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https://github.com/TombEngine/TombEngine.git
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Merge branch 'master' of https://github.com/MontyTRC89/TR5Main
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commit
3b042da185
33 changed files with 641 additions and 270 deletions
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@ -27,6 +27,8 @@
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#include "..\Game\hydra.h"
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#include "..\Game\guardian.h"
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#include "roomload.h"
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#include <stdlib.h>
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#include <stdio.h>
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@ -188,9 +190,9 @@ void NewObjects()
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Bones[obj->boneIndex + 88 * 4] |= ROT_Y;
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Bones[obj->boneIndex + 88 * 4] |= ROT_X;
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/*Meshes[obj->meshIndex + 18 * 2] = Meshes[Objects[ID_MESHSWAP_BADDY1].meshIndex + 16 * 2];
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Meshes[obj->meshIndex + 30 * 2] = Meshes[Objects[ID_MESHSWAP_BADDY1].meshIndex + 28 * 2];
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Meshes[obj->meshIndex + 18 * 2] = Meshes[Objects[ID_MESHSWAP_BADDY1].meshIndex + 11 * 2];*/
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/*Meshes[obj->meshIndex + 18] = Meshes[Objects[ID_MESHSWAP_BADDY1].meshIndex + 16];
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Meshes[obj->meshIndex + 30] = Meshes[Objects[ID_MESHSWAP_BADDY1].meshIndex + 28];
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Meshes[obj->meshIndex + 18] = Meshes[Objects[ID_MESHSWAP_BADDY1].meshIndex + 11];*/
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}
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obj = &Objects[ID_BADDY2];
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@ -929,9 +931,9 @@ void NewObjects()
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Bones[obj->boneIndex + 20 * 4] |= ROT_X | ROT_Y;
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// TODO: check if constants are byte, short or int
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Meshes[obj->meshIndex + 60 * 2] = Meshes[Objects[ID_MESHSWAP2].meshIndex + 60 * 2];
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Meshes[obj->meshIndex + 72 * 2] = Meshes[Objects[ID_MESHSWAP2].meshIndex + 72 * 2];
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Meshes[obj->meshIndex + 84 * 2] = Meshes[Objects[ID_MESHSWAP2].meshIndex + 84 * 2];
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Meshes[obj->meshIndex + 60] = Meshes[Objects[ID_MESHSWAP2].meshIndex + 60];
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Meshes[obj->meshIndex + 72] = Meshes[Objects[ID_MESHSWAP2].meshIndex + 72];
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Meshes[obj->meshIndex + 84] = Meshes[Objects[ID_MESHSWAP2].meshIndex + 84];
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}
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obj = &Objects[ID_CROCODILE];
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@ -1217,8 +1219,8 @@ void BaddyObjects()
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Bones[obj->boneIndex + 6 * 4] |= ROT_X;
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Bones[obj->boneIndex + 13 * 4] |= ROT_Y;
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Bones[obj->boneIndex + 13 * 4] |= ROT_X;
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//Meshes[obj->meshIndex + 10 * 2] = Meshes[Objects[ID_MESHSWAP1].meshIndex + 10 * 2];
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//Meshes[obj->meshIndex + 13 * 2] = Meshes[Objects[ID_MESHSWAP1].meshIndex + 13 * 2];
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//Meshes[obj->meshIndex + 10] = Meshes[Objects[ID_MESHSWAP1].meshIndex + 10];
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//Meshes[obj->meshIndex + 13] = Meshes[Objects[ID_MESHSWAP1].meshIndex + 13];
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}
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obj = &Objects[ID_GUARD1];
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@ -1247,8 +1249,8 @@ void BaddyObjects()
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Bones[obj->boneIndex + 6 * 4] |= ROT_X;
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Bones[obj->boneIndex + 13 * 4] |= ROT_Y;
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Bones[obj->boneIndex + 13 * 4] |= ROT_X;
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Meshes[obj->meshIndex + 10 * 2] = Meshes[Objects[ID_MESHSWAP1].meshIndex + 10 * 2];
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Meshes[obj->meshIndex + 13 * 2] = Meshes[Objects[ID_MESHSWAP1].meshIndex + 13 * 2];
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Meshes[obj->meshIndex + 10] = Meshes[Objects[ID_MESHSWAP1].meshIndex + 10];
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Meshes[obj->meshIndex + 13] = Meshes[Objects[ID_MESHSWAP1].meshIndex + 13];
