2021-06-28 18:23:26 +01:00
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#include "framework.h"
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#include "GameScriptItemInfo.h"
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#include "items.h"
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#include "objectslist.h"
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#include "level.h"
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#include "GameScriptPosition.h"
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#include "GameScriptRotation.h"
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void GameScriptItemInfo::Register(sol::state * state)
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{
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state->new_usertype<GameScriptItemInfo>("ItemInfo",
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"new", sol::overload(&GameScriptItemInfo::Create, &GameScriptItemInfo::CreateEmpty),
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"Init", &GameScriptItemInfo::Init,
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"GetPos", &GameScriptItemInfo::GetPos,
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"GetRot", &GameScriptItemInfo::GetRot,
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"GetCurrentAnim", &GameScriptItemInfo::GetCurrentAnim,
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"GetRequiredAnim", &GameScriptItemInfo::GetRequiredAnim,
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"GetHP", &GameScriptItemInfo::GetHP,
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"GetOCB", &GameScriptItemInfo::GetOCB,
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"GetItemFlags", &GameScriptItemInfo::GetItemFlags,
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"GetAIBits", &GameScriptItemInfo::GetAIBits,
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"GetStatus", &GameScriptItemInfo::GetStatus,
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"GetHitStatus", &GameScriptItemInfo::GetHitStatus,
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"GetActive", &GameScriptItemInfo::GetActive,
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"SetPos", &GameScriptItemInfo::SetPos,
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"SetRot", &GameScriptItemInfo::SetRot,
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"SetCurrentAnim", &GameScriptItemInfo::SetCurrentAnim,
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"SetRequiredAnim", &GameScriptItemInfo::SetRequiredAnim,
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"SetHP", &GameScriptItemInfo::SetHP,
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"SetOCB", &GameScriptItemInfo::SetOCB,
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"SetItemFlags", &GameScriptItemInfo::SetItemFlags,
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"SetAIBits", &GameScriptItemInfo::SetAIBits,
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"SetStatus", &GameScriptItemInfo::SetStatus,
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"SetHitStatus", &GameScriptItemInfo::SetHitStatus,
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"SetActive", &GameScriptItemInfo::SetActive);
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}
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std::unique_ptr<GameScriptItemInfo> GameScriptItemInfo::CreateEmpty()
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{
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short num = CreateItem();
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ITEM_INFO * item = &g_Level.Items[num];
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item->objectNumber = ID_SMALLMEDI_ITEM;
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return std::make_unique<GameScriptItemInfo>(num);
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}
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std::unique_ptr<GameScriptItemInfo> GameScriptItemInfo::Create(
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GameScriptPosition pos,
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GameScriptRotation rot,
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short currentAnim,
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short requiredAnim,
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short hp,
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short ocb,
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sol::as_table_t<std::array<short, 8>> itemFlags,
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byte aiBits,
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short status,
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bool active,
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bool hitStatus
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)
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{
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short num = CreateItem();
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ITEM_INFO * item = &g_Level.Items[num];
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item->pos = PHD_3DPOS(
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pos.GetX(),
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pos.GetY(),
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pos.GetZ(),
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rot.GetX(),
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rot.GetY(),
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rot.GetZ()
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);
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//make it a big medipack by default for now
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item->objectNumber = ID_BIGMEDI_ITEM;
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InitialiseItem(num);
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item->currentAnimState = currentAnim;
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item->requiredAnimState = requiredAnim;
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memcpy(item->itemFlags, itemFlags.value().data(), sizeof(item->itemFlags));
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item->hitPoints = hp;
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item->triggerFlags = ocb;
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item->aiBits = aiBits;
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item->status = status;
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item->active = active;
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item->hitStatus = hitStatus;
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return std::make_unique<GameScriptItemInfo>(num);
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}
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void GameScriptItemInfo::Init()
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{
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InitialiseItem(m_num);
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}
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GameScriptPosition GameScriptItemInfo::GetPos() const
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{
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ITEM_INFO * item = &g_Level.Items[m_num];
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return GameScriptPosition( item->pos.xPos,
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item->pos.yPos,
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item->pos.zPos);
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}
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GameScriptRotation GameScriptItemInfo::GetRot() const
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{
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ITEM_INFO * item = &g_Level.Items[m_num];
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return GameScriptRotation( item->pos.xRot,
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item->pos.yRot,
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item->pos.zRot);
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}
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short GameScriptItemInfo::GetHP() const
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{
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ITEM_INFO* item = &g_Level.Items[m_num];
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return(item->hitPoints);
