Fixed slot problems

This commit is contained in:
Lwmte 2025-03-09 08:24:48 +01:00
parent 3acb07fe53
commit 019dccae57
4 changed files with 14 additions and 14 deletions

View file

@ -48,7 +48,7 @@ namespace TEN::Entities::Traps
{
auto& headItem = g_Level.Items[itemNumber];
int handleItemNumber = SpawnItem(headItem, ID_HAMMER_HEAD);
int handleItemNumber = SpawnItem(headItem, ID_THOR_HAMMER_HEAD);
if (handleItemNumber == NO_VALUE)
{
TENLog("Failed to create hammer handle moveable.", LogLevel::Warning);

View file

@ -252,10 +252,10 @@ static void StartTrap(ObjectInfo* obj)
obj->SetHitEffect(true);
}
obj = &Objects[ID_HAMMER_HANDLE];
obj = &Objects[ID_THOR_HAMMER_HANDLE];
if (obj->loaded)
{
CheckIfSlotExists(ID_HAMMER_HEAD, "ID_HAMMER_HEAD");
CheckIfSlotExists(ID_THOR_HAMMER_HEAD, "Thor hammer");
obj->Initialize = InitializeThorHammer;
obj->collision = CollideThorHammerHandle;
obj->control = ControlThorHammer;
@ -263,10 +263,10 @@ static void StartTrap(ObjectInfo* obj)
obj->SetHitEffect(true);
}
obj = &Objects[ID_HAMMER_HEAD];
obj = &Objects[ID_THOR_HAMMER_HEAD];
if (obj->loaded)
{
CheckIfSlotExists(ID_HAMMER_HANDLE, "ID_HAMMER_HANDLE");
CheckIfSlotExists(ID_THOR_HAMMER_HANDLE, "Thor hammer");
obj->collision = CollideThorHammer;
obj->shadowType = ShadowMode::All;
obj->SetHitEffect(true);

View file

@ -432,7 +432,7 @@ static void StartEntity(ObjectInfo* obj)
obj = &Objects[ID_DRAGON_FRONT];
if (obj->loaded)
{
CheckIfSlotExists(ID_DRAGON_BACK, "ID_DRAGON_BACK");
CheckIfSlotExists(ID_DRAGON_BACK, "Dragon");
obj->Initialize = InitializeDragon;
obj->collision = CollideDragonFront;
obj->control = ControlDragon;
@ -449,9 +449,9 @@ static void StartEntity(ObjectInfo* obj)
obj = &Objects[ID_DRAGON_BACK];
if (obj->loaded)
{
CheckIfSlotExists(ID_DRAGON_FRONT, "ID_DRAGON_FRONT");
CheckIfSlotExists(ID_DRAGON_BONE_FRONT, "ID_DRAGON_BONE_FRONT");
CheckIfSlotExists(ID_DRAGON_BONE_BACK, "ID_DRAGON_BONE_BACK");
CheckIfSlotExists(ID_DRAGON_FRONT, "Dragon");
CheckIfSlotExists(ID_DRAGON_BONE_FRONT, "Dragon");
CheckIfSlotExists(ID_DRAGON_BONE_BACK, "Dragon");
obj->collision = CollideDragonBack;
obj->SetHitEffect(false, true);
obj->shadowType = ShadowMode::All;
@ -472,9 +472,9 @@ static void StartEntity(ObjectInfo* obj)
obj = &Objects[ID_MARCO_BARTOLI];
if (obj->loaded)
{
CheckIfSlotExists(ID_SPHERE_OF_DOOM, "ID_SPHERE_OF_DOOM");
CheckIfSlotExists(ID_SPHERE_OF_DOOM2, "ID_SPHERE_OF_DOOM2");
CheckIfSlotExists(ID_SPHERE_OF_DOOM3, "ID_SPHERE_OF_DOOM3");
CheckIfSlotExists(ID_SPHERE_OF_DOOM, "Marco Bartoli");
CheckIfSlotExists(ID_SPHERE_OF_DOOM2, "Marco Bartoli");
CheckIfSlotExists(ID_SPHERE_OF_DOOM3, "Marco Bartoli");
obj->Initialize = InitializeBartoli;
obj->control = ControlBartoli;
}

View file

@ -371,8 +371,8 @@ enum GAME_OBJECT_ID : short
ID_SWINGING_BLADE,
ID_ELECTRIC_BALL,
ID_ELECTRIC_BALL_IMPACT_POINT,
ID_HAMMER_HANDLE,
ID_HAMMER_HEAD,
ID_THOR_HAMMER_HANDLE,
ID_THOR_HAMMER_HEAD,
ID_MOVING_LASER,
ID_PUZZLE_ITEM1 = 500,