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}
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obj = &Objects[ID_SWAT_PLUS];
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@ -1280,8 +1282,8 @@ void BaddyObjects()
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Bones[obj->boneIndex + 6 * 4] |= ROT_X;
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Bones[obj->boneIndex + 13 * 4] |= ROT_Y;
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Bones[obj->boneIndex + 13 * 4] |= ROT_X;
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//Meshes[obj->meshIndex + 10 * 2] = Meshes[Objects[ID_MESHSWAP1].meshIndex + 10 * 2];
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//Meshes[obj->meshIndex + 13 * 2] = Meshes[Objects[ID_MESHSWAP1].meshIndex + 13 * 2];
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//Meshes[obj->meshIndex + 10] = Meshes[Objects[ID_MESHSWAP1].meshIndex + 10];
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//Meshes[obj->meshIndex + 13] = Meshes[Objects[ID_MESHSWAP1].meshIndex + 13];
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}
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obj = &Objects[ID_MAFIA];
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@ -1314,8 +1316,8 @@ void BaddyObjects()
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Bones[obj->boneIndex + 6 * 4] |= ROT_X;
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Bones[obj->boneIndex + 13 * 4] |= ROT_Y;
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Bones[obj->boneIndex + 13 * 4] |= ROT_X;
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Meshes[obj->meshIndex + 10 * 2] = Meshes[Objects[ID_MESHSWAP1].meshIndex + 10 * 2];
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Meshes[obj->meshIndex + 13 * 2] = Meshes[Objects[ID_MESHSWAP1].meshIndex + 13 * 2];
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Meshes[obj->meshIndex + 10] = Meshes[Objects[ID_MESHSWAP1].meshIndex + 10];
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Meshes[obj->meshIndex + 13] = Meshes[Objects[ID_MESHSWAP1].meshIndex + 13];
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}
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obj = &Objects[ID_SCIENTIST];
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@ -1345,8 +1347,8 @@ void BaddyObjects()
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Bones[Objects[69].boneIndex + 6 * 4] |= ROT_X;
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Bones[Objects[69].boneIndex + 13 * 4] |= ROT_Y;
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Bones[Objects[69].boneIndex + 13 * 4] |= ROT_X;
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//Meshes[Objects[69].meshIndex + 10 * 2] = Meshes[Objects[ID_MESHSWAP1].meshIndex + 10 * 2];
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//Meshes[Objects[69].meshIndex + 13 * 2] = Meshes[Objects[ID_MESHSWAP1].meshIndex + 13 * 2];
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//Meshes[Objects[69].meshIndex + 10] = Meshes[Objects[ID_MESHSWAP1].meshIndex + 10];
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//Meshes[Objects[69].meshIndex + 13] = Meshes[Objects[ID_MESHSWAP1].meshIndex + 13];
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}
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obj = &Objects[ID_GUARD2];
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@ -1379,8 +1381,8 @@ void BaddyObjects()
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Bones[obj->boneIndex + 6 * 4] |= ROT_X;
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Bones[obj->boneIndex + 13 * 4] |= ROT_Y;
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Bones[obj->boneIndex + 13 * 4] |= ROT_X;
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Meshes[obj->meshIndex + 10 * 2] = Meshes[Objects[405].meshIndex + 10 * 2];
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Meshes[obj->meshIndex + 13 * 2] = Meshes[Objects[405].meshIndex + 13 * 2];
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Meshes[obj->meshIndex + 10] = Meshes[Objects[405].meshIndex + 10];
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Meshes[obj->meshIndex + 13] = Meshes[Objects[405].meshIndex + 13];
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}
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obj = &Objects[ID_GUARD3];
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@ -1413,8 +1415,8 @@ void BaddyObjects()
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Bones[obj->boneIndex + 6 * 4] |= ROT_X;
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Bones[obj->boneIndex + 13 * 4] |= ROT_Y;
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Bones[obj->boneIndex + 13 * 4] |= ROT_X;
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Meshes[obj->meshIndex + 10 * 2] = Meshes[Objects[405].meshIndex + 10 * 2];
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Meshes[obj->meshIndex + 13 * 2] = Meshes[Objects[405].meshIndex + 13 * 2];
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Meshes[obj->meshIndex + 10] = Meshes[Objects[405].meshIndex + 10];
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Meshes[obj->meshIndex + 13] = Meshes[Objects[405].meshIndex + 13];
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}
