMAN_GOD];
|
|
|
|
if (obj->loaded)
|
|
|
|
{
|
|
|
|
obj->biteOffset = 0;
|
|
|
|
obj->initialise = InitialiseRomanStatue;
|
|
|
|
obj->collision = CreatureCollision;
|
|
|
|
obj->control = ControlRomanStatue;
|
|
|
|
obj->shadowSize = UNIT_SHADOW / 2;
|
|
|
|
obj->hitPoints = 300;
|
|
|
|
obj->pivotLength = 50;
|
|
|
|
obj->radius = 256;
|
|
|
|
obj->intelligent = true;
|
|
|
|
obj->saveAnim = true;
|
|
|
|
obj->saveFlags = true;
|
|
|
|
obj->saveHitpoints = true;
|
|
|
|
obj->savePosition = true;
|
|
|
|
Bones[obj->boneIndex + 24] |= ROT_Y;
|
|
|
|
Bones[obj->boneIndex + 24] |= ROT_X;
|
|
|
|
Bones[obj->boneIndex + 52] |= ROT_Y;
|
|
|
|
Bones[obj->boneIndex + 52] |= ROT_X;
|
|
|
|
|
2019-12-02 09:11:21 +01:00
|
|
|
for (int i = (obj->nmeshes - 1); i > 0; i--)
|
2019-11-11 16:17:45 +01:00
|
|
|
{
|
|
|
|
Meshes[obj->meshIndex + i * 2] = Meshes[Objects[ID_MESHSWAP1].meshIndex + i * 2];
|
|
|
|
}
|
|
|
|
/*
|
|
|
|
do
|
|
|
|
{
|
|
|
|
(&meshes[v38 + 1])[Objects[61].mesh_index] = meshes[v38 + Objects[405].mesh_index];
|
|
|
|
v38 = v46 + 2;
|
|
|
|
v25 = v43 == 1;
|
|
|
|
v46 += 2;
|
|
|
|
--v43;
|
|
|
|
} while (!v25);
|
|
|
|
*/
|
|
|
|
}
|
|
|
|
|
|
|
|
obj = &Objects[ID_GUARDIAN];
|
|
|
|
if (obj->loaded)
|
|
|
|
{
|
|
|
|
//HIBYTE(v39) = ((*(&Objects[65] + 25) | 0xC08) >> 8) | 0x20;
|
|
|
|
//LOBYTE(v39) = *(&Objects[65] + 50) | 0x78;
|
|
|
|
//*(&Objects[65] + 25) = v39;
|
|
|
|
obj->initialise = InitialiseLaserHead;
|
|
|
|
obj->collision = CreatureCollision;
|
|
|
|
obj->control = ControlLaserHead;
|
|
|
|
obj->explodableMeshbits = 6;
|
|
|
|
obj->intelligent = false;
|
|
|
|
obj->nonLot = true;
|
|
|
|
obj->savePosition = false;
|
|
|
|
obj->saveHitpoints = false;
|
|
|
|
obj->saveFlags = true;
|
|
|
|
obj->saveAnim = true;
|
2019-12-13 13:52:47 +01:00
|
|
|
obj->usingDrawAnimatingItem = false;
|
2019-11-11 16:17:45 +01:00
|
|
|
obj->undead = true; // ??
|
|
|
|
}
|
|
|
|
|
|
|
|
obj = &Objects[ID_AUTOGUN];
|
|
|
|
if (obj->loaded)
|
|
|
|
{
|
|
|
|
//HIBYTE(v40) = *(&Objects[97] + 51) | 0xC;
|
|
|
|
//LOBYTE(v40) = *(&Objects[97] + 50) | 0x70;
|
|
|
|
//*(&Objects[97] + 25) = v40;
|
|
|
|
obj->initialise = InitialiseAutoGuns;
|
|
|
|
obj->control = ControlAutoGuns;
|
|
|
|
obj->intelligent = true;
|
|
|
|
obj->nonLot = false;
|
|
|
|
obj->savePosition = false;
|
|
|
|
obj->saveHitpoints = false;
|
|
|
|
obj->saveFlags = true;
|
|
|
|
obj->saveAnim = true;
|
2019-12-13 13:52:47 +01:00
|
|
|
obj->usingDrawAnimatingItem = false;
|
2019-11-11 16:17:45 +01:00
|
|
|
Bones[obj->boneIndex + 6 * 4] |= ROT_Y;
|
|
|
|
Bones[obj->boneIndex + 6 * 4] |= ROT_X;
|
|
|
|
Bones[obj->boneIndex + 8 * 4] |= ROT_Y;
|
|
|
|
}
|
|
|
|
|
|
|
|
obj = &Objects[ID_GUNSHIP];
|
|
|
|
if (obj->loaded)
|
|
|
|
{
|
|
|
|
// *(&Objects[91] + 25) |= 0x60u;
|
|
|
|
obj->control = ControlGunShip;
|
|
|
|
Bones[obj->boneIndex + 0] |= ROT_Y;
|
|
|
|
Bones[obj->boneIndex + 4] |= ROT_X;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// TODO: add the flags
|
2019-12-02 14:49:19 +01:00
|
|
|
void ObjectObjects()
|
2019-11-11 16:17:45 +01:00
|
|
|
{
|
|
|
|
OBJECT_INFO* obj;
|
|
|
|
|
|
|
|
obj = &Objects[ID_CAMERA_TARGET];
|
|
|
|
if (obj->loaded)
|
|
|
|
{
|
|
|
|
obj->drawRoutine = NULL;
|
|
|
|
}
|
|
|
|
|
|
|
|
{
|
|
|
|
obj = &Objects[ID_SMASH_OBJECT1];
|
|
|
|
if (obj->loaded)
|
|
|
|
{
|
|
|
|
obj->initialise = InitialiseSmashObject;
|
|
|
|
obj->collision = ObjectCollision;
|
|
|
|
obj->control = SmashObjectControl;
|
|
|
|
}
|
|
|
|
obj = &Objects[ID_SMASH_OBJECT2];
|
|
|
|
if (obj->loaded)
|
|
|
|
{
|
|
|
|
obj->initialise = InitialiseSmashObject;
|
|
|
|
obj->collision = ObjectCollision;
|
|
|
|
obj->control = SmashObjectControl;
|
|
|
|
}
|
|
|
|
obj = &Objects[ID_SMASH_OBJECT3];
|
|
|
|
if (obj->loaded)
|
|
|
|
{
|
|
|
|
obj->initialise = InitialiseSmashObject;
|
|
|
|
obj->collision = ObjectCollision;
|
|
|
|
obj->control = SmashObjectControl;
|
|
|
|
}
|
|
|
|
obj = &Objects[ID_SMASH_OBJECT4];
|
|
|
|
if (obj->loaded)
|
|
|
|
{
|
|
|
|
obj->initialise = InitialiseSmashObject;
|
|
|
|
obj->collision = ObjectCollision;
|
|
|
|
obj->control = SmashObjectControl;
|
|
|
|
}
|
|
|
|
obj = &Objects[ID_SMASH_OBJECT5];
|
|
|
|
if (obj->loaded)
|
|
|
|
{
|
|
|
|
obj->initialise = InitialiseSmashObject;
|
|
|
|
obj->collision = ObjectCollision;
|
|
|
|
obj->control = SmashObjectControl;
|
|
|
|
}
|
|
|
|
obj = &Objects[ID_SMASH_OBJECT6];
|
|
|
|
if (obj->loaded)
|
|
|
|
{
|
|
|
|
obj->initialise = InitialiseSmashObject;
|
|
|
|
obj->collision = ObjectCollision;
|
|
|
|
obj->control = SmashObjectControl;
|
|
|
|
}
|
|
|
|
obj = &Objects[ID_SMASH_OBJECT7];
|
|
|
|
if (obj->loaded)
|
|
|
|
{
|
|
|
|
obj->initialise = InitialiseSmashObject;
|
|
|
|
obj->collision = ObjectCollision;
|
|
|
|
obj->control = SmashObjectControl;
|
|
|
|
}
|
|
|
|
obj = &Objects[ID_SMASH_OBJECT8];
|
|
|
|
if (obj->loaded)
|
|
|
|
{
|
|
|
|
obj->initialise = InitialiseSmashObject;
|
|
|
|
obj->collision = ObjectCollision;
|
|
|
|
obj->control = SmashObjectControl;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
obj = &Objects[ID_BRIDGE_FLAT];
|
|
|
|
if (obj->loaded)
|
|
|
|
{
|
|
|
|
obj->floor = BridgeFlatFloor;
|
|
|
|
obj->ceiling = BridgeFlatCeiling;
|
|
|
|
}
|
|
|
|
|
|
|
|
obj = &Objects[ID_BRIDGE_TILT1];
|
|
|
|
if (obj->loaded)
|
|
|
|
{
|
|
|
|
obj->floor = BridgeTilt1Floor;
|
|
|
|
obj->ceiling = BridgeTilt1Ceiling;
|
|
|
|
}
|
|
|
|
|
|
|
|
obj = &Objects[ID_BRIDGE_TILT2];
|
|
|
|
if (obj->loaded)
|
|
|
|
{
|
|
|
|
obj->floor = BridgeTilt2Floor;
|
|
|
|
obj->ceiling = BridgeTilt2Ceiling;
|
|
|
|
}
|
|
|
|
|
|
|
|
obj = &Objects[ID_CRUMBLING_FLOOR];
|
|
|
|
if (obj->loaded)
|
|
|
|
{
|
|
|
|
obj->initialise = InitialiseFallingBlock;
|
|
|
|
obj->collision = FallingBlockCollision;
|
|
|
|
obj->control = FallingBlockControl;
|
|
|
|
obj->floor = FallingBlockFloor;
|
|
|
|
obj->ceiling = FallingBlockCeiling;
|
|
|
|
}
|
|
|
|
|
|
|
|
{
|
|
|
|
obj = &Objects[ID_SWITCH_TYPE1];
|
|
|
|
if (obj->loaded)
|
|
|
|
{
|
|
|
|
obj->initialise = InitialiseSwitch;
|
|
|
|
obj->collision = SwitchCollision;
|
|
|
|
obj->control = SwitchControl;
|
|
|
|
}
|
|
|
|
obj = &Objects[ID_SWITCH_TYPE2];
|
|
|
|
if (obj->loaded)
|
|
|
|
{
|
|
|
|
obj->initialise = InitialiseSwitch;
|
|
|
|
obj->collision = SwitchCollision;
|
|
|
|
obj->control = SwitchControl;
|
|
|
|
}
|
|
|
|
obj = &Objects[ID_SWITCH_TYPE3];
|
|
|
|
if (obj->loaded)
|
|
|
|
{
|
|
|
|
obj->initialise = InitialiseSwitch;
|
|
|
|
obj->collision = SwitchCollision;
|
|
|
|
obj->control = SwitchControl;
|
|
|
|
}
|
|
|
|
obj = &Objects[ID_SWITCH_TYPE4];
|
|
|
|
if (obj->loaded)
|
|
|
|
{
|
|
|
|
obj->initialise = InitialiseSwitch;
|
|
|
|
obj->collision = SwitchCollision;
|
|
|
|
obj->control = SwitchControl;
|
|
|
|
}
|
|
|
|
obj = &Objects[ID_SWITCH_TYPE5];
|
|
|
|
if (obj->loaded)
|
|
|
|
{
|
|
|
|
obj->initialise = InitialiseSwitch;
|
|
|
|
obj->collision = SwitchCollision;
|
|
|
|
obj->control = SwitchControl;
|
|
|
|
}
|
|
|
|
obj = &Objects[ID_SWITCH_TYPE6];
|
|
|
|
if (obj->loaded)
|
|
|
|
{
|
|
|
|
obj->initialise = InitialiseSwitch;
|
|
|
|
obj->collision = SwitchCollision;
|
|
|
|
obj->control = SwitchControl;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
obj = &Objects[ID_AIRLOCK_SWITCH];
|
|
|
|
if (obj->loaded)
|
|
|
|
{
|
|
|
|
obj->collision = SwitchCollision;
|
|
|
|
obj->control = SwitchControl;
|
|
|
|
}
|
|
|
|
|
|
|
|
{
|
|
|
|
obj = &Objects[ID_SEQUENCE_SWITCH1];
|
|
|
|
if (obj->loaded)
|
|
|
|
{
|
2019-11-18 07:48:35 +01:00
|
|
|
obj->collision = FullBlockSwitchCollision;
|
|
|
|
obj->control = FullBlockSwitchControl;
|
2019-11-11 16:17:45 +01:00
|
|
|
}
|
|
|
|
obj = &Objects[ID_SEQUENCE_SWITCH2];
|
|
|
|
if (obj->loaded)
|
|
|
|
{
|
2019-11-18 07:48:35 +01:00
|
|
|
obj->collision = FullBlockSwitchCollision;
|
|
|
|
obj->control = FullBlockSwitchControl;
|
2019-11-11 16:17:45 +01:00
|
|
|
}
|
|
|
|
obj = &Objects[ID_SEQUENCE_SWITCH3];
|
|
|
|
if (obj->loaded)
|
|
|
|
{
|
2019-11-18 07:48:35 +01:00
|
|
|
obj->collision = FullBlockSwitchCollision;
|
|
|
|
obj->control = FullBlockSwitchControl;
|
2019-11-11 16:17:45 +01:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
obj = &Objects[ID_UNDERWATER_SWITCH1];
|
|
|
|
if (obj->loaded)
|
|
|
|
{
|
|
|
|
obj->control = SwitchControl;
|
|
|
|
obj->collision = UnderwaterSwitchCollision;
|
|
|
|
}
|
|
|
|
|
|
|
|
obj = &Objects[ID_UNDERWATER_SWITCH2];
|
|
|
|
if (obj->loaded)
|
|
|
|
{
|
|
|
|
obj->control = SwitchControl;
|
|
|
|
obj->collision = UnderwaterSwitchCollision; // UnderwaterSwitchCollision2 ?
