This commit is contained in:
asasas9500 2020-03-17 21:13:30 -03:00
commit 3b042da185
33 changed files with 641 additions and 270 deletions

View file

@ -27,6 +27,8 @@
#include "..\Game\hydra.h"
#include "..\Game\guardian.h"
#include "roomload.h"
#include <stdlib.h>
#include <stdio.h>
@ -188,9 +190,9 @@ void NewObjects()
Bones[obj->boneIndex + 88 * 4] |= ROT_Y;
Bones[obj->boneIndex + 88 * 4] |= ROT_X;
/*Meshes[obj->meshIndex + 18 * 2] = Meshes[Objects[ID_MESHSWAP_BADDY1].meshIndex + 16 * 2];
Meshes[obj->meshIndex + 30 * 2] = Meshes[Objects[ID_MESHSWAP_BADDY1].meshIndex + 28 * 2];
Meshes[obj->meshIndex + 18 * 2] = Meshes[Objects[ID_MESHSWAP_BADDY1].meshIndex + 11 * 2];*/
/*Meshes[obj->meshIndex + 18] = Meshes[Objects[ID_MESHSWAP_BADDY1].meshIndex + 16];
Meshes[obj->meshIndex + 30] = Meshes[Objects[ID_MESHSWAP_BADDY1].meshIndex + 28];
Meshes[obj->meshIndex + 18] = Meshes[Objects[ID_MESHSWAP_BADDY1].meshIndex + 11];*/
}
obj = &Objects[ID_BADDY2];
@ -929,9 +931,9 @@ void NewObjects()
Bones[obj->boneIndex + 20 * 4] |= ROT_X | ROT_Y;
// TODO: check if constants are byte, short or int
Meshes[obj->meshIndex + 60 * 2] = Meshes[Objects[ID_MESHSWAP2].meshIndex + 60 * 2];
Meshes[obj->meshIndex + 72 * 2] = Meshes[Objects[ID_MESHSWAP2].meshIndex + 72 * 2];
Meshes[obj->meshIndex + 84 * 2] = Meshes[Objects[ID_MESHSWAP2].meshIndex + 84 * 2];
Meshes[obj->meshIndex + 60] = Meshes[Objects[ID_MESHSWAP2].meshIndex + 60];
Meshes[obj->meshIndex + 72] = Meshes[Objects[ID_MESHSWAP2].meshIndex + 72];
Meshes[obj->meshIndex + 84] = Meshes[Objects[ID_MESHSWAP2].meshIndex + 84];
}
obj = &Objects[ID_CROCODILE];
@ -1217,8 +1219,8 @@ void BaddyObjects()
Bones[obj->boneIndex + 6 * 4] |= ROT_X;
Bones[obj->boneIndex + 13 * 4] |= ROT_Y;
Bones[obj->boneIndex + 13 * 4] |= ROT_X;
//Meshes[obj->meshIndex + 10 * 2] = Meshes[Objects[ID_MESHSWAP1].meshIndex + 10 * 2];
//Meshes[obj->meshIndex + 13 * 2] = Meshes[Objects[ID_MESHSWAP1].meshIndex + 13 * 2];
//Meshes[obj->meshIndex + 10] = Meshes[Objects[ID_MESHSWAP1].meshIndex + 10];
//Meshes[obj->meshIndex + 13] = Meshes[Objects[ID_MESHSWAP1].meshIndex + 13];
}
obj = &Objects[ID_GUARD1];
@ -1247,8 +1249,8 @@ void BaddyObjects()
Bones[obj->boneIndex + 6 * 4] |= ROT_X;
Bones[obj->boneIndex + 13 * 4] |= ROT_Y;
Bones[obj->boneIndex + 13 * 4] |= ROT_X;
Meshes[obj->meshIndex + 10 * 2] = Meshes[Objects[ID_MESHSWAP1].meshIndex + 10 * 2];
Meshes[obj->meshIndex + 13 * 2] = Meshes[Objects[ID_MESHSWAP1].meshIndex + 13 * 2];