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obj = &Objects[ID_ATTACK_SUB];
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@ -1545,9 +1547,9 @@ void BaddyObjects()
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Bones[obj->boneIndex + 13 * 4] |= ROT_Y;
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Bones[obj->boneIndex + 13 * 4] |= ROT_X;
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/*Meshes[obj->meshIndex + 7 * 2] = Meshes[Objects[ID_MESHSWAP_MAFIA2].meshIndex + 7 * 2];
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Meshes[obj->meshIndex + 10 * 2] = Meshes[Objects[ID_MESHSWAP_MAFIA2].meshIndex + 10 * 2];
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Meshes[obj->meshIndex + 13 * 2] = Meshes[Objects[ID_MESHSWAP_MAFIA2].meshIndex + 13 * 2];*/
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/*Meshes[obj->meshIndex + 7] = Meshes[Objects[ID_MESHSWAP_MAFIA2].meshIndex + 7];
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Meshes[obj->meshIndex + 10] = Meshes[Objects[ID_MESHSWAP_MAFIA2].meshIndex + 10];
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Meshes[obj->meshIndex + 13] = Meshes[Objects[ID_MESHSWAP_MAFIA2].meshIndex + 13];*/
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}
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obj = &Objects[ID_PIERRE];
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@ -1674,7 +1676,7 @@ void BaddyObjects()
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Bones[obj->boneIndex] |= ROT_X;
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Bones[obj->boneIndex + 4] |= ROT_Y;
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Bones[obj->boneIndex + 4] |= ROT_X;
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Meshes[obj->meshIndex + 10 * 2] = Meshes[Objects[ID_MESHSWAP1].meshIndex + 2 * 2];
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Meshes[obj->meshIndex + 10] = Meshes[Objects[ID_MESHSWAP1].meshIndex + 2];
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}
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obj = &Objects[ID_HYDRA];
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@ -1725,7 +1727,7 @@ void BaddyObjects()
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Bones[obj->meshIndex + 9 * 4] |= ROT_Z;
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Bones[obj->meshIndex + 9 * 4] |= ROT_X;
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//Meshes[obj->meshIndex + 10 * 2] = Meshes[Objects[ID_MESHSWAP_IMP].meshIndex + 10 * 2];
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//Meshes[obj->meshIndex + 10] = Meshes[Objects[ID_MESHSWAP_IMP].meshIndex + 10];
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}
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obj = &Objects[ID_WILLOWISP];
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for (int i = (obj->nmeshes - 1); i > 0; i--)
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{
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Meshes[obj->meshIndex + i * 2] = Meshes[Objects[ID_MESHSWAP1].meshIndex + i * 2];
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Meshes[obj->meshIndex + i] = Meshes[Objects[ID_MESHSWAP1].meshIndex + i];
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}
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/*
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do
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/*for (int i = (obj->nmeshes - 1); i > 0; i--)
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{
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Meshes[obj->meshIndex + i * 2] = Meshes[Objects[ID_MESHSWAP_ROMAN_GOD].meshIndex + i * 2];
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Meshes[obj->meshIndex + i] = Meshes[Objects[ID_MESHSWAP_ROMAN_GOD].meshIndex + i];
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}
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do
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@ -2708,11 +2710,17 @@ void ObjectObjects()
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obj = &Objects[ID_BUBBLES];
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if (obj->loaded)
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{
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obj->control = ControlEnemyMissile;
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//obj->drawRoutine = true;
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obj->control = MissileControl;
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obj->nmeshes = 0;
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}
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obj = &Objects[ID_IMP_ROCK];
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if (obj->loaded)
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{
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obj->control = MissileControl;
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//obj->nmeshes = 0;
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}
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obj = &Objects[ID_WATERFALLMIST];
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if (obj->loaded)
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{
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