|
|
|
|
}
|
|
|
|
|
|
|
|
obj = &Objects[ID_LEVER_SWITCH];
|
|
|
|
if (obj->loaded)
|
|
|
|
{
|
2019-11-18 07:48:35 +01:00
|
|
|
obj->collision = RailSwitchCollision;
|
2019-11-11 16:17:45 +01:00
|
|
|
obj->control = SwitchControl;
|
|
|
|
}
|
|
|
|
|
|
|
|
obj = &Objects[ID_JUMP_SWITCH];
|
|
|
|
if (obj->loaded)
|
|
|
|
{
|
|
|
|
obj->collision = JumpSwitchCollision;
|
|
|
|
obj->control = SwitchControl;
|
|
|
|
}
|
|
|
|
|
|
|
|
obj = &Objects[ID_CROWBAR_SWITCH];
|
|
|
|
if (obj->loaded)
|
|
|
|
{
|
|
|
|
obj->collision = CrowbarSwitchCollision;
|
|
|
|
obj->control = SwitchControl;
|
|
|
|
}
|
|
|
|
|
|
|
|
obj = &Objects[ID_PULLEY];
|
|
|
|
if (obj->loaded)
|
|
|
|
{
|
|
|
|
obj->initialise = InitialisePulleySwitch;
|
|
|
|
obj->control = SwitchControl;
|
|
|
|
obj->collision = PulleyCollision;
|
|
|
|
}
|
|
|
|
|
|
|
|
obj = &Objects[ID_COG_SWITCH];
|
|
|
|
if (obj->loaded)
|
|
|
|
{
|
|
|
|
obj->collision = CogSwitchCollision;
|
2019-11-17 08:21:25 +01:00
|
|
|
obj->control = CogSwitchControl;
|
2019-11-11 16:17:45 +01:00
|
|
|
}
|
|
|
|
|
|
|
|
obj = &Objects[ID_CROWDOVE_SWITCH];
|
|
|
|
if (obj->loaded)
|
|
|
|
{
|
|
|
|
obj->initialise = InitialiseCrowDoveSwitch;
|
|
|
|
obj->collision = CrowDoveSwitchCollision;
|
|
|
|
obj->control = CrowDoveSwitchControl;
|
|
|
|
}
|
|
|
|
|
|
|
|
{
|
|
|
|
obj = &Objects[ID_DOOR_TYPE1];
|
|
|
|
if (obj->loaded)
|
|
|
|
{
|
|
|
|
obj->initialise = InitialiseDoor;
|
|
|
|
obj->control = DoorControl;
|
|
|
|
obj->collision = DoorCollision;
|
|
|
|
}
|
|
|
|
obj = &Objects[ID_DOOR_TYPE2];
|
|
|
|
if (obj->loaded)
|
|
|
|
{
|
|
|
|
obj->initialise = InitialiseDoor;
|
|
|
|
obj->control = DoorControl;
|
|
|
|
obj->collision = DoorCollision;
|
|
|
|
}
|
|
|
|
obj = &Objects[ID_DOOR_TYPE3];
|
|
|
|
if (obj->loaded)
|
|
|
|
{
|
|
|
|
obj->initialise = InitialiseDoor;
|
|
|
|
obj->control = DoorControl;
|
|
|
|
obj->collision = DoorCollision;
|
|
|
|
}
|
|
|
|
obj = &Objects[ID_DOOR_TYPE4];
|
|
|
|
if (obj->loaded)
|
|
|
|
{
|
|
|
|
obj->initialise = InitialiseDoor;
|
|
|
|
obj->control = DoorControl;
|
|
|
|
obj->collision = DoorCollision;
|
|
|
|
}
|
|
|
|
obj = &Objects[ID_DOOR_TYPE5];
|
|
|
|
if (obj->loaded)
|
|
|
|
{
|
|
|
|
obj->initialise = InitialiseDoor;
|
|
|
|
obj->control = DoorControl;
|
|
|
|
obj->collision = DoorCollision;
|
|
|
|
}
|
|
|
|
obj = &Objects[ID_DOOR_TYPE6];
|
|
|
|
if (obj->loaded)
|
|
|
|
{
|
|
|
|
obj->initialise = InitialiseDoor;
|
|
|
|
obj->control = DoorControl;
|
|
|
|
obj->collision = DoorCollision;
|
|
|
|
}
|
|
|
|
obj = &Objects[ID_DOOR_TYPE7];
|
|
|
|
if (obj->loaded)
|
|
|
|
{
|
|
|
|
obj->initialise = InitialiseDoor;
|
|
|
|
obj->control = DoorControl;
|
|
|
|
obj->collision = DoorCollision;
|
|
|
|
}
|
|
|
|
obj = &Objects[ID_DOOR_TYPE8];
|
|
|
|
if (obj->loaded)
|
|
|
|
{
|
|
|
|
obj->initialise = InitialiseDoor;
|
|
|
|
obj->control = DoorControl;
|
|
|
|
obj->collision = DoorCollision;
|
|
|
|
}
|
|
|
|
obj = &Objects[ID_CLOSED_DOOR1];
|
|
|
|
if (obj->loaded)
|
|
|
|
{
|
|
|
|
obj->initialise = InitialiseDoor;
|
|
|
|
obj->control = DoorControl;
|
|
|
|
obj->collision = DoorCollision;
|
|
|
|
}
|
|
|
|
obj = &Objects[ID_CLOSED_DOOR1];
|
|
|
|
if (obj->loaded)
|
|
|
|
{
|
|
|
|
obj->initialise = InitialiseDoor;
|
|
|
|
obj->control = DoorControl;
|
|
|
|
obj->collision = DoorCollision;
|
|
|
|
}
|
|
|
|
obj = &Objects[ID_CLOSED_DOOR2];
|
|
|
|
if (obj->loaded)
|
|
|
|
{
|
|
|
|
obj->initialise = InitialiseDoor;
|
|
|
|
obj->control = DoorControl;
|
|
|
|
obj->collision = DoorCollision;
|
|
|
|
}
|
|
|
|
obj = &Objects[ID_CLOSED_DOOR3];
|
|
|
|
if (obj->loaded)
|
|
|
|
{
|
|
|
|
obj->initialise = InitialiseDoor;
|
|
|
|
obj->control = DoorControl;
|
|
|
|
obj->collision = DoorCollision;
|
|
|
|
}
|
|
|
|
obj = &Objects[ID_CLOSED_DOOR4];
|
|
|
|
if (obj->loaded)
|
|
|
|
{
|
|
|
|
obj->initialise = InitialiseDoor;
|
|
|
|
obj->control = DoorControl;
|
|
|
|
obj->collision = DoorCollision;
|
|
|
|
}
|
|
|
|
obj = &Objects[ID_CLOSED_DOOR5];
|
|
|
|
if (obj->loaded)
|
|
|
|
{
|
|
|
|
obj->initialise = InitialiseDoor;
|
|
|
|
obj->control = DoorControl;
|
|
|
|
obj->collision = DoorCollision;
|
|
|
|
}
|
|
|
|
obj = &Objects[ID_CLOSED_DOOR6];
|
|
|
|
if (obj->loaded)
|
|
|
|
{
|
|
|
|
obj->initialise = InitialiseDoor;
|
|
|
|
obj->control = DoorControl;
|
|
|
|
obj->collision = DoorCollision;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
obj = &Objects[ID_LIFT_DOORS1];
|
|
|
|
if (obj->loaded)
|
|
|
|
{
|
|
|
|
obj->initialise = InitialiseDoor;
|
|
|
|
obj->control = DoorControl;
|
|
|
|
obj->drawRoutine = DrawLiftDoor;
|
|
|
|
}
|
|
|
|
|
|
|
|
obj = &Objects[ID_LIFT_DOORS2];
|
|
|
|
if (obj->loaded)
|
|
|
|
{
|
|
|
|
obj->initialise = InitialiseDoor;
|
|
|
|
obj->control = DoorControl;
|
|
|
|
obj->drawRoutine = DrawLiftDoor;
|
|
|
|
}
|
|
|
|
|
|
|
|
obj = &Objects[ID_SEQUENCE_DOOR1];
|
|
|
|
if (obj->loaded)
|
|
|
|
{
|
|
|
|
obj->initialise = InitialiseDoor;
|
|
|
|
obj->collision = DoorCollision;
|
|
|
|
obj->control = SequenceDoorControl;
|
|
|
|
}
|
|
|
|
|
|
|
|
obj = &Objects[ID_DOUBLE_DOORS];
|
|
|
|
if (obj->loaded)
|
|
|
|
{
|
|
|
|
obj->initialise = InitialiseDoor;
|
|
|
|
obj->collision = DoubleDoorCollision;
|
2019-12-23 23:10:24 +01:00
|
|
|
obj->control = PushPullKickDoorControl;
|
2019-11-11 16:17:45 +01:00
|
|
|
}
|
|
|
|
|
|
|
|
obj = &Objects[ID_UNDERWATER_DOOR];
|
|
|
|
if (obj->loaded)
|
|
|
|
{
|
|
|
|
obj->initialise = InitialiseDoor;
|
|
|
|
obj->collision = UnderwaterDoorCollision;
|
2019-12-23 23:10:24 +01:00
|
|
|
obj->control = PushPullKickDoorControl;
|
2019-11-11 16:17:45 +01:00
|
|
|
}
|
|
|
|
|
|
|
|
{
|
|
|
|
obj = &Objects[ID_PUSHPULL_DOOR1];
|
|
|
|
if (obj->loaded)
|
|
|
|
{
|
|
|
|
obj->initialise = InitialiseDoor;
|
|
|
|
obj->collision = PushPullKickDoorCollision;
|
|
|
|
obj->control = PushPullKickDoorControl;
|
|
|
|
}
|
|
|
|
obj = &Objects[ID_PUSHPULL_DOOR2];
|
|
|
|
if (obj->loaded)
|
|
|
|
{
|
|
|
|
obj->initialise = InitialiseDoor;
|
|
|
|
obj->collision = PushPullKickDoorCollision;
|
|
|
|
obj->control = PushPullKickDoorControl;
|
|
|
|
}
|
|
|
|
obj = &Objects[ID_KICK_DOOR1];
|
|
|
|
if (obj->loaded)
|
|
|
|
{
|
|
|
|
obj->initialise = InitialiseDoor;
|
|
|
|
obj->collision = PushPullKickDoorCollision;
|
|
|
|
obj->control = PushPullKickDoorControl;
|
|
|
|
}
|
|
|
|
obj = &Objects[ID_KICK_DOOR2];
|
|
|
|
if (obj->loaded)
|
|
|
|
{
|
|
|
|
obj->initialise = InitialiseDoor;
|
|
|
|
obj->collision = PushPullKickDoorCollision;
|
|
|
|
obj->control = PushPullKickDoorControl;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
{
|
|
|
|
obj = &Objects[ID_FLOOR_TRAPDOOR1];
|
|
|
|
if (obj->loaded)
|
|
|
|
{
|
|
|
|
obj->initialise = InitialiseTrapDoor;
|
2019-12-20 23:02:35 -03:00
|
|
|
obj->collision = FloorTrapDoorCollision;
|
2019-11-11 16:17:45 +01:00
|
|
|
obj->control = TrapDoorControl;
|
|
|
|
}
|
|
|
|
obj = &Objects[ID_FLOOR_TRAPDOOR2];
|
|
|
|
if (obj->loaded)
|
|
|
|
{
|
|
|
|
obj->initialise = InitialiseTrapDoor;
|
2019-12-20 23:02:35 -03:00
|
|
|
obj->collision = FloorTrapDoorCollision;
|
2019-11-11 16:17:45 +01:00
|
|
|
obj->control = TrapDoorControl;
|
|
|
|
}
|
|
|
|
obj = &Objects[ID_CEILING_TRAPDOOR1];
|
|
|
|
if (obj->loaded)
|
|
|
|
{
|
|
|
|
obj->initialise = InitialiseTrapDoor;
|
2019-12-20 23:02:35 -03:00
|
|
|
obj->collision = CeilingTrapDoorCollision;
|
2019-11-11 16:17:45 +01:00
|
|
|
