2020-01-05 07:52:30 +01:00
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#include "../newobjects.h"
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#include "../oldobjects.h"
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#include "../../Game/lara.h"
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#include "../../Game/draw.h"
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#include "../../Global/global.h"
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#include "../../Game/items.h"
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#include "../../Game/collide.h"
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#include "../../Game/effects.h"
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#include "../../Game/laramisc.h"
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#include "../../Game/Box.h"
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2020-01-06 07:38:54 +01:00
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#include "../../Game/sphere.h"
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#include "../../Game/effect2.h"
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2020-01-05 07:52:30 +01:00
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void InitialiseRaisingBlock(short itemNumber)
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{
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ITEM_INFO* item = &Items[itemNumber];
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short roomNumber = item->roomNumber;
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FLOOR_INFO* floor = GetFloor(item->pos.xPos, item->pos.yPos, item->pos.zPos, &roomNumber);
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short boxIndex = floor->box;
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Boxes[boxIndex].overlapIndex &= ~BLOCKED;
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if (item->triggerFlags < 0)
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{
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item->aiBits |= (GUARD | FOLLOW | AMBUSH | PATROL1 | MODIFY);
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AddActiveItem(itemNumber);
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item->status = ITEM_ACTIVE;
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}
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}
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void ControlRaisingBlock(short itemNumber)
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{
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ITEM_INFO* item = &Items[itemNumber];
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if (TriggerActive(item))
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{
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if (!item->itemFlags[2])
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{
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if (item->objectNumber == ID_RAISING_BLOCK1)
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{
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if (item->triggerFlags == -1)
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{
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AlterFloorHeight(item, -255);
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}
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else if (item->triggerFlags == -3)
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{
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AlterFloorHeight(item, -1023);
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}
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else
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{
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AlterFloorHeight(item, -1024);
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}
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}
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else
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{
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AlterFloorHeight(item, -2048);
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}
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item->itemFlags[2] = 1;
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}
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if (item->triggerFlags < 0)
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{
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item->itemFlags[1] = 1;
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}
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else if (item->itemFlags[1] < 4096)
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{
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SoundEffect(SFX_BLK_PLAT_RAISE_LOW, &item->pos, 0);
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item->itemFlags[1] += 64;
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if (item->triggerFlags > 0)
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{
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if (abs(item->pos.xPos - Camera.pos.x) < 10240 &&
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abs(item->pos.xPos - Camera.pos.x) < 10240 &&
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abs(item->pos.xPos - Camera.pos.x) < 10240)
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{
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if (item->itemFlags[1] == 64 || item->itemFlags[1] == 4096)
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Camera.bounce = -32;
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else
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Camera.bounce = -16;
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}
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}
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}
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}
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else if (item->itemFlags[1] <= 0 || item->triggerFlags < 0)
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{
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if (item->itemFlags[2])
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{
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item->itemFlags[1] = 0;
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if (item->objectNumber == ID_RAISING_BLOCK1)
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{
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if (item->triggerFlags == -1)
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{
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AlterFloorHeight(item, 255);
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item->itemFlags[2] = 0;
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}
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else if (item->triggerFlags == -3)
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{
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AlterFloorHeight(item, 1023);
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item->itemFlags[2] = 0;
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}
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else
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{
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AlterFloorHeight(item, 1024);
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}
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}
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else
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{
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AlterFloorHeight(item, 2048);
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}
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item->itemFlags[2] = 0;
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}
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}
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else
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{
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SoundEffect(SFX_BLK_PLAT_RAISE_LOW, &item->pos, 0);
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if (item->triggerFlags >= 0)
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{
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if (abs(item->pos.xPos - Camera.pos.x) < 10240 &&
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abs(item->pos.xPos - Camera.pos.x) < 10240 &&
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abs(item->pos.xPos - Camera.pos.x) < 10240)
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{
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if (item->itemFlags[1] == 64 || item->itemFlags[1] == 4096)
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Camera.bounce = -32;
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else
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Camera.bounce = -16;
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}
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}
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item->itemFlags[1] -= 64;
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}
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2020-01-06 07:38:54 +01:00
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}
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void PulseLightControl(short itemNumber)
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{
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ITEM_INFO* item = &Items[itemNumber];
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if (TriggerActive(item))
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{
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item->itemFlags[0] -= 1024;
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long pulse = 256 * SIN(item->itemFlags[0] + 4 * (item->pos.yPos & 0x3FFF)) >> W2V_SHIFT;
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pulse = (HIDWORD(pulse) ^ pulse) - HIDWORD(pulse);
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if (pulse > 255)
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pulse = 255;
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TriggerDynamicLight(
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item->pos.xPos,
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item->pos.yPos,
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item->pos.zPos,
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24,
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pulse * 8 * (item->triggerFlags & 0x1F) >> 9,
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pulse* ((item->triggerFlags >> 2) & 0xF8) >> 9,
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pulse* ((item->triggerFlags >> 7) & 0xF8) >> 9);
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}
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}
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void TriggerAlertLight(int x, int y, int z, int r, int g, int b, int rot, __int16 roomNumber, __int16 falloff)
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{
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GAME_VECTOR from;
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from.x = x;
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from.y = y;
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from.z = z;
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GetFloor(x, y, z, &roomNumber);
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from.roomNumber = roomNumber;
