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https://github.com/TombEngine/TombEngine.git
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Fixed slot problems
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parent
3acb07fe53
commit
019dccae57
4 changed files with 14 additions and 14 deletions
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@ -48,7 +48,7 @@ namespace TEN::Entities::Traps
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{
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auto& headItem = g_Level.Items[itemNumber];
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int handleItemNumber = SpawnItem(headItem, ID_HAMMER_HEAD);
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int handleItemNumber = SpawnItem(headItem, ID_THOR_HAMMER_HEAD);
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if (handleItemNumber == NO_VALUE)
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{
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TENLog("Failed to create hammer handle moveable.", LogLevel::Warning);
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@ -252,10 +252,10 @@ static void StartTrap(ObjectInfo* obj)
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obj->SetHitEffect(true);
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}
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obj = &Objects[ID_HAMMER_HANDLE];
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obj = &Objects[ID_THOR_HAMMER_HANDLE];
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if (obj->loaded)
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{
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CheckIfSlotExists(ID_HAMMER_HEAD, "ID_HAMMER_HEAD");
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CheckIfSlotExists(ID_THOR_HAMMER_HEAD, "Thor hammer");
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obj->Initialize = InitializeThorHammer;
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obj->collision = CollideThorHammerHandle;
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obj->control = ControlThorHammer;
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@ -263,10 +263,10 @@ static void StartTrap(ObjectInfo* obj)
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obj->SetHitEffect(true);
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}
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obj = &Objects[ID_HAMMER_HEAD];
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obj = &Objects[ID_THOR_HAMMER_HEAD];
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if (obj->loaded)
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{
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CheckIfSlotExists(ID_HAMMER_HANDLE, "ID_HAMMER_HANDLE");
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CheckIfSlotExists(ID_THOR_HAMMER_HANDLE, "Thor hammer");
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obj->collision = CollideThorHammer;
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obj->shadowType = ShadowMode::All;
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obj->SetHitEffect(true);
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@ -432,7 +432,7 @@ static void StartEntity(ObjectInfo* obj)
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obj = &Objects[ID_DRAGON_FRONT];
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if (obj->loaded)
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{
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CheckIfSlotExists(ID_DRAGON_BACK, "ID_DRAGON_BACK");
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CheckIfSlotExists(ID_DRAGON_BACK, "Dragon");
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obj->Initialize = InitializeDragon;
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obj->collision = CollideDragonFront;
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obj->control = ControlDragon;
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@ -449,9 +449,9 @@ static void StartEntity(ObjectInfo* obj)
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obj = &Objects[ID_DRAGON_BACK];
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if (obj->loaded)
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{
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CheckIfSlotExists(ID_DRAGON_FRONT, "ID_DRAGON_FRONT");
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CheckIfSlotExists(ID_DRAGON_BONE_FRONT, "ID_DRAGON_BONE_FRONT");
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CheckIfSlotExists(ID_DRAGON_BONE_BACK, "ID_DRAGON_BONE_BACK");
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CheckIfSlotExists(ID_DRAGON_FRONT, "Dragon");
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CheckIfSlotExists(ID_DRAGON_BONE_FRONT, "Dragon");
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CheckIfSlotExists(ID_DRAGON_BONE_BACK, "Dragon");
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obj->collision = CollideDragonBack;
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obj->SetHitEffect(false, true);
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obj->shadowType = ShadowMode::All;
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@ -472,9 +472,9 @@ static void StartEntity(ObjectInfo* obj)
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obj = &Objects[ID_MARCO_BARTOLI];
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if (obj->loaded)
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{
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CheckIfSlotExists(ID_SPHERE_OF_DOOM, "ID_SPHERE_OF_DOOM");
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CheckIfSlotExists(ID_SPHERE_OF_DOOM2, "ID_SPHERE_OF_DOOM2");
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CheckIfSlotExists(ID_SPHERE_OF_DOOM3, "ID_SPHERE_OF_DOOM3");
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CheckIfSlotExists(ID_SPHERE_OF_DOOM, "Marco Bartoli");
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CheckIfSlotExists(ID_SPHERE_OF_DOOM2, "Marco Bartoli");
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CheckIfSlotExists(ID_SPHERE_OF_DOOM3, "Marco Bartoli");
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obj->Initialize = InitializeBartoli;
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obj->control = ControlBartoli;
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}
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@ -371,8 +371,8 @@ enum GAME_OBJECT_ID : short
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ID_SWINGING_BLADE,
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ID_ELECTRIC_BALL,
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ID_ELECTRIC_BALL_IMPACT_POINT,
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ID_HAMMER_HANDLE,
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ID_HAMMER_HEAD,
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ID_THOR_HAMMER_HANDLE,
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ID_THOR_HAMMER_HEAD,
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ID_MOVING_LASER,
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ID_PUZZLE_ITEM1 = 500,
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