obj->control = TrapDoorControl;
|
|
|
|
}
|
|
|
|
obj = &Objects[ID_CEILING_TRAPDOOR2];
|
|
|
|
if (obj->loaded)
|
|
|
|
{
|
|
|
|
obj->initialise = InitialiseTrapDoor;
|
2019-12-20 23:02:35 -03:00
|
|
|
obj->collision = CeilingTrapDoorCollision;
|
2019-11-11 16:17:45 +01:00
|
|
|
obj->control = TrapDoorControl;
|
|
|
|
}
|
|
|
|
obj = &Objects[ID_TRAPDOOR1];
|
|
|
|
if (obj->loaded)
|
|
|
|
{
|
|
|
|
obj->initialise = InitialiseTrapDoor;
|
2019-12-20 23:02:35 -03:00
|
|
|
obj->collision = TrapDoorCollision;
|
2019-11-11 16:17:45 +01:00
|
|
|
obj->control = TrapDoorControl;
|
|
|
|
}
|
|
|
|
obj = &Objects[ID_TRAPDOOR2];
|
|
|
|
if (obj->loaded)
|
|
|
|
{
|
|
|
|
obj->initialise = InitialiseTrapDoor;
|
2019-12-20 23:02:35 -03:00
|
|
|
obj->collision = TrapDoorCollision;
|
2019-11-11 16:17:45 +01:00
|
|
|
obj->control = TrapDoorControl;
|
|
|
|
}
|
|
|
|
obj = &Objects[ID_TRAPDOOR3];
|
|
|
|
if (obj->loaded)
|
|
|
|
{
|
|
|
|
obj->initialise = InitialiseTrapDoor;
|
2019-12-20 23:02:35 -03:00
|
|
|
obj->collision = TrapDoorCollision;
|
2019-11-11 16:17:45 +01:00
|
|
|
obj->control = TrapDoorControl;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2019-12-18 15:12:01 +01:00
|
|
|
obj = &Objects[ID_SEARCH_OBJECT1];
|
|
|
|
if (obj->loaded)
|
2019-11-11 16:17:45 +01:00
|
|
|
{
|
2019-12-20 23:02:35 -03:00
|
|
|
obj->initialise = InitialiseSearchObject;
|
|
|
|
obj->collision = SearchObjectCollision;
|
|
|
|
obj->control = SearchObjectControl;
|
2019-12-18 15:12:01 +01:00
|
|
|
}
|
|
|
|
obj = &Objects[ID_SEARCH_OBJECT2];
|
|
|
|
if (obj->loaded)
|
|
|
|
{
|
2019-12-20 23:02:35 -03:00
|
|
|
obj->initialise = InitialiseSearchObject;
|
|
|
|
obj->collision = SearchObjectCollision;
|
|
|
|
obj->control = SearchObjectControl;
|
2019-12-18 15:12:01 +01:00
|
|
|
}
|
|
|
|
obj = &Objects[ID_SEARCH_OBJECT3];
|
|
|
|
if (obj->loaded)
|
|
|
|
{
|
2019-12-20 23:02:35 -03:00
|
|
|
obj->initialise = InitialiseSearchObject;
|
|
|
|
obj->collision = SearchObjectCollision;
|
|
|
|
obj->control = SearchObjectControl;
|
2019-12-18 15:12:01 +01:00
|
|
|
}
|
|
|
|
obj = &Objects[ID_SEARCH_OBJECT4];
|
|
|
|
if (obj->loaded)
|
|
|
|
{
|
2019-12-20 23:02:35 -03:00
|
|
|
obj->initialise = InitialiseSearchObject;
|
|
|
|
obj->collision = SearchObjectCollision;
|
|
|
|
obj->control = SearchObjectControl;
|
2019-11-11 16:17:45 +01:00
|
|
|
}
|
|
|
|
|
|
|
|
obj = &Objects[ID_FLARE_ITEM];
|
|
|
|
if (obj->loaded)
|
|
|
|
{
|
|
|
|
obj->collision = PickupCollision;
|
|
|
|
obj->control = FlareControl;
|
2019-12-01 08:13:19 +01:00
|
|
|
//obj->drawRoutine = draw_f;
|
2019-11-11 16:17:45 +01:00
|
|
|
obj->pivotLength = 256;
|
|
|
|
obj->hitPoints = 256;
|
|
|
|
}
|
|
|
|
|
|
|
|
obj = &Objects[ID_BURNING_TORCH_ITEM];
|
|
|
|
if (obj->loaded)
|
|
|
|
{
|
|
|
|
obj->control = TorchControl;
|
|
|
|
}
|
|
|
|
|
|
|
|
obj = &Objects[ID_TORPEDO];
|
|
|
|
if (obj->loaded)
|
|
|
|
{
|
|
|
|
obj->control = TorpedoControl;
|
|
|
|
}
|
|
|
|
|
|
|
|
{
|
|
|
|
obj = &Objects[ID_PUSHABLE_OBJECT1];
|
|
|
|
if (obj->loaded)
|
2019-12-24 08:51:54 +01:00
|
|
|
{
|
2019-11-11 16:17:45 +01:00
|
|
|
obj->initialise = InitialisePushableBlock;
|
|
|
|
obj->control = PushableBlockControl;
|
|
|
|
obj->collision = PushableBlockCollision;
|
|
|
|
}
|
|
|
|
obj = &Objects[ID_PUSHABLE_OBJECT2];
|
|
|
|
if (obj->loaded)
|
|
|
|
{
|
|
|
|
obj->initialise = InitialisePushableBlock;
|
|
|
|
obj->control = PushableBlockControl;
|
|
|
|
obj->collision = PushableBlockCollision;
|
|
|
|
}
|
|
|
|
obj = &Objects[ID_PUSHABLE_OBJECT3];
|
|
|
|
if (obj->loaded)
|
|
|
|
{
|
|
|
|
obj->initialise = InitialisePushableBlock;
|
|
|
|
obj->control = PushableBlockControl;
|
|
|
|
obj->collision = PushableBlockCollision;
|
|
|
|
}
|
|
|
|
obj = &Objects[ID_PUSHABLE_OBJECT4];
|
|
|
|
if (obj->loaded)
|
|
|
|
{
|
|
|
|
obj->initialise = InitialisePushableBlock;
|
|
|
|
obj->control = PushableBlockControl;
|
|
|
|
obj->collision = PushableBlockCollision;
|
|
|
|
}
|
|
|
|
obj = &Objects[ID_PUSHABLE_OBJECT5];
|
|
|
|
if (obj->loaded)
|
|
|
|
{
|
|
|
|
obj->initialise = InitialisePushableBlock;
|
|
|
|
obj->control = PushableBlockControl;
|
|
|
|
obj->collision = PushableBlockCollision;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
obj = &Objects[ID_TWOBLOCK_PLATFORM];
|
|
|
|
if (obj->loaded)
|
|
|
|
{
|
|
|
|
obj->initialise = InitialiseTwoBlocksPlatform;
|
|
|
|
obj->control = TwoBlocksPlatformControl;
|
|
|
|
obj->floor = TwoBlocksPlatformFloor;
|
|
|
|
obj->ceiling = TwoBlocksPlatformCeiling;
|
|
|
|
}
|
|
|
|
|
|
|
|
obj = &Objects[ID_RAISING_COG];
|
|
|
|
if (obj->loaded)
|
|
|
|
{
|
|
|
|
obj->initialise = InitialiseRaisingCog;
|
|
|
|
obj->control = RaisingCogControl;
|
|
|
|
}
|
|
|
|
|
|
|
|
INIT_KEYHOLE(ID_KEY_HOLE1);
|
|
|
|
INIT_KEYHOLE(ID_KEY_HOLE2);
|
|
|
|
INIT_KEYHOLE(ID_KEY_HOLE3);
|
|
|
|
INIT_KEYHOLE(ID_KEY_HOLE4);
|
|
|
|
INIT_KEYHOLE(ID_KEY_HOLE5);
|
|
|
|
INIT_KEYHOLE(ID_KEY_HOLE6);
|
|
|
|
INIT_KEYHOLE(ID_KEY_HOLE7);
|
|
|
|
INIT_KEYHOLE(ID_KEY_HOLE8);
|
|
|
|
INIT_PUZZLEHOLE(ID_PUZZLE_HOLE1);
|
|
|
|
INIT_PUZZLEHOLE(ID_PUZZLE_HOLE2);
|
|
|
|
INIT_PUZZLEHOLE(ID_PUZZLE_HOLE3);
|
|
|
|
INIT_PUZZLEHOLE(ID_PUZZLE_HOLE4);
|
|
|
|
INIT_PUZZLEHOLE(ID_PUZZLE_HOLE5);
|
|
|
|
INIT_PUZZLEHOLE(ID_PUZZLE_HOLE6);
|
|
|
|
INIT_PUZZLEHOLE(ID_PUZZLE_HOLE7);
|
|
|
|
INIT_PUZZLEHOLE(ID_PUZZLE_HOLE8);
|
|
|
|
INIT_PUZZLEDONE(ID_PUZZLE_DONE1);
|
|
|
|
INIT_PUZZLEDONE(ID_PUZZLE_DONE2);
|
|
|
|
INIT_PUZZLEDONE(ID_PUZZLE_DONE3);
|
|
|
|
INIT_PUZZLEDONE(ID_PUZZLE_DONE4);
|
|
|
|
INIT_PUZZLEDONE(ID_PUZZLE_DONE5);
|
|
|
|
INIT_PUZZLEDONE(ID_PUZZLE_DONE6);
|
|
|
|
INIT_PUZZLEDONE(ID_PUZZLE_DONE7);
|
|
|
|
INIT_PUZZLEDONE(ID_PUZZLE_DONE8);
|
|
|
|
|
|
|
|
INIT_ANIMATING(ID_ANIMATING1);
|
|
|
|
INIT_ANIMATING(ID_ANIMATING2);
|
|
|
|
INIT_ANIMATING(ID_ANIMATING3);
|
|
|
|
INIT_ANIMATING(ID_ANIMATING4);
|
|
|
|
INIT_ANIMATING(ID_ANIMATING5);
|
|
|
|
INIT_ANIMATING(ID_ANIMATING6);
|
|
|
|
INIT_ANIMATING(ID_ANIMATING7);
|
|
|
|
INIT_ANIMATING(ID_ANIMATING8);
|
|
|
|
INIT_ANIMATING(ID_ANIMATING9);
|
|
|
|
INIT_ANIMATING(ID_ANIMATING10);
|
|
|
|
INIT_ANIMATING(ID_ANIMATING11);
|
|
|
|
INIT_ANIMATING(ID_ANIMATING12);
|
|
|
|
INIT_ANIMATING(ID_ANIMATING13);
|
|
|
|
INIT_ANIMATING(ID_ANIMATING14);
|
|
|
|
INIT_ANIMATING(ID_ANIMATING15);
|
|
|
|
INIT_ANIMATING(ID_ANIMATING16);
|
|
|
|
|
|
|
|
obj = &Objects[ID_TIGHT_ROPE];
|
|
|
|
if (obj->loaded)
|
|
|
|
{
|
|
|
|
obj->initialise = InitialiseTightRope;
|
|
|
|
obj->collision = TightRopeCollision;
|
|
|
|
obj->drawRoutine = NULL;
|
|
|
|
}
|
|
|
|
|
|
|
|
obj = &Objects[ID_PARALLEL_BARS];
|
|
|
|
if (obj->loaded)
|
|
|
|
{
|
|
|
|
obj->collision = ParallelBarsCollision;
|
|
|
|
}
|
|
|
|
|
|
|
|
obj = &Objects[ID_STEEL_DOOR];
|
|
|
|
if (obj->loaded)
|
|
|
|
{
|
|
|
|
obj->initialise = InitialiseSteelDoor;
|
|
|
|
obj->collision = SteelDoorCollision;
|
|
|
|
obj->control = SteelDoorControl;
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
v25 = 0;
|
|
|
|
do
|
|
|
|
{
|
2019-12-01 08:13:19 +01:00
|
|
|
v26 = v25 + Objects[ID_SCUBA_HARPOON].mesh_index;
|
|
|
|
v27 = v25 + Objects[ID_BURNING_ROOTS].mesh_index;
|
2019-11-11 16:17:45 +01:00
|
|
|
v25 += 2;
|
|
|
|
meshes[v27 + 1] = meshes[v26];
|
|
|
|
}
|
|
|
|
while ( v25 < 56 );
|
|
|
|
*/
|
|
|
|
|
|
|
|
obj = &Objects[ID_XRAY_CONTROLLER];
|
|
|
|
if (obj->loaded)
|
|
|
|
{
|
|
|
|
obj->initialise = InitialiseXRayMachine;
|