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}
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short GameScriptItemInfo::GetOCB() const
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{
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ITEM_INFO* item = &g_Level.Items[m_num];
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return item->triggerFlags;
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}
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byte GameScriptItemInfo::GetAIBits() const
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{
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ITEM_INFO* item = &g_Level.Items[m_num];
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return item->aiBits;
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}
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sol::as_table_t<std::array<short, 8>> GameScriptItemInfo::GetItemFlags() const
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{
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ITEM_INFO* item = &g_Level.Items[m_num];
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std::array<short, 8> ret;
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memcpy(ret.data(), item->itemFlags, sizeof(item->itemFlags));
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return ret;
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}
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short GameScriptItemInfo::GetCurrentAnim() const
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{
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ITEM_INFO* item = &g_Level.Items[m_num];
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return item->currentAnimState;
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}
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short GameScriptItemInfo::GetRequiredAnim() const
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{
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ITEM_INFO* item = &g_Level.Items[m_num];
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return item->requiredAnimState;
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}
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short GameScriptItemInfo::GetStatus() const
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{
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ITEM_INFO* item = &g_Level.Items[m_num];
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return item->status;
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}
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bool GameScriptItemInfo::GetHitStatus() const
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{
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ITEM_INFO* item = &g_Level.Items[m_num];
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return item->hitStatus;
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}
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bool GameScriptItemInfo::GetActive() const
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{
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ITEM_INFO* item = &g_Level.Items[m_num];
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return item->active;
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}
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void GameScriptItemInfo::SetPos(GameScriptPosition const& pos)
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{
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ITEM_INFO * item = &g_Level.Items[m_num];
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item->pos.xPos = pos.x;
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item->pos.yPos = pos.y;
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item->pos.zPos = pos.z;
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}
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void GameScriptItemInfo::SetRot(GameScriptRotation const& rot)
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{
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ITEM_INFO * item = &g_Level.Items[m_num];
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item->pos.xRot = rot.GetX();
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item->pos.yRot = rot.GetY();
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item->pos.zRot = rot.GetZ();
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}
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void GameScriptItemInfo::SetHP(short hp)
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{
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ITEM_INFO* item = &g_Level.Items[m_num];
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item->hitPoints = hp;
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}
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void GameScriptItemInfo::SetOCB(short ocb)
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{
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ITEM_INFO* item = &g_Level.Items[m_num];
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item->triggerFlags = ocb;
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}
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void GameScriptItemInfo::SetAIBits(byte bits)
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{
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ITEM_INFO* item = &g_Level.Items[m_num];
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item->aiBits = bits;
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}
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void GameScriptItemInfo::SetItemFlags(sol::as_table_t<std::array<short, 8>> const& arr)
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{
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ITEM_INFO* item = &g_Level.Items[m_num];
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memcpy(item->itemFlags, arr.value().data(), sizeof(item->itemFlags));
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}
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void GameScriptItemInfo::SetCurrentAnim(short anim)
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{
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ITEM_INFO* item = &g_Level.Items[m_num];
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item->currentAnimState = anim;
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}
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void GameScriptItemInfo::SetRequiredAnim(short anim)
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{
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ITEM_INFO* item = &g_Level.Items[m_num];
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item->requiredAnimState = anim;
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}
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void GameScriptItemInfo::SetStatus(short status)
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{
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ITEM_INFO* item = &g_Level.Items[m_num];
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item->status = status;
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}
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void GameScriptItemInfo::SetHitStatus(bool hitStatus)
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{
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ITEM_INFO* item = &g_Level.Items[m_num];
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item->hitStatus = hitStatus;
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}
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void GameScriptItemInfo::SetActive(bool active)
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{
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ITEM_INFO* item = &g_Level.Items[m_num];
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item->active = active;
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}
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GameScriptItemInfo::GameScriptItemInfo(short num) : m_num{ num } {};
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// todo.. how to check if item is killed outside of script?
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GameScriptItemInfo::~GameScriptItemInfo() {
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KillItem(m_num);
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}
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