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add draw (and undraw) flipeffects for cutscenes, fix typo
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commit
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6 changed files with 40 additions and 10 deletions
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@ -18,6 +18,8 @@
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#include "tr5_bats_emitter.h"
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#include "tr5_spider_emitter.h"
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#include "pickup.h"
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#include "larafire.h"
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using std::function;
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constexpr auto ITEM_RADIUS_YMAX = SECTOR(3);
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int wf = 256;
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@ -42,8 +44,8 @@ function<EffectFunction> effect_routines[59] =
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ExplosionFX,
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lara_hands_free,
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puzzle,
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void_effect,
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void_effect,
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draw_right_pistol,
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draw_left_pistol,
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shoot_right_gun,
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shoot_left_gun,
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void_effect,
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@ -145,6 +147,34 @@ void SetFog(ITEM_INFO* item)//39A44(<), 39F44(<) (F)
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FlipEffect = -1;
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}
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void draw_left_pistol(ITEM_INFO* item)
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{
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if (Lara.meshPtrs[LM_LHAND] == Objects[ID_LARA_SKIN].meshIndex + LM_LHAND)
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{
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Lara.meshPtrs[LM_LHAND] = Objects[WeaponObjectMesh(WEAPON_PISTOLS)].meshIndex + LM_LHAND;
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Lara.holsterInfo.leftHolster = HOLSTER_SLOT::Empty;
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}
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else
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{
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Lara.meshPtrs[LM_LHAND] = Objects[ID_LARA_SKIN].meshIndex + LM_LHAND;
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Lara.holsterInfo.leftHolster = HolsterSlotForWeapon(static_cast<LARA_WEAPON_TYPE>(WEAPON_PISTOLS));
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}
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}
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void draw_right_pistol(ITEM_INFO* item)
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{
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if (Lara.meshPtrs[LM_RHAND] == Objects[ID_LARA_SKIN].meshIndex + LM_RHAND)
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{
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Lara.meshPtrs[LM_RHAND] = Objects[WeaponObjectMesh(WEAPON_PISTOLS)].meshIndex + LM_RHAND;
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Lara.holsterInfo.rightHolster = HOLSTER_SLOT::Empty;
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}
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else
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{
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Lara.meshPtrs[LM_RHAND] = Objects[ID_LARA_SKIN].meshIndex + LM_RHAND;
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Lara.holsterInfo.rightHolster = HolsterSlotForWeapon(static_cast<LARA_WEAPON_TYPE>(WEAPON_PISTOLS));
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}
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}
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void shoot_left_gun(ITEM_INFO* item)//39A34(<), 39F34(<) (F)
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{
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Lara.leftArm.flash_gun = 3;
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