|
|
|
obj->control = ControlXRayMachine;
|
|
|
|
obj->drawRoutine = NULL;
|
|
|
|
}
|
|
|
|
|
|
|
|
// by default loaded, explosion time :D
|
|
|
|
obj = &Objects[ID_BODY_PART];
|
|
|
|
obj->loaded = true;
|
|
|
|
obj->nmeshes = 0;
|
|
|
|
|
|
|
|
obj = &Objects[ID_EARTHQUAKE];
|
|
|
|
if (obj->loaded)
|
|
|
|
{
|
|
|
|
obj->drawRoutine = NULL;
|
|
|
|
}
|
|
|
|
|
|
|
|
obj = &Objects[ID_HIGH_OBJECT2];
|
|
|
|
if (obj->loaded)
|
|
|
|
{
|
|
|
|
obj->drawRoutine = NULL;
|
|
|
|
obj->control = HighObject2Control;
|
|
|
|
}
|
|
|
|
|
|
|
|
obj = &Objects[ID_RAISING_BLOCK1];
|
|
|
|
if (obj->loaded)
|
|
|
|
{
|
|
|
|
obj->initialise = InitialiseRaisingBlock;
|
|
|
|
obj->control = RaisingBlockControl;
|
|
|
|
obj->drawRoutine = DrawScaledSpike;
|
|
|
|
}
|
|
|
|
|
|
|
|
obj = &Objects[ID_SMOKE_EMITTER_BLACK];
|
|
|
|
if (obj->loaded)
|
|
|
|
{
|
|
|
|
obj->initialise = InitialiseSmokeEmitter;
|
|
|
|
obj->control = SmokeEmitterControl;
|
|
|
|
obj->drawRoutine = NULL;
|
|
|
|
}
|
|
|
|
|
|
|
|
obj = &Objects[ID_SMOKE_EMITTER_WHITE];
|
|
|
|
if (obj->loaded)
|
|
|
|
{
|
|
|
|
obj->initialise = InitialiseSmokeEmitter;
|
|
|
|
obj->control = SmokeEmitterControl;
|
|
|
|
obj->drawRoutine = NULL;
|
|
|
|
}
|
|
|
|
|
|
|
|
obj = &Objects[ID_SMOKE_EMITTER];
|
|
|
|
if (obj->loaded)
|
|
|
|
{
|
|
|
|
obj->initialise = InitialiseSmokeEmitter;
|
|
|
|
obj->control = SmokeEmitterControl;
|
|
|
|
obj->drawRoutine = NULL;
|
|
|
|
}
|
|
|
|
|
|
|
|
obj = &Objects[ID_LENS_FLARE];
|
|
|
|
if (obj->loaded)
|
|
|
|
{
|
|
|
|
obj->drawRoutine = DrawLensFlare;
|
|
|
|
}
|
|
|
|
|
|
|
|
obj = &Objects[ID_BUBBLES];
|
|
|
|
if (obj->loaded)
|
|
|
|
{
|
|
|
|
obj->control = ControlEnemyMissile;
|
|
|
|
//obj->drawRoutine = true;
|
|
|
|
obj->nmeshes = 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
obj = &Objects[ID_WATERFALLMIST];
|
|
|
|
if (obj->loaded)
|
|
|
|
{
|
|
|
|
obj->control = ControlWaterfallMist;
|
|
|
|
obj->drawRoutine = NULL;
|
|
|
|
}
|
|
|
|
|
|
|
|
obj = &Objects[ID_WATERFALL1];
|
|
|
|
if (obj->loaded)
|
|
|
|
{
|
|
|
|
obj->control = ControlWaterfall;
|
|
|
|
}
|
|
|
|
|
|
|
|
obj = &Objects[ID_WATERFALL2];
|
|
|
|
if (obj->loaded)
|
|
|
|
{
|
|
|
|
obj->control = ControlWaterfall;
|
|
|
|
}
|
|
|
|
|
|
|
|
obj = &Objects[ID_WATERFALL3];
|
|
|
|
if (obj->loaded)
|
|
|
|
{
|
|
|
|
obj->control = ControlWaterfall;
|
|
|
|
}
|
|
|
|
|
|
|
|
obj = &Objects[ID_WATERFALLSS1];
|
|
|
|
if (obj->loaded)
|
|
|
|
{
|
|
|
|
obj->control = ControlWaterfall;
|
|
|
|
}
|
|
|
|
|
|
|
|
obj = &Objects[ID_WATERFALLSS2];
|
|
|
|
if (obj->loaded)
|
|
|
|
{
|
|
|
|
obj->control = ControlWaterfall;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// TODO: add the flags
|
2019-12-02 14:49:19 +01:00
|
|
|
void TrapObjects()
|
2019-11-11 16:17:45 +01:00
|
|
|
{
|
|
|
|
OBJECT_INFO* obj;
|
|
|
|
|
|
|
|
obj = &Objects[ID_ELECTRICAL_CABLES];
|
|
|
|
if (obj->loaded)
|
|
|
|
{
|
|
|
|
obj->control = ElectricityWiresControl;
|
|
|
|
}
|
|
|
|
|
|
|
|
obj = &Objects[ID_ROME_HAMMER];
|
|
|
|
if (obj->loaded)
|
|
|
|
{
|
|
|
|
obj->initialise = InitialiseRomeHammer;
|
|
|
|
obj->collision = GenericSphereBoxCollision;
|
|
|
|
obj->control = AnimatingControl;
|
|
|
|
}
|
|
|
|
|
|
|
|
obj = &Objects[ID_ZIPLINE_HANDLE];
|
|
|
|
if (obj->loaded)
|
|
|
|
{
|
|
|
|
obj->initialise = InitialiseDeathSlide;
|
|
|
|
obj->collision = DeathSlideCollision;
|
|
|
|
obj->control = DeathSlideControl;
|
|
|
|
}
|
|
|
|
|
|
|
|
obj = &Objects[ID_ROLLINGBALL];
|
|
|
|
if (obj->loaded)
|
|
|
|
{
|
|
|
|
obj->collision = RollingBallCollision;
|
|
|
|
obj->control = RollingBallControl;
|
|
|
|
}
|
|
|
|
|
|
|
|
obj = &Objects[ID_KILL_ALL_TRIGGERS];
|
|
|
|
if (obj->loaded)
|
|
|
|
{
|
|
|
|
obj->control = KillAllTriggersControl;
|
|
|
|
obj->drawRoutine = NULL;
|
|
|
|
obj->hitPoints = 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
obj = &Objects[ID_FALLING_CEILING];
|
|
|
|
if (obj->loaded)
|
|
|
|
{
|
|
|
|
obj->collision = FallingCeilingCollision;
|
|
|
|
obj->control = FallingCeilingControl;
|
|
|
|
}
|
|
|
|
|
|
|
|
obj = &Objects[ID_FALLING_BLOCK];
|
|
|
|
if (obj->loaded)
|
|
|
|
{
|
|
|
|
obj->initialise = InitialiseFallingBlock;
|
|
|
|
obj->collision = FallingBlockCollision;
|
|
|
|
obj->control = FallingBlockControl;
|
|
|
|
obj->floor = FallingBlockFloor;
|
|
|
|
obj->ceiling = FallingBlockCeiling;
|
|
|
|
}
|
|
|
|
|
|
|
|
obj = &Objects[ID_FALLING_BLOCK2];
|
|
|
|
if (obj->loaded)
|
|
|
|
{
|
|
|
|
obj->initialise = InitialiseFallingBlock;
|
|
|
|
obj->collision = FallingBlockCollision;
|
|
|
|
obj->control = FallingBlockControl;
|
|
|
|
obj->floor = FallingBlockFloor;
|
|
|
|
obj->ceiling = FallingBlockCeiling;
|
|
|
|
}
|
|
|
|
|
|
|
|
obj = &Objects[ID_DARTS];
|
|
|
|
if (obj->loaded)
|
|
|
|
{
|
|
|
|
obj->shadowSize = UNIT_SHADOW / 2;
|
|
|
|
obj->drawRoutine = DrawDart;
|
|
|
|
obj->collision = ObjectCollision;
|
|
|
|
obj->control = DartControl;
|
|
|
|
}
|
|
|
|
|
|
|
|
obj = &Objects[ID_DART_EMITTER];
|
|
|
|
if (obj->loaded)
|
|
|
|
{
|
|
|
|
obj->control = DartEmitterControl;
|
|
|
|
obj->drawRoutine = NULL;
|
|
|
|
}
|
|
|
|
|
|
|
|
obj = &Objects[ID_HOMING_DART_EMITTER];
|
|
|
|
if (obj->loaded)
|
|
|
|
{
|
|
|
|
obj->control = DartEmitterControl;
|
|
|
|
obj->drawRoutine = NULL;
|
|
|
|
}
|
|
|
|
|
|
|
|
obj = &Objects[ID_FLAME];
|
|
|
|
if (obj->loaded)
|
|
|
|
{
|
|
|
|
obj->control = FlameControl;
|
|
|
|
obj->drawRoutine = NULL;
|
|
|
|
}
|
|
|
|
|
|
|
|
obj = &Objects[ID_FLAME_EMITTER];
|
|
|
|
if (obj->loaded)
|
|
|
|
{
|
|
|
|
obj->initialise = InitialiseFlameEmitter;
|
|
|
|
obj->collision = FlameEmitterCollision;
|
|
|
|
obj->control = FlameEmitterControl;
|
|
|
|
obj->drawRoutine = NULL;
|
|
|
|
}
|
|
|
|
|
|
|
|
obj = &Objects[ID_FLAME_EMITTER2];
|
|
|
|
if (obj->loaded)
|
|
|
|
{
|
|
|
|
obj->initialise = InitialiseFlameEmitter2;
|
|
|
|
obj->collision = FlameEmitterCollision;
|
|
|
|
obj->control = FlameEmitter2Control;
|
|
|
|
obj->drawRoutine = NULL;
|
|
|
|
}
|
|
|
|
|
|
|
|
obj = &Objects[ID_FLAME_EMITTER3];
|
|
|
|
if (obj->loaded)
|
|
|
|
{
|
|
|
|
obj->control = FlameEmitter3Control;
|
|
|
|
obj->drawRoutine = NULL;
|
|
|
|
}
|
|
|
|
|
|
|
|
obj = &Objects[ID_GEN_SLOT1];
|
|
|
|
if (obj->loaded)
|
|
|
|
{
|
|
|
|
obj->control = GenSlot1Control;
|
|
|
|
}
|
|
|
|
|
|
|
|
obj = &Objects[ID_GEN_SLOT2];
|
|
|
|
if (obj->loaded)
|
|
|
|
{
|
|
|
|
obj->initialise = InitialiseGenSlot2;
|
|
|
|
obj->control = GenSlot2Control;
|
|
|
|
obj->drawRoutine = DrawGenSlot2;
|
|
|
|
}
|
|
|
|
|
|
|
|
obj = &Objects[ID_GEN_SLOT3];
|
|
|
|
if (obj->loaded)
|
|
|
|
{
|
|
|
|
obj->initialise = InitialiseGenSlot3;
|
|
|
|
obj->collision = HybridCollision;
|
|
|
|
obj->control = AnimatingControl;
|
|
|
|
}
|
|
|
|
|
|
|
|
obj = &Objects[ID_GEN_SLOT4];
|
|
|
|
if (obj->loaded)
|
|
|
|
{
|
|
|
|
obj->initialise = InitialiseGenSlot4;
|
|
|
|
obj->control = GenSlot4Control;
|
|
|
|
}
|
|
|
|
|
|
|
|
obj = &Objects[ID_HIGH_OBJECT1];
|
|
|
|
if (obj->loaded)
|
|
|
|
{
|
|
|
|
obj->initialise = InitialiseHighObject1;
|
|
|
|
obj->control = HighObject1Control;
|
|
|
|
obj->collision = ObjectCollision;
|
|
|
|
}
|
|
|
|
|
|
|
|
obj = &Objects[ID_PORTAL];
|
|
|
|
if (obj->loaded)
|
|
|
|
{
|
|
|
|
obj->initialise = InitialisePortal;
|
|
|
|
//obj->control = PortalControl; // TODO: found the control procedure !
|
|
|
|
obj->drawRoutine = NULL; // go to nullsub_44() !