Meshes[obj->meshIndex + 10] = Meshes[Objects[ID_MESHSWAP1].meshIndex + 10];
Meshes[obj->meshIndex + 13] = Meshes[Objects[ID_MESHSWAP1].meshIndex + 13];
}
obj = &Objects[ID_SWAT_PLUS];
@ -1280,8 +1282,8 @@ void BaddyObjects()
Bones[obj->boneIndex + 6 * 4] |= ROT_X;
Bones[obj->boneIndex + 13 * 4] |= ROT_Y;
Bones[obj->boneIndex + 13 * 4] |= ROT_X;
//Meshes[obj->meshIndex + 10 * 2] = Meshes[Objects[ID_MESHSWAP1].meshIndex + 10 * 2];
//Meshes[obj->meshIndex + 13 * 2] = Meshes[Objects[ID_MESHSWAP1].meshIndex + 13 * 2];
//Meshes[obj->meshIndex + 10] = Meshes[Objects[ID_MESHSWAP1].meshIndex + 10];
//Meshes[obj->meshIndex + 13] = Meshes[Objects[ID_MESHSWAP1].meshIndex + 13];
}
obj = &Objects[ID_MAFIA];
@ -1314,8 +1316,8 @@ void BaddyObjects()
Bones[obj->boneIndex + 6 * 4] |= ROT_X;
Bones[obj->boneIndex + 13 * 4] |= ROT_Y;
Bones[obj->boneIndex + 13 * 4] |= ROT_X;
Meshes[obj->meshIndex + 10 * 2] = Meshes[Objects[ID_MESHSWAP1].meshIndex + 10 * 2];
Meshes[obj->meshIndex + 13 * 2] = Meshes[Objects[ID_MESHSWAP1].meshIndex + 13 * 2];
Meshes[obj->meshIndex + 10] = Meshes[Objects[ID_MESHSWAP1].meshIndex + 10];
Meshes[obj->meshIndex + 13] = Meshes[Objects[ID_MESHSWAP1].meshIndex + 13];
}
obj = &Objects[ID_SCIENTIST];
@ -1345,8 +1347,8 @@ void BaddyObjects()
Bones[Objects[69].boneIndex + 6 * 4] |= ROT_X;
Bones[Objects[69].boneIndex + 13 * 4] |= ROT_Y;
Bones[Objects[69].boneIndex + 13 * 4] |= ROT_X;
//Meshes[Objects[69].meshIndex + 10 * 2] = Meshes[Objects[ID_MESHSWAP1].meshIndex + 10 * 2];
//Meshes[Objects[69].meshIndex + 13 * 2] = Meshes[Objects[ID_MESHSWAP1].meshIndex + 13 * 2];
//Meshes[Objects[69].meshIndex + 10] = Meshes[Objects[ID_MESHSWAP1].meshIndex + 10];
//Meshes[Objects[69].meshIndex + 13] = Meshes[Objects[ID_MESHSWAP1].meshIndex + 13];
}
obj = &Objects[ID_GUARD2];
@ -1379,8 +1381,8 @@ void BaddyObjects()
Bones[obj->boneIndex + 6 * 4] |= ROT_X;
Bones[obj->boneIndex + 13 * 4] |= ROT_Y;
Bones[obj->boneIndex + 13 * 4] |= ROT_X;
Meshes[obj->meshIndex + 10 * 2] = Meshes[Objects[405].meshIndex + 10 * 2];
Meshes[obj->meshIndex + 13 * 2] = Meshes[Objects[405].meshIndex + 13 * 2];
Meshes[obj->meshIndex + 10] = Meshes[Objects[405].meshIndex + 10];
Meshes[obj->meshIndex + 13] = Meshes[Objects[405].meshIndex + 13];
}
obj = &Objects[ID_GUARD3];
@ -1413,8 +1415,8 @@ void BaddyObjects()
Bones[obj->boneIndex + 6 * 4] |= ROT_X;
Bones[obj->boneIndex + 13 * 4] |= ROT_Y;
Bones[obj->boneIndex + 13 * 4] |= ROT_X;