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GAME_VECTOR to;
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to.x = x + rcossin_tbl[2 * rot];
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to.y = y;
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to.z = z + rcossin_tbl[2 * rot + 1];
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if (!LOS(&from, &to))
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TriggerDynamicLight(to.x, to.y, to.z, falloff, r, g, b);
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}
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void StrobeLightControl(short itemNumber)
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{
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ITEM_INFO* item = &Items[itemNumber];
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if (TriggerActive(item))
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{
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item->pos.yRot += ANGLE(16);
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byte r = 8 * (item->triggerFlags & 0x1F);
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byte g = (item->triggerFlags >> 2) & 0xF8;
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byte b = (item->triggerFlags >> 7) & 0xF8;
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TriggerAlertLight(
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item->pos.xPos,
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item->pos.yPos - 512,
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item->pos.zPos,
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r, g, b,
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((item->pos.yRot + 22528) >> 4) & 0xFFF,
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item->roomNumber,
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12);
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TriggerDynamicLight(
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item->pos.xPos + 256 * SIN(item->pos.yRot + 22528) >> W2V_SHIFT,
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item->pos.yPos - 768,
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item->pos.zPos + 256 * COS(item->pos.yRot + 22528) >> W2V_SHIFT,
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8,
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r, g, b);
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}
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}
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void ColorLightControl(short itemNumber)
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{
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ITEM_INFO* item = &Items[itemNumber];
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if (TriggerActive(item))
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{
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TriggerDynamicLight(
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item->pos.xPos,
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item->pos.yPos,
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item->pos.zPos,
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24,
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8 * (item->triggerFlags & 0x1F),
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(item->triggerFlags >> 2) & 0xF8,
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(item->triggerFlags >> 7) & 0xF8);
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}
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}
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void ElectricalLightControl(short itemNumber)
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{
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ITEM_INFO* item = &Items[itemNumber];
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if (!TriggerActive(item))
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{
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item->itemFlags[0] = 0;
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return;
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}
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int intensity = 0;
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if (item->triggerFlags > 0)
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{
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if (item->itemFlags[0] < 16)
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{
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intensity = 4 * (GetRandomControl() & 0x3F);
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item->itemFlags[0]++;
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}
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else if (item->itemFlags[0] >= 96)
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{
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if (item->itemFlags[0] >= 160)
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{
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intensity = 255 - (GetRandomControl() & 0x1F);
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}
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else
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{
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intensity = 96 - (GetRandomControl() & 0x1F);
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if (!(GetRandomControl() & 0x1F) && item->itemFlags[0] > 128)
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{
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item->itemFlags[0] = 160;
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}
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else
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{
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item->itemFlags[0]++;
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}
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}
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}
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else
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{
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if (Wibble & 0x3F && GetRandomControl() & 7)
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{
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intensity = GetRandomControl() & 0x3F;
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item->itemFlags[0]++;
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}
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else
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{
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intensity = 192 - (GetRandomControl() & 0x3F);
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item->itemFlags[0]++;
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}
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}
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}
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else
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{
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if (item->itemFlags[0] <= 0)
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{
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item->itemFlags[0] = (GetRandomControl() & 3) + 4;
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item->itemFlags[1] = (GetRandomControl() & 0x7F) + 128;
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item->itemFlags[2] = GetRandomControl() & 1;
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}
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item->itemFlags[0]--;
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if (!item->itemFlags[2])
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{
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item->itemFlags[0]--;
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intensity = item->itemFlags[1] - (GetRandomControl() & 0x7F);
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if (intensity > 64)
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SoundEffect(SFX_ELEC_LIGHT_CRACKLES, &item->pos, 32 * (intensity & 0xFFFFFFF8) | 8);
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}
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else
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{
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return;
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}
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}
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TriggerDynamicLight(
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item->pos.xPos,
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item->pos.yPos,
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item->pos.zPos,
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24,
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intensity * 8 * (item->triggerFlags & 0x1F) >> 8,
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intensity * ((item->triggerFlags >> 2) & 0xF8) >> 8,
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intensity * ((item->triggerFlags >> 7) & 0xF8) >> 8);
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}
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void BlinkingLightControl(short itemNumber)
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{
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ITEM_INFO* item = &Items[itemNumber];
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if (TriggerActive(item))
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{
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item->itemFlags[0]--;
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if (item->itemFlags[0] >= 3)
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{
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item->meshBits = 1;
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}
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else
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{
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PHD_VECTOR pos;
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pos.x = 0;
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pos.y = 0;
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pos.z = 0;
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GetJointAbsPosition(item, &pos, 0);
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TriggerDynamicLight(
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pos.x,
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pos.y,
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pos.z,
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16,
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8 * (item->triggerFlags & 0x1F),
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(item->triggerFlags >> 2) & 0xF8,
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(item->triggerFlags >> 7) & 0xF8);
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item->meshBits = 2;
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if (item->itemFlags[0] < 0)
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item->itemFlags[0] = 30;
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}
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}
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2020-01-05 07:52:30 +01:00
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}
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