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
obj = &Objects[ID_TRIGGER_TRIGGERER];
|
|
|
|
if (obj->loaded)
|
|
|
|
{
|
|
|
|
obj->control = ControlTriggerTriggerer;
|
|
|
|
obj->drawRoutine = NULL;
|
|
|
|
}
|
|
|
|
*/
|
|
|
|
|
|
|
|
InitialiseRopeTrap();
|
|
|
|
|
|
|
|
obj = &Objects[ID_ROPE];
|
|
|
|
if (obj->loaded)
|
|
|
|
{
|
|
|
|
obj->initialise = InitialiseRope;
|
|
|
|
obj->control = RopeControl;
|
|
|
|
obj->collision = RopeCollision;
|
|
|
|
obj->drawRoutine = NULL;
|
|
|
|
}
|
|
|
|
|
|
|
|
obj = &Objects[ID_POLEROPE];
|
|
|
|
if (obj->loaded)
|
|
|
|
{
|
|
|
|
obj->collision = PoleCollision;
|
|
|
|
}
|
|
|
|
|
|
|
|
obj = &Objects[ID_WRECKING_BALL];
|
|
|
|
if (obj->loaded)
|
|
|
|
{
|
|
|
|
obj->initialise = InitialiseWreckingBall;
|
|
|
|
obj->collision = WreckingBallCollision;
|
|
|
|
obj->control = WreckingBallControl;
|
|
|
|
obj->drawRoutineExtra = DrawWreckingBall;
|
|
|
|
}
|
|
|
|
|
|
|
|
obj = &Objects[ID_PROPELLER_H];
|
|
|
|
if (obj->loaded)
|
|
|
|
{
|
|
|
|
obj->initialise = InitialiseVentilator;
|
|
|
|
obj->control = VentilatorControl;
|
|
|
|
}
|
|
|
|
|
|
|
|
obj = &Objects[ID_PROPELLER_V];
|
|
|
|
if (obj->loaded)
|
|
|
|
{
|
|
|
|
obj->initialise = InitialiseVentilator;
|
|
|
|
obj->control = VentilatorControl;
|
|
|
|
}
|
|
|
|
|
|
|
|
obj = &Objects[ID_TEETH_SPIKES];
|
|
|
|
if (obj->loaded)
|
|
|
|
{
|
|
|
|
obj->initialise = InitialiseTeethSpike;
|
|
|
|
obj->control = TeethSpikeControl;
|
|
|
|
obj->drawRoutine = DrawScaledSpike;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2019-12-04 13:20:21 +01:00
|
|
|
void InitialiseSpecialEffects()
|
|
|
|
{
|
|
|
|
int i;
|
|
|
|
SPARKS* sptr;
|
|
|
|
|
|
|
|
memset(&Sparks, 0, MAX_SPARKS * sizeof(SPARKS));
|
|
|
|
memset(&FireSparks, 0, MAX_SPARKS_FIRE * sizeof(FIRE_SPARKS));
|
|
|
|
memset(&SmokeSparks, 0, MAX_SPARKS_SMOKE * sizeof(SMOKE_SPARKS));
|
2019-12-22 00:20:10 +01:00
|
|
|
memset(&Gunshells, 0, MAX_GUNSHELL * sizeof(GUNSHELL_STRUCT));
|
2019-12-26 19:19:20 +01:00
|
|
|
memset(&GunFlashes, 0, (MAX_GUNFLASH * sizeof(GUNFLASH_STRUCT)));
|
2019-12-04 13:20:21 +01:00
|
|
|
memset(&Debris, 0, MAX_DEBRIS * sizeof(DEBRIS_STRUCT));
|
|
|
|
memset(&Blood, 0, MAX_SPARKS_BLOOD * sizeof(BLOOD_STRUCT));
|
|
|
|
memset(&Splashes, 0, MAX_SPLASH * sizeof(SPLASH_STRUCT));
|
|
|
|
memset(&Ripples, 0, MAX_RIPPLES * sizeof(RIPPLE_STRUCT));
|
|
|
|
memset(&Bubbles, 0, MAX_BUBBLES * sizeof(BUBBLE_STRUCT));
|
|
|
|
memset(&Drips, 0, MAX_DRIPS * sizeof(DRIP_STRUCT));
|
|
|
|
memset(&ShockWaves, 0, MAX_SHOCKWAVE * sizeof(SHOCKWAVE_STRUCT));
|
|
|
|
|
|
|
|
sptr = &Sparks[0];
|
|
|
|
for (i = 0; i < MAX_SPARKS; i++)
|
|
|
|
{
|
|
|
|
sptr->on = false;
|
|
|
|
sptr->dynamic = -1;
|
|
|
|
sptr++;
|
|
|
|
}
|
|
|
|
|
|
|
|
NextFireSpark = 1;
|
|
|
|
NextSmokeSpark = 0;
|
|
|
|
NextGunShell = 0;
|
|
|
|
NextBubble = 0;
|
|
|
|
NextDrip = 0;
|
|
|
|
NextDebris = 0;
|
|
|
|
NextBlood = 0;
|
|
|
|
NextItem = NO_ITEM;
|
|
|
|
}
|
|
|
|
|
2019-12-02 14:49:19 +01:00
|
|
|
void PickupObjects()
|
2019-11-11 16:17:45 +01:00
|
|
|
{
|
|
|
|
OBJECT_INFO* obj;
|
|
|
|
|
|
|
|
INIT_PICKUP(ID_PUZZLE_ITEM1);
|
|
|
|
INIT_PICKUP(ID_PUZZLE_ITEM2);
|
|
|
|
INIT_PICKUP(ID_PUZZLE_ITEM3);
|
|
|
|
INIT_PICKUP(ID_PUZZLE_ITEM4);
|
|
|
|
INIT_PICKUP(ID_PUZZLE_ITEM5);
|
|
|
|
INIT_PICKUP(ID_PUZZLE_ITEM6);
|
|
|
|
INIT_PICKUP(ID_PUZZLE_ITEM7);
|
|
|
|
INIT_PICKUP(ID_PUZZLE_ITEM8);
|
|
|
|
INIT_PICKUP(ID_PUZZLE_ITEM1_COMBO1);
|
|
|
|
INIT_PICKUP(ID_PUZZLE_ITEM1_COMBO2);
|
|
|
|
INIT_PICKUP(ID_PUZZLE_ITEM2_COMBO1);
|
|
|
|
INIT_PICKUP(ID_PUZZLE_ITEM2_COMBO2);
|
|
|
|
INIT_PICKUP(ID_PUZZLE_ITEM3_COMBO1);
|
|
|
|
INIT_PICKUP(ID_PUZZLE_ITEM3_COMBO2);
|
|
|
|
INIT_PICKUP(ID_PUZZLE_ITEM4_COMBO1);
|
|
|
|
INIT_PICKUP(ID_PUZZLE_ITEM4_COMBO2);
|
|
|
|
INIT_PICKUP(ID_PUZZLE_ITEM5_COMBO1);
|
|
|
|
INIT_PICKUP(ID_PUZZLE_ITEM5_COMBO2);
|
|
|
|
INIT_PICKUP(ID_PUZZLE_ITEM6_COMBO1);
|
|
|
|
INIT_PICKUP(ID_PUZZLE_ITEM6_COMBO2);
|
|
|
|
INIT_PICKUP(ID_PUZZLE_ITEM7_COMBO1);
|
|
|
|
INIT_PICKUP(ID_PUZZLE_ITEM7_COMBO2);
|
|
|
|
INIT_PICKUP(ID_PUZZLE_ITEM8_COMBO1);
|
|
|
|
INIT_PICKUP(ID_PUZZLE_ITEM8_COMBO2);
|
2019-11-12 12:28:54 +01:00
|
|
|
INIT_PICKUP(ID_KEY_ITEM1);
|
|
|
|
INIT_PICKUP(ID_KEY_ITEM2);
|
|
|
|
INIT_PICKUP(ID_KEY_ITEM3);
|
|
|
|
INIT_PICKUP(ID_KEY_ITEM4);
|
|
|
|
INIT_PICKUP(ID_KEY_ITEM5);
|
|
|
|
INIT_PICKUP(ID_KEY_ITEM6);
|
|
|
|
INIT_PICKUP(ID_KEY_ITEM7);
|
|
|
|
INIT_PICKUP(ID_KEY_ITEM8);
|
2019-11-11 16:17:45 +01:00
|
|
|
INIT_PICKUP(ID_KEY_ITEM1_COMBO1);
|
|
|
|
INIT_PICKUP(ID_KEY_ITEM1_COMBO2);
|
|
|
|
INIT_PICKUP(ID_KEY_ITEM2_COMBO1);
|
|
|
|
INIT_PICKUP(ID_KEY_ITEM2_COMBO2);
|
|
|
|
INIT_PICKUP(ID_KEY_ITEM3_COMBO1);
|
|
|
|
INIT_PICKUP(ID_KEY_ITEM3_COMBO2);
|
|
|
|
INIT_PICKUP(ID_KEY_ITEM4_COMBO1);
|
|
|
|
INIT_PICKUP(ID_KEY_ITEM4_COMBO2);
|
|
|
|
INIT_PICKUP(ID_KEY_ITEM5_COMBO1);
|
|
|
|
INIT_PICKUP(ID_KEY_ITEM5_COMBO2);
|
|
|
|
INIT_PICKUP(ID_KEY_ITEM6_COMBO1);
|
|
|
|
INIT_PICKUP(ID_KEY_ITEM6_COMBO2);
|
|
|
|
INIT_PICKUP(ID_KEY_ITEM7_COMBO1);
|
|
|
|
INIT_PICKUP(ID_KEY_ITEM7_COMBO2);
|
|
|
|
INIT_PICKUP(ID_KEY_ITEM8_COMBO1);
|
|
|
|
INIT_PICKUP(ID_KEY_ITEM8_COMBO2);
|
|
|
|
INIT_PICKUP(ID_PICKUP_ITEM1);
|
|
|
|
INIT_PICKUP(ID_PICKUP_ITEM2);
|
|
|
|
INIT_PICKUP(ID_PICKUP_ITEM3);
|
|
|
|
INIT_PICKUP(ID_PICKUP_ITEM4);
|
|
|
|
INIT_PICKUP(ID_PICKUP_ITEM1_COMBO1);
|
|
|
|
INIT_PICKUP(ID_PICKUP_ITEM1_COMBO2);
|
|
|
|
INIT_PICKUP(ID_PICKUP_ITEM2_COMBO1);
|
|
|
|
INIT_PICKUP(ID_PICKUP_ITEM2_COMBO2);
|
|
|
|
INIT_PICKUP(ID_PICKUP_ITEM3_COMBO1);
|
|
|
|
INIT_PICKUP(ID_PICKUP_ITEM3_COMBO2);
|
|
|
|
INIT_PICKUP(ID_PICKUP_ITEM4_COMBO1);
|
|
|
|
INIT_PICKUP(ID_PICKUP_ITEM4_COMBO2);
|
|
|
|
INIT_PICKUP(ID_EXAMINE1);
|
|
|
|
INIT_PICKUP(ID_EXAMINE2);
|
|
|
|
INIT_PICKUP(ID_EXAMINE3);
|
|
|
|
INIT_PICKUP(ID_GAME_PIECE1);
|
|
|
|
INIT_PICKUP(ID_GAME_PIECE2);
|
|
|
|
INIT_PICKUP(ID_GAME_PIECE3);
|
|
|
|
INIT_PICKUP(ID_HAMMER_ITEM);
|
|
|
|
INIT_PICKUP(ID_CROWBAR_ITEM);
|
|
|
|
INIT_PICKUP(ID_BURNING_TORCH_ITEM);
|
|
|
|
INIT_PICKUP(ID_PISTOLS_ITEM);
|
|
|
|
INIT_PICKUP(ID_PISTOLS_AMMO_ITEM);
|
|
|
|
INIT_PICKUP(ID_UZI_ITEM);
|
|
|
|
INIT_PICKUP(ID_UZI_AMMO_ITEM);
|
|
|
|
INIT_PICKUP(ID_SHOTGUN_ITEM);
|
|
|
|
INIT_PICKUP(ID_SHOTGUN_AMMO1_ITEM);
|
|
|
|
INIT_PICKUP(ID_SHOTGUN_AMMO2_ITEM);
|
|
|
|
INIT_PICKUP(ID_CROSSBOW_ITEM);
|
|
|
|
INIT_PICKUP(ID_CROSSBOW_AMMO1_ITEM);
|
|
|
|
INIT_PICKUP(ID_CROSSBOW_AMMO2_ITEM);
|
|
|
|
INIT_PICKUP(ID_HK_ITEM);
|
|
|
|
INIT_PICKUP(ID_HK_AMMO_ITEM);
|
|
|
|
INIT_PICKUP(ID_REVOLVER_ITEM);
|
|
|
|
INIT_PICKUP(ID_REVOLVER_AMMO_ITEM);
|
|
|
|
INIT_PICKUP(ID_BIGMEDI_ITEM);
|
|
|
|
INIT_PICKUP(ID_SMALLMEDI_ITEM);
|
|
|
|
INIT_PICKUP(ID_LASERSIGHT_ITEM);
|
|
|
|
INIT_PICKUP(ID_BINOCULARS_ITEM);
|
|
|
|
INIT_PICKUP(ID_SILENCER_ITEM);
|
|
|
|
INIT_PICKUP(ID_FLARE_INV_ITEM);
|
|
|
|
}
|
|
|
|
|
2019-12-02 14:49:19 +01:00
|
|
|
void CustomObjects()
|
2019-11-11 16:17:45 +01:00
|
|
|
{
|
2019-12-04 16:12:53 +01:00
|
|
|
OBJECT_INFO* obj;
|
|
|
|
|
2019-11-14 14:09:43 +01:00
|
|
|
obj = &Objects[ID_GOON_SILENCER1];
|
|
|
|
if (obj->loaded)
|
|
|
|
{
|
|
|
|
obj->initialise = InitialiseCreature;
|
|
|
|
obj->collision = CreatureCollision;
|
|
|
|
obj->control = SilencerControl;
|
2019-11-22 13:25:13 +01:00
|
|
|
obj->shadowSize = UNIT_SHADOW / 2;
|
2019-11-14 14:09:43 +01:00
|
|
|
obj->hitPoints = 25;
|
|
|
|
obj->biteOffset = 0;
|
|
|
|
obj->radius = 102;
|
|
|
|
obj->pivotLength = 50;
|
|
|
|
obj->intelligent = true;
|
|
|
|
obj->saveAnim = true;
|
|
|
|
obj->saveFlags = true;
|
|
|
|
obj->saveHitpoints = true;
|
|
|
|
obj->savePosition = true;
|
|
|
|
Bones[obj->boneIndex + 0] |= (ROT_X | ROT_Y);
|
|
|
|
Bones[obj->boneIndex + 1 * 4] |= (ROT_X | ROT_Y);
|
|
|
|
}
|
2019-11-11 16:17:45 +01:00
|
|
|
|
2019-11-14 14:09:43 +01:00
|
|
|
obj = &Objects[ID_GOON_SILENCER2];
|
|
|
|
if (obj->loaded)
|
|
|
|
{
|
|
|
|
if (Objects[ID_GOON_SILENCER1].loaded)
|
|
|
|
{
|
|
|
|