Meshes[obj->meshIndex + 10 * 2] = Meshes[Objects[405].meshIndex + 10 * 2];
Meshes[obj->meshIndex + 13 * 2] = Meshes[Objects[405].meshIndex + 13 * 2];
Meshes[obj->meshIndex + 10] = Meshes[Objects[405].meshIndex + 10];
Meshes[obj->meshIndex + 13] = Meshes[Objects[405].meshIndex + 13];
}
obj = &Objects[ID_ATTACK_SUB];
@ -1545,9 +1547,9 @@ void BaddyObjects()
Bones[obj->boneIndex + 13 * 4] |= ROT_Y;
Bones[obj->boneIndex + 13 * 4] |= ROT_X;
/*Meshes[obj->meshIndex + 7 * 2] = Meshes[Objects[ID_MESHSWAP_MAFIA2].meshIndex + 7 * 2];
Meshes[obj->meshIndex + 10 * 2] = Meshes[Objects[ID_MESHSWAP_MAFIA2].meshIndex + 10 * 2];
Meshes[obj->meshIndex + 13 * 2] = Meshes[Objects[ID_MESHSWAP_MAFIA2].meshIndex + 13 * 2];*/
/*Meshes[obj->meshIndex + 7] = Meshes[Objects[ID_MESHSWAP_MAFIA2].meshIndex + 7];
Meshes[obj->meshIndex + 10] = Meshes[Objects[ID_MESHSWAP_MAFIA2].meshIndex + 10];
Meshes[obj->meshIndex + 13] = Meshes[Objects[ID_MESHSWAP_MAFIA2].meshIndex + 13];*/
}
obj = &Objects[ID_PIERRE];
@ -1674,7 +1676,7 @@ void BaddyObjects()
Bones[obj->boneIndex] |= ROT_X;
Bones[obj->boneIndex + 4] |= ROT_Y;
Bones[obj->boneIndex + 4] |= ROT_X;
Meshes[obj->meshIndex + 10 * 2] = Meshes[Objects[ID_MESHSWAP1].meshIndex + 2 * 2];
Meshes[obj->meshIndex + 10] = Meshes[Objects[ID_MESHSWAP1].meshIndex + 2];
}
obj = &Objects[ID_HYDRA];
@ -1725,7 +1727,7 @@ void BaddyObjects()
Bones[obj->meshIndex + 9 * 4] |= ROT_Z;
Bones[obj->meshIndex + 9 * 4] |= ROT_X;
//Meshes[obj->meshIndex + 10 * 2] = Meshes[Objects[ID_MESHSWAP_IMP].meshIndex + 10 * 2];
//Meshes[obj->meshIndex + 10] = Meshes[Objects[ID_MESHSWAP_IMP].meshIndex + 10];
}
obj = &Objects[ID_WILLOWISP];
@ -1882,7 +1884,7 @@ void BaddyObjects()
for (int i = (obj->nmeshes - 1); i > 0; i--)
{
Meshes[obj->meshIndex + i * 2] = Meshes[Objects[ID_MESHSWAP1].meshIndex + i * 2];
Meshes[obj->meshIndex + i] = Meshes[Objects[ID_MESHSWAP1].meshIndex + i];
}
/*
do
@ -1921,7 +1923,7 @@ void BaddyObjects()
/*for (int i = (obj->nmeshes - 1); i > 0; i--)
{
Meshes[obj->meshIndex + i * 2] = Meshes[Objects[ID_MESHSWAP_ROMAN_GOD].meshIndex + i * 2];
Meshes[obj->meshIndex + i] = Meshes[Objects[ID_MESHSWAP_ROMAN_GOD].meshIndex + i];
}
do
@ -2708,11 +2710,17 @@ void ObjectObjects()
obj = &Objects[ID_BUBBLES];
if (obj->loaded)
{
obj->control = ControlEnemyMissile;
//obj->drawRoutine = true;
obj->control = MissileControl;
obj->nmeshes = 0;
}
obj = &Objects[ID_IMP_ROCK];
if (obj->loaded)
{
obj->control = MissileControl;
//obj->nmeshes = 0;
}