obj->animIndex = Objects[ID_GOON_SILENCER1].animIndex;
|
|
|
|
obj->frameBase = Objects[ID_GOON_SILENCER1].frameBase;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
MessageBox(NULL, "ID_GOON_SILENCER1 not found !", NULL, MB_OK);
|
|
|
|
}
|
|
|
|
|
|
|
|
obj->initialise = InitialiseCreature;
|
|
|
|
obj->collision = CreatureCollision;
|
|
|
|
obj->control = SilencerControl;
|
2019-11-22 13:25:13 +01:00
|
|
|
obj->shadowSize = UNIT_SHADOW / 2;
|
2019-11-14 14:09:43 +01:00
|
|
|
obj->hitPoints = 25;
|
|
|
|
obj->biteOffset = 0;
|
|
|
|
obj->radius = 102;
|
|
|
|
obj->pivotLength = 50;
|
|
|
|
obj->intelligent = true;
|
|
|
|
obj->saveAnim = true;
|
|
|
|
obj->saveFlags = true;
|
|
|
|
obj->saveHitpoints = true;
|
|
|
|
obj->savePosition = true;
|
|
|
|
Bones[obj->boneIndex + 0] |= (ROT_X | ROT_Y);
|
|
|
|
Bones[obj->boneIndex + 1 * 4] |= (ROT_X | ROT_Y);
|
|
|
|
}
|
|
|
|
|
|
|
|
obj = &Objects[ID_GOON_SILENCER3];
|
|
|
|
if (obj->loaded)
|
|
|
|
{
|
|
|
|
if (Objects[ID_GOON_SILENCER1].loaded)
|
|
|
|
{
|
|
|
|
obj->animIndex = Objects[ID_GOON_SILENCER1].animIndex;
|
|
|
|
obj->frameBase = Objects[ID_GOON_SILENCER1].frameBase;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
MessageBox(NULL, "ID_GOON_SILENCER1 not found !", NULL, MB_OK);
|
|
|
|
}
|
|
|
|
|
|
|
|
obj->initialise = InitialiseCreature;
|
|
|
|
obj->collision = CreatureCollision;
|
|
|
|
obj->control = SilencerControl;
|
2019-11-22 13:25:13 +01:00
|
|
|
obj->shadowSize = UNIT_SHADOW / 2;
|
2019-11-14 14:09:43 +01:00
|
|
|
obj->hitPoints = 25;
|
|
|
|
obj->biteOffset = 0;
|
|
|
|
obj->radius = 102;
|
|
|
|
obj->pivotLength = 50;
|
|
|
|
obj->intelligent = true;
|
|
|
|
obj->saveAnim = true;
|
|
|
|
obj->saveFlags = true;
|
|
|
|
obj->saveHitpoints = true;
|
|
|
|
obj->savePosition = true;
|
|
|
|
Bones[obj->boneIndex + 0] |= (ROT_X | ROT_Y);
|
|
|
|
Bones[obj->boneIndex + 1 * 4] |= (ROT_X | ROT_Y);
|
|
|
|
}
|
2019-11-21 13:14:03 +01:00
|
|
|
|
|
|
|
obj = &Objects[ID_WORKER_SHOTGUN];
|
|
|
|
if (obj->loaded)
|
|
|
|
{
|
|
|
|
obj->biteOffset = 0;
|
|
|
|
obj->initialise = InitialiseWorkerShotgun;
|
|
|
|
obj->collision = CreatureCollision;
|
|
|
|
obj->control = WorkerShotgunControl;
|
2019-11-22 13:25:13 +01:00
|
|
|
obj->shadowSize = UNIT_SHADOW / 2;
|
2019-11-21 13:14:03 +01:00
|
|
|
obj->hitPoints = 25;
|
|
|
|
obj->pivotLength = 50;
|
|
|
|
obj->radius = 102;
|
|
|
|
obj->intelligent = true;
|
|
|
|
obj->saveAnim = true;
|
|
|
|
obj->saveFlags = true;
|
|
|
|
obj->saveHitpoints = true;
|
|
|
|
obj->savePosition = true;
|
|
|
|
//Bones[obj->boneIndex + 5*4] |= (ROT_X | ROT_Y);
|
|
|
|
//Bones[obj->boneIndex + 14*4] |= (ROT_X | ROT_Y);
|
|
|
|
// TODO: get the correct torso and head bones value and assign ROT_X and ROT_Y to it !
|
|
|
|
}
|
|
|
|
|
|
|
|
obj = &Objects[ID_WORKER_MACHINEGUN];
|
|
|
|
if (obj->loaded)
|
|
|
|
{
|
|
|
|
obj->initialise = InitialiseWorkerMachineGun;
|
|
|
|
obj->collision = CreatureCollision;
|
|
|
|
obj->control = WorkerMachineGunControl;
|
2019-11-22 13:25:13 +01:00
|
|
|
obj->shadowSize = UNIT_SHADOW / 2;
|
2019-11-21 13:14:03 +01:00
|
|
|
obj->hitPoints = 20;
|
|
|
|
obj->pivotLength = 50;
|
|
|
|
obj->radius = 102;
|
|
|
|
obj->intelligent = true;
|
|
|
|
obj->saveAnim = true;
|
|
|
|
obj->saveFlags = true;
|
|
|
|
obj->saveHitpoints = true;
|
|
|
|
obj->savePosition = true;
|
|
|
|
//Bones[obj->boneIndex + 5*4] |= (ROT_X | ROT_Y);
|
|
|
|
//Bones[obj->boneIndex + 14*4] |= (ROT_X | ROT_Y);
|
|
|
|
// TODO: get the correct torso and head bones value and assign ROT_X and ROT_Y to it !
|
|
|
|
}
|
2019-11-22 13:25:13 +01:00
|
|
|
|
|
|
|
obj = &Objects[ID_SMALL_SPIDER];
|
|
|
|
if (obj->loaded)
|
|
|
|
{
|
|
|
|
obj->initialise = InitialiseCreature;
|
|
|
|
obj->collision = CreatureCollision;
|
|
|
|
obj->control = SmallSpiderControl;
|
|
|
|
obj->shadowSize = UNIT_SHADOW / 2;
|
|
|
|
obj->hitPoints = 5;
|
|
|
|
obj->pivotLength = 0;
|
|
|
|
obj->radius = 102;
|
|
|
|
obj->intelligent = true;
|
|
|
|
obj->saveAnim = true;
|
|
|
|
obj->saveFlags = true;
|
|
|
|
obj->saveHitpoints = true;
|
|
|
|
obj->savePosition = true;
|
|
|
|
}
|
|
|
|
|
|
|
|
obj = &Objects[ID_BIG_SPIDER];
|
|
|
|
if (obj->loaded)
|
|
|
|
{
|
|
|
|
obj->initialise = InitialiseCreature;
|
|
|
|
obj->collision = CreatureCollision;
|
|
|
|
obj->control = BigSpiderControl;
|
|
|
|
obj->shadowSize = UNIT_SHADOW / 2;
|
|
|
|
obj->hitPoints = 40;
|
|
|
|
obj->pivotLength = 0;
|
|
|
|
obj->radius = 102;
|
|
|
|
obj->intelligent = true;
|
|
|
|
obj->saveAnim = true;
|
|
|
|
obj->saveFlags = true;
|
|
|
|
obj->saveHitpoints = true;
|
|
|
|
obj->savePosition = true;
|
|
|
|
}
|
2019-11-22 14:09:44 +01:00
|
|
|
|
|
|
|
obj = &Objects[ID_WORKER_DUAL_REVOLVER];
|
|
|
|
if (obj->loaded)
|
|
|
|
{
|
|
|
|
obj->initialise = InitialiseCreature;
|
|
|
|
obj->collision = CreatureCollision;
|
|
|
|
obj->control = WorkerDualGunControl;
|
|
|
|
obj->shadowSize = UNIT_SHADOW / 2;
|
|
|
|
obj->hitPoints = 150;
|
|
|
|
obj->pivotLength = 0;
|
|
|
|
obj->radius = 102;
|
|
|
|
obj->intelligent = true;
|
|
|
|
obj->saveAnim = true;
|
|
|
|
obj->saveFlags = true;
|
|
|
|
obj->saveHitpoints = true;
|
|
|
|
obj->savePosition = true;
|
|
|
|
Bones[obj->boneIndex + 11*4] |= (ROT_X|ROT_Y);
|
|
|
|
Bones[obj->boneIndex + 0*4] |= (ROT_X|ROT_Y);
|
|
|
|
}
|
2019-11-23 14:49:00 +01:00
|
|
|
|
|
|
|
obj = &Objects[ID_TONYBOSS];
|
|
|
|
if (obj->loaded)
|
|
|
|
{
|
|
|
|
obj->initialise = InitialiseTony;
|
|
|
|
obj->collision = CreatureCollision;
|
|
|
|
obj->control = TonyControl;
|
|
|
|
obj->drawRoutine = DrawTony;
|
|
|
|
obj->shadowSize = UNIT_SHADOW / 2;
|
|
|
|
obj->hitPoints = 100;
|
|
|
|
obj->pivotLength = 50;
|
|
|
|
obj->radius = 102;
|
|
|
|
obj->intelligent = true;
|
|
|
|
obj->saveAnim = true;
|
|
|
|
obj->saveFlags = true;
|
|
|
|
obj->saveHitpoints = true;
|
|
|
|
obj->savePosition = true;
|
|
|
|
Bones[obj->boneIndex + 6 * 4] |= ROT_Y;
|
|
|
|
Bones[obj->boneIndex + 6 * 4] |= ROT_X;
|
|
|
|
Bones[obj->boneIndex + 13 * 4] |= ROT_Y;
|
|
|
|
}
|
|
|
|
|
|
|
|
obj = &Objects[ID_BIRDMONSTER];
|
|
|
|
if (obj->loaded)
|
|
|
|
{
|
|
|
|
obj->initialise = InitialiseCreature;
|
|
|
|
obj->collision = CreatureCollision;
|
|
|
|
obj->control = BirdMonsterControl;
|
|
|
|
obj->shadowSize = UNIT_SHADOW / 2;
|
|
|
|
obj->hitPoints = 200;
|
|
|
|
obj->pivotLength = 0;
|
|
|
|
obj->radius = 341;
|
|
|
|
obj->intelligent = true;
|
|
|
|
obj->saveAnim = true;
|
|
|
|
obj->saveFlags = true;
|
|
|
|
obj->saveHitpoints = true;
|
|
|
|
obj->savePosition = true;
|
|
|
|
Bones[obj->boneIndex + 14 * 4] |= (ROT_X | ROT_Y);
|
|
|
|
}
|
|
|
|
|
|
|
|
obj = &Objects[ID_WORKER_FLAMETHROWER];
|
|
|
|
if (obj->loaded)
|
|
|
|
{
|
|
|
|
obj->initialise = InitialiseWorkerFlamethrower;
|
|
|
|
obj->collision = CreatureCollision;
|
|
|
|
obj->control = WorkerFlamethrower;
|
|
|
|
obj->shadowSize = UNIT_SHADOW / 2;
|
|
|
|
obj->hitPoints = 20;
|
|
|
|
obj->pivotLength = 0;
|
|
|
|
obj->radius = 102;
|
|
|
|
obj->intelligent = true;
|
|
|
|
obj->saveAnim = true;
|
|
|
|
obj->saveFlags = true;
|
|
|
|
obj->saveHitpoints = true;
|
|
|
|
obj->savePosition = true;
|
|
|
|
Bones[obj->boneIndex + 4 * 4] |= (ROT_X | ROT_Y);
|
|
|
|
Bones[obj->boneIndex + 14 * 4] |= (ROT_X | ROT_Y);
|
|
|
|
}
|
|
|
|
|
|
|
|
obj = &Objects[ID_KNIFETHROWER];
|
|
|
|
if (obj->loaded)
|
|
|
|
{
|
|
|
|
obj->initialise = InitialiseCreature;
|
|
|
|
obj->collision = CreatureCollision;
|
|
|
|
obj->control = KnifethrowerControl;
|
|
|
|
obj->shadowSize = UNIT_SHADOW / 2;
|
|
|
|
obj->hitPoints = 60;
|
|
|
|
obj->pivotLength = 50;
|
|
|
|
obj->radius = 102;
|
|
|
|
obj->intelligent = true;
|
|
|
|
obj->saveAnim = true;
|
|
|
|
obj->saveFlags = true;
|
|
|
|
obj->saveHitpoints = true;
|
|
|
|
obj->savePosition = true;
|
|
|
|
//Bones[obj->boneIndex + 8 * 4] |= (ROT_X | ROT_Y);
|
|
|
|
//Bones[obj->boneIndex + 0 * 4] |= (ROT_X | ROT_Y);
|
|
|
|
// TODO: find the correct for bones (knifethrower).
|
|
|
|
}
|
|
|
|
|
|
|
|
obj = &Objects[ID_KNIFETHROWER_KNIFE];
|
|
|
|
if (obj->loaded)
|
|
|
|
{
|
|
|
|
obj->control = KnifeControl;
|
|
|
|
}
|
2019-11-24 17:01:13 +01:00
|
|
|
|
|
|
|
obj = &Objects[ID_MERCENARY_UZI];
|
|
|
|
if (obj->loaded)
|
|
|
|
{
|
|
|
|
obj->initialise = InitialiseCreature;
|
|
|
|
obj->collision = CreatureCollision;
|
|
|
|
obj->control = MercenaryUziControl;
|
|
|
|
obj->shadowSize = UNIT_SHADOW / 2;
|
|
|
|
obj->hitPoints = 45;
|
|
|
|
obj->pivotLength = 0;
|
|
|
|
obj->radius = 102;
|
|
|
|
obj->intelligent = true;
|
|
|
|
obj->saveAnim = true;
|
|
|
|
obj->saveFlags = true;
|
|
|
|
obj->saveHitpoints = true;
|
|
|
|
obj->savePosition = true;
|
|
|
|
Bones[obj->boneIndex + 6 * 4] |= (ROT_X | ROT_Y);
|
|
|
|
Bones[obj->boneIndex + 8 * 4] |= (ROT_X | ROT_Y);
|
|
|
|
}
|
|
|
|
|
2019-12-04 16:12:53 +01:00
|
|
|
obj = &Objects[ID_MERCENARY_AUTOPISTOLS1];
|
|
|
|
if (obj->loaded)
|
|
|
|
{
|
|
|
|
obj->initialise = InitialiseCreature;
|
|
|
|
obj->collision = CreatureCollision;
|
|
|
|
obj->control = MercenaryAutoPistolControl;
|
|
|
|
obj->shadowSize = UNIT_SHADOW / 2;
|
|
|
|
obj->hitPoints = 50;
|
|
|
|
obj->pivotLength = 0;
|
|
|
|
obj->radius = 102;
|
|
|
|
obj->intelligent = true;
|
|
|
|
obj->saveAnim = true;
|
|
|
|
obj->saveFlags = true;
|
|
|
|
obj->saveHitpoints = true;
|
|
|
|
obj->savePosition = true;
|
|
|
|
Bones[obj->boneIndex + 6 * 4] |= (ROT_X | ROT_Y);
|
|
|
|
Bones[obj->boneIndex + 8 * 4] |= (ROT_X | ROT_Y);
|
|
|
|
}
|
|
|
|
|
|
|
|
obj = &Objects[ID_MERCENARY_AUTOPISTOLS2];
|
2019-11-24 17:01:13 +01:00
|
|
|
if (obj->loaded)
|
|
|
|
{
|
2019-12-04 16:12:53 +01:00
|
|
|
if (Objects[ID_MERCENARY_AUTOPISTOLS1].loaded)
|
|
|
|
{
|
|
|
|
obj->animIndex = Objects[ID_MERCENARY_AUTOPISTOLS1].animIndex;
|
|
|
|
obj->frameBase = Objects[ID_MERCENARY_AUTOPISTOLS1].frameBase;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
MessageBox(NULL, "ID_MERCENARY_AUTOPISTOLS1 not found !", NULL, MB_OK);
|
|
|
|
}
|
|
|
|
|
2019-11-24 17:01:13 +01:00
|
|
|
obj->initialise = InitialiseCreature;
|
|
|
|
obj->collision = CreatureCollision;
|
|
|
|
obj->control = MercenaryAutoPistolControl;
|
|
|
|
obj->shadowSize = UNIT_SHADOW / 2;
|
|
|
|
obj->hitPoints = 50;
|
|
|
|
obj->pivotLength = 0;
|
|
|
|
obj->radius = 102;
|
|
|
|
obj->intelligent = true;
|
|
|
|
obj->saveAnim = true;
|
|
|
|
obj->saveFlags = true;
|
|
|
|
obj->saveHitpoints = true;
|
|
|
|
obj->savePosition = true;
|
|
|
|
Bones[obj->boneIndex + 6 * 4] |= (ROT_X | ROT_Y);
|
|
|
|
Bones[obj->boneIndex + 8 * 4] |= (ROT_X | ROT_Y);
|
|
|
|
}
|
|
|
|
|
2019-12-04 16:12:53 +01:00
|
|
|
obj = &Objects[ID_MONK1];
|
2019-11-24 17:01:13 +01:00
|
|
|
if (obj->loaded)
|
|
|
|
{
|
|
|
|
obj->initialise = InitialiseCreature;
|
|
|
|
obj->collision = CreatureCollision;
|
|
|
|
obj->control = MonkControl;
|
|
|
|
obj->shadowSize = UNIT_SHADOW / 2;
|
|
|
|
obj->hitPoints = 50;
|
|
|
|
obj->pivotLength = 0;
|
|
|
|
obj->radius = 204;
|
|
|
|
obj->intelligent = true;
|
|
|
|
obj->saveAnim = true;
|
|
|
|
obj->saveFlags = true;
|
|
|
|
obj->saveHitpoints = true;
|
|
|
|
obj->savePosition = true;
|
|
|
|
Bones[obj->boneIndex + 6 * 4] |= (ROT_X | ROT_Y);
|
|
|
|
}
|
|
|
|
|
2019-12-04 16:12:53 +01:00
|
|
|
obj = &Objects[ID_MONK2];
|
2019-11-24 17:01:13 +01:00
|
|
|
if (obj->loaded)
|
|
|
|
{
|
|
|
|
obj->initialise = InitialiseCreature;
|
|
|
|
obj->collision = CreatureCollision;
|
|
|
|
obj->control = MonkControl;
|
|
|
|
obj->shadowSize = UNIT_SHADOW / 2;
|
|
|
|
obj->hitPoints = 50;
|
|
|
|
obj->pivotLength = 0;
|
|
|
|
obj->radius = 204;
|
|
|
|
obj->intelligent = true;
|
|
|
|
obj->saveAnim = true;
|
|
|
|
obj->saveFlags = true;
|
|
|
|
obj->saveHitpoints = true;
|
|
|
|
obj->savePosition = true;
|
|
|
|
Bones[obj->boneIndex + 6 * 4] |= (ROT_X | ROT_Y);
|
|
|
|
}
|
2019-11-25 13:18:24 +01:00
|
|
|
|
|
|
|
obj = &Objects[ID_SWORD_GUARDIAN];
|
|
|
|
if (obj->loaded)
|
|
|
|
{
|
|
|
|
obj->initialise = InitialiseSwordGuardian;
|
|
|
|
obj->collision = CreatureCollision;
|
|
|
|
obj->control = SwordGuardianControl;
|
2019-12-04 16:12:53 +01:00
|
|
|
obj->drawRoutine = DrawStatue;
|
2019-11-25 13:18:24 +01:00
|
|
|
obj->shadowSize = UNIT_SHADOW / 2;
|
|
|
|
obj->hitPoints = 80;
|
|
|
|
obj->pivotLength = 0;
|
|
|
|
obj->radius = 204;
|
|
|
|
obj->intelligent = true;
|
|
|
|
obj->saveAnim = true;
|
|
|
|
obj->saveFlags = true;
|
|
|
|
obj->saveHitpoints = true;
|
|
|
|
obj->savePosition = true;
|
|
|
|
Bones[obj->boneIndex + 6 * 4] |= (ROT_X | ROT_Y);
|
|
|
|
Bones[obj->boneIndex + 16 * 4] |= (ROT_X | ROT_Y);
|
|
|
|
// TODO: bones value is not correct (shiva) !
|
|
|
|
// need the correct one.
|
|
|
|
}
|
|
|
|
|
|
|
|
obj = &Objects[ID_SHIVA];
|
|
|
|
if (obj->loaded)
|
|
|
|
{
|
|
|
|
obj->initialise = InitialiseShiva;
|
|
|
|
obj->collision = CreatureCollision;
|
|
|
|
obj->control = ShivaControl;
|
2019-12-04 16:12:53 +01:00
|
|
|
obj->drawRoutine = DrawStatue;
|
2019-11-25 13:18:24 +01:00
|
|
|
obj->shadowSize = UNIT_SHADOW / 2;
|
|
|
|
obj->hitPoints = 100;
|
|
|
|
obj->pivotLength = 0;
|
|
|
|
obj->radius = 256;
|
|
|
|
obj->intelligent = true;
|
|
|
|
obj->saveAnim = true;
|
|
|
|
obj->saveFlags = true;
|
|
|
|
obj->saveHitpoints = true;
|
|
|
|
obj->savePosition = true;
|
|
|
|
Bones[obj->boneIndex + 6 * 4] |= (ROT_X | ROT_Y);
|
|
|
|
Bones[obj->boneIndex + 25 * 4] |= (ROT_X | ROT_Y);
|
|
|
|
}
|
|
|
|
|
|
|
|
obj = &Objects[ID_SPEAR_GUARDIAN];
|
|
|
|
if (obj->loaded)
|
|
|
|
{
|
|
|
|
obj->initialise = InitialiseSpearGuardian;
|
|
|
|
obj->collision = CreatureCollision;
|
|
|
|
obj->control = SpearGuardianControl;
|
2019-12-04 16:12:53 +01:00
|
|
|
obj->drawRoutine = DrawStatue;
|
2019-11-25 13:18:24 +01:00
|
|
|
obj->shadowSize = UNIT_SHADOW / 2;
|
|
|
|
obj->hitPoints = 100;
|
|
|
|
obj->pivotLength = 0;
|
|
|
|
obj->radius = 204;
|
|
|
|
obj->intelligent = true;
|
|
|
|
obj->saveAnim = true;
|
|
|
|
obj->saveFlags = true;
|
|
|
|
obj->saveHitpoints = true;
|
|
|
|
obj->savePosition = true;
|
|
|
|
//Bones[obj->boneIndex + 6 * 4] |= (ROT_X | ROT_Y);
|
|
|
|
//Bones[obj->boneIndex + 12 * 4] |= (ROT_X | ROT_Y);
|
|
|
|
// TODO: get the correct id for bones ! (spear)
|
|
|
|
}
|
2019-11-26 15:55:37 +01:00
|
|
|
|
|
|
|
obj = &Objects[ID_DRAGON_FRONT];
|
|
|
|
if (obj->loaded)
|
|
|
|
{
|
|
|
|
if (!Objects[ID_DRAGON_BACK].loaded)
|
2019-12-04 16:12:53 +01:00
|
|
|
printf("FATAL: ID_DRAGON_BACK need ID_DRAGON_BACK !");
|
2019-11-26 15:55:37 +01:00
|
|
|
|
|
|
|
obj->collision = DragonCollision;
|
|
|
|
obj->control = DragonControl;
|
|
|
|
obj->hitPoints = 300;
|
|
|
|
obj->pivotLength = 300;
|
|
|
|
obj->radius = 256;
|
|
|
|
obj->intelligent = true;
|
|
|
|
obj->saveAnim = true;
|
|
|
|
obj->saveFlags = true;
|
|
|
|
obj->saveHitpoints = true;
|
|
|
|
obj->savePosition = true;
|
|
|
|
Bones[obj->boneIndex + 10 * 4] |= ROT_Z;
|
|
|
|
}
|
|
|
|
|
|
|
|
obj = &Objects[ID_DRAGON_BACK];
|
|
|
|
if (obj->loaded)
|
|
|
|
{
|
2019-12-04 16:12:53 +01:00
|
|
|
if (!Objects[ID_MARCO_BARTOLI].loaded)
|
|
|
|
printf("FATAL: ID_DRAGON_BACK need ID_MARCO_BARTOLI !");
|
|
|
|
|
2019-11-26 15:55:37 +01:00
|
|
|
obj->collision = DragonCollision;
|
|
|
|
obj->control = DragonControl;
|
|
|
|
obj->radius = 256;
|
|
|
|
obj->saveAnim = true;
|
|
|
|
obj->saveFlags = true;
|
|
|
|
obj->savePosition = true;
|
|
|
|
}
|
|
|
|
|
|
|
|
obj = &Objects[ID_MARCO_BARTOLI];
|
|
|
|
if (obj->loaded)
|
|
|
|
{
|
|
|
|
obj->initialise = InitialiseBartoli;
|
|
|
|
obj->control = BartoliControl;
|
|
|
|
obj->saveAnim = true;
|
|
|
|
obj->saveFlags = true;
|
|
|
|
}
|
|
|
|
|
|
|
|
obj = &Objects[ID_SNOWMOBILE_GUN];
|
|
|
|
if (obj->loaded)
|
|
|
|
{
|
|
|
|
obj->collision = SkidManCollision;
|
|
|
|
obj->drawRoutine = DrawSkidoo;
|
|
|
|
obj->shadowSize = UNIT_SHADOW / 2;
|
|
|
|
obj->hitPoints = 100;
|
|
|
|
obj->pivotLength = 0;
|
|
|
|
obj->radius = 256;
|
|
|
|
obj->intelligent = true;
|
|
|
|
obj->saveAnim = true;
|
|
|
|
obj->saveFlags = true;
|
|
|
|
obj->saveHitpoints = true;
|
|
|
|
obj->savePosition = true;
|
|
|
|
}
|
|
|
|
|
|
|
|
obj = &Objects[ID_SNOWMOBILE_DRIVER];
|
|
|
|
if (obj->loaded)
|
|
|
|
{
|
|
|
|
obj->initialise = InitialiseSkidman;
|
|
|
|
obj->control = SkidManControl;
|
|
|
|
obj->hitPoints = 1;
|
|
|
|
obj->saveAnim = true;
|
|
|
|
obj->saveFlags = true;
|
|
|
|
obj->savePosition = true;
|
|
|
|
}
|
2019-12-02 14:49:19 +01:00
|
|
|
|
|
|
|
obj = &Objects[ID_MINECART];
|
|
|
|
if (obj->loaded)
|
|
|
|
{
|
|
|
|
obj->initialise = InitialiseMineCart;
|
|
|
|
obj->collision = MineCartCollision;
|
|
|
|
obj->saveAnim = true;
|
|
|
|
obj->saveFlags = true;
|
|
|
|
obj->savePosition = true;
|
|
|
|
}
|
|
|
|
|
|
|
|
obj = &Objects[ID_SOPHIA_LEE];
|
|
|
|
if (obj->loaded)
|
|
|
|
{
|
|
|
|
obj->initialise = InitialiseLondonBoss;
|
|
|
|
obj->collision = CreatureCollision;
|
|
|
|
obj->control = LondonBossControl;
|
|
|
|
obj->drawRoutine = S_DrawLondonBoss;
|
|
|
|
obj->shadowSize = 0;
|
|
|
|
obj->pivotLength = 50;
|
|
|
|
obj->hitPoints = 300;
|
|
|
|
obj->radius = 102;
|
|
|
|
obj->intelligent = true;
|
|
|
|
obj->saveAnim = true;
|
|
|
|
obj->saveFlags = true;
|
|
|
|
obj->savePosition = true;
|
|
|
|
obj->saveHitpoints = true;
|
|
|
|
Bones[obj->boneIndex + 6 * 4] |= ROT_Y;
|
|
|
|
Bones[obj->boneIndex + 6 * 4] |= ROT_X;
|
|
|
|
Bones[obj->boneIndex + 13 * 4] |= ROT_Y;
|
|
|
|
}
|
2019-12-04 16:12:53 +01:00
|
|
|
|
2019-12-06 15:26:18 +01:00
|
|
|
obj = &Objects[ID_NATLA];
|
|
|
|
if (obj->loaded)
|
|
|
|
{
|
|
|
|
obj->initialise = InitialiseCreature;
|
|
|
|
obj->collision = CreatureCollision;
|
|
|
|
obj->control = NatlaControl;
|
|
|
|
obj->shadowSize = UNIT_SHADOW / 2;
|
|
|
|
obj->hitPoints = 400;
|
|
|
|
obj->radius = 204;
|
|
|
|
obj->intelligent = true;
|
|
|
|
obj->saveAnim = true;
|
|
|
|
obj->saveFlags = true;
|
|
|
|
obj->savePosition = true;
|
|
|
|
obj->saveHitpoints = true;
|
|
|
|
Bones[obj->boneIndex + 2 * 4] |= (ROT_Z|ROT_X);
|
|
|
|
}
|
|
|
|
|
|
|
|
obj = &Objects[ID_EVIL_NATLA];
|
|
|
|
if (obj->loaded)
|
|
|
|
{
|
|
|
|
obj->initialise = InitialiseCreature;
|
|
|
|
obj->collision = CreatureCollision;
|
|
|
|
obj->control = NatlaEvilControl;
|
|
|
|
obj->shadowSize = UNIT_SHADOW / 2;
|
|
|
|
obj->hitPoints = 500;
|
|
|
|
obj->radius = 341;
|
|
|
|
obj->intelligent = true;
|
|
|
|
obj->saveAnim = true;
|
|
|
|
obj->saveFlags = true;
|
|
|
|
obj->savePosition = true;
|
|
|
|
obj->saveHitpoints = true;
|
|
|
|
Bones[obj->boneIndex + 1 * 4] |= ROT_Y;
|
|
|
|
}
|
|
|
|
|
|
|
|
obj = &Objects[ID_EVIL_LARA];
|
|
|
|
if (obj->loaded)
|
|
|
|
{
|
|
|
|
// use lara animation.
|
|
|
|
if (Objects[ID_LARA].loaded)
|
|
|
|
{
|
|
|
|
obj->animIndex = Objects[ID_LARA].animIndex;
|
|
|
|
obj->frameBase = Objects[ID_LARA].frameBase;
|
|
|
|
}
|
2019-12-04 16:12:53 +01:00
|
|
|
|
2019-12-06 15:26:18 +01:00
|
|
|
obj->initialise = InitialiseEvilLara;
|
|
|
|
obj->collision = CreatureCollision;
|
|
|
|
obj->control = LaraEvilControl;
|
|
|
|
//obj->drawRoutine = DrawEvilLara;
|
|
|
|
obj->shadowSize = UNIT_SHADOW / 2;
|
|
|
|
obj->hitPoints = 1000;
|
|
|
|
obj->radius = 102;
|
|
|
|
//obj->intelligent = true;
|
|
|
|
obj->saveFlags = true;
|
|
|
|
obj->savePosition = true;
|
|
|
|
obj->saveHitpoints = true;
|
|
|
|
}
|
|
|
|
|
|
|
|
obj = &Objects[ID_TR1_RAPTOR];
|
|
|
|
if (obj->loaded)
|
|
|
|
{
|
|
|
|
obj->initialise = InitialiseCreature;
|
|
|
|
obj->control = Tr1RaptorControl;
|
|
|
|
obj->collision = CreatureCollision;
|
|
|
|
obj->shadowSize = UNIT_SHADOW / 2;
|
|
|
|
obj->hitPoints = 20;
|
|
|
|
obj->pivotLength = 400;
|
|
|
|
obj->radius = 341;
|
|
|
|
obj->intelligent = true;
|
|
|
|
obj->savePosition = true;
|
|
|
|
obj->saveHitpoints = true;
|
|
|
|
obj->saveAnim = true;
|
|
|
|
obj->saveFlags = true;
|
|
|
|
Bones[obj->boneIndex + 21 * 4] |= ROT_Y;
|
|
|
|
}
|
|
|
|
|
|
|
|
obj = &Objects[ID_TR1_LARSON];
|
|
|
|
if (obj->loaded)
|
|
|
|
{
|
|
|
|
obj->initialise = InitialiseCreature;
|
|
|
|
obj->control = Tr1LarsonControl;
|
|
|
|
obj->collision = CreatureCollision;
|
|
|
|
obj->shadowSize = UNIT_SHADOW / 2;
|
|
|
|
obj->hitPoints = 50;
|
|
|
|
obj->radius = 104;
|
|
|
|
obj->intelligent = true;
|
|
|
|
obj->savePosition = true;
|
|
|
|
obj->saveFlags = true;
|
|
|
|
obj->saveAnim = true;
|
|
|
|
obj->saveHitpoints = true;
|
|
|
|
Bones[obj->boneIndex + 6 * 4] |= ROT_Y;
|
|
|
|
}
|
|
|
|
|
|
|
|
obj = &Objects[ID_TR1_PIERRE];
|
|
|
|
if (obj->loaded)
|
|
|
|
{
|
|
|
|
obj->initialise = InitialiseCreature;
|
|
|
|
obj->control = Tr1LarsonControl;
|
|
|
|
obj->collision = CreatureCollision;
|
|
|
|
obj->shadowSize = UNIT_SHADOW / 2;
|
|
|
|
obj->hitPoints = 70;
|
|
|
|
obj->radius = 104;
|
|
|
|
obj->intelligent = true;
|
|
|
|
obj->savePosition = true;
|
|
|
|
obj->saveFlags = true;
|
|
|
|
obj->saveAnim = true;
|
|
|
|
obj->saveHitpoints = true;
|
|
|
|
Bones[obj->boneIndex + 6 * 4] |= ROT_Y;
|
|
|
|
}
|
2019-11-11 16:17:45 +01:00
|
|
|
}
|
|
|
|
|
2019-12-02 14:49:19 +01:00
|
|
|
void InitialiseObjects()
|
2019-11-11 16:17:45 +01:00
|
|
|
{
|
|
|
|
OBJECT_INFO* obj;
|
|
|
|
|
2019-12-02 09:11:21 +01:00
|
|
|
for (int i = 0; i < ID_NUMBER_OBJECTS; i++)
|
2019-11-11 16:17:45 +01:00
|
|
|
{
|
|
|
|
obj = &Objects[i];
|
2019-12-13 13:52:47 +01:00
|
|
|
obj->initialise = NULL;
|
|
|
|
obj->collision = NULL;
|
|
|
|
obj->control = NULL;
|
2019-11-11 16:17:45 +01:00
|
|
|
obj->floor = NULL;
|
|
|
|
obj->ceiling = NULL;
|
2019-12-13 13:52:47 +01:00
|
|
|
obj->drawRoutine = DrawAnimatingItem;
|
|
|
|
obj->drawRoutineExtra = NULL;
|
2019-11-11 16:17:45 +01:00
|
|
|
obj->pivotLength = 0;
|
2019-11-25 13:18:24 +01:00
|
|
|
obj->radius = DEFAULT_RADIUS;
|
2019-12-13 19:00:59 +01:00
|
|
|
obj->shadowSize = NO_SHADOW;
|
2019-11-11 16:17:45 +01:00
|
|
|
obj->hitPoints = -16384;
|
2019-12-13 19:00:59 +01:00
|
|
|
obj->hitEffect = HIT_NONE;
|
|
|
|
obj->explodableMeshbits = NULL;
|
2019-11-11 16:17:45 +01:00
|
|
|
obj->intelligent = false;
|
|
|
|
obj->waterCreature = false;
|
|
|
|
obj->saveMesh = false;
|
|
|
|
obj->saveAnim = false;
|
|
|
|
obj->saveFlags = false;
|
|
|
|
obj->saveHitpoints = false;
|
|
|
|
obj->savePosition = false;
|
2019-12-13 13:52:47 +01:00
|
|
|
obj->nonLot = true;
|
|
|
|
obj->usingDrawAnimatingItem = true;
|
|
|
|
obj->semiTransparent = false;
|
|
|
|
obj->undead = false;
|
2019-12-13 19:00:59 +01:00
|
|
|
obj->zoneType = ZONE_NULL;
|
2019-12-02 09:11:21 +01:00
|
|
|
obj->frameBase += (short)Frames;
|
2018-08-19 09:46:58 +02:00
|
|
|
}
|
|
|
|
|
|
|
|
// Standard TR5 objects
|
|
|
|
BaddyObjects();
|
|
|
|
ObjectObjects();
|
|
|
|
TrapObjects();
|
2019-11-11 16:17:45 +01:00
|
|
|
PickupObjects();
|
2019-12-04 13:20:21 +01:00
|
|
|
|
2018-08-19 09:46:58 +02:00
|
|
|
// New objects imported from old TRs
|
|
|
|
NewObjects();
|
|
|
|
|
|
|
|
// User defined objects
|
|
|
|
CustomObjects();
|
|
|
|
|
2019-12-31 07:10:57 +01:00
|
|
|
// HACK: until we don't decompile everything, this simple hack allows us to use legacy stuff correctly
|
|
|
|
for (int i = 0; i <= ID_HAIR; i++)
|
|
|
|
{
|
|
|
|
memcpy(&LegacyObjects[i], &Objects[i], sizeof(OBJECT_INFO));
|
|
|
|
}
|
|
|
|
|
2019-12-04 13:20:21 +01:00
|
|
|
InitialiseHair();
|
2018-08-19 09:46:58 +02:00
|
|
|
InitialiseSpecialEffects();
|
|
|
|
|
2019-11-15 07:40:22 +01:00
|
|
|
NumRPickups = 0;
|
2018-08-19 09:46:58 +02:00
|
|
|
|
2019-11-09 09:55:56 +01:00
|
|
|
CurrentSequence = 0;
|
|
|
|
SequenceResults[0][1][2] = 0;
|
|
|
|
SequenceResults[0][2][1] = 1;
|
|
|
|
SequenceResults[1][0][2] = 2;
|
|
|
|
SequenceResults[1][2][0] = 3;
|
|
|
|
SequenceResults[2][0][1] = 4;
|
|
|
|
SequenceResults[2][1][0] = 5;
|
|
|
|
SequenceUsed[0] = 0;
|
|
|
|
SequenceUsed[1] = 0;
|
|
|
|
SequenceUsed[2] = 0;
|
|
|
|
SequenceUsed[3] = 0;
|
|
|
|
SequenceUsed[4] = 0;
|
|
|
|
SequenceUsed[5] = 0;
|
2018-08-19 09:46:58 +02:00
|
|
|
|
|
|
|
if (Objects[ID_BATS].loaded)
|
2018-11-08 23:05:25 +01:00
|
|
|
Bats = (BAT_STRUCT*)GameMalloc(NUM_BATS * sizeof(BAT_STRUCT));
|
2018-08-19 09:46:58 +02:00
|
|
|
|
|
|
|
if (Objects[ID_SPIDER].loaded)
|
2018-11-08 23:05:25 +01:00
|
|
|
Spiders = (SPIDER_STRUCT*)GameMalloc(NUM_SPIDERS * sizeof(SPIDER_STRUCT));
|
2018-08-19 09:46:58 +02:00
|
|
|
|
|
|
|
if (Objects[ID_RATS].loaded)
|
2018-11-08 23:05:25 +01:00
|
|
|
Rats = (RAT_STRUCT*)GameMalloc(NUM_RATS * sizeof(RAT_STRUCT));
|
2018-08-19 09:46:58 +02:00
|
|
|
}
|
|
|
|
|
|
|
|
void Inject_Setup()
|
|
|
|
{
|
|
|
|
INJECT(0x00473600, InitialiseObjects);
|
2019-11-11 16:17:45 +01:00
|
|
|
INJECT(0x004737C0, BaddyObjects);
|
|
|
|
INJECT(0x00476360, ObjectObjects);
|
|
|
|
INJECT(0x00475D40, TrapObjects);
|
2018-08-19 09:46:58 +02:00
|
|
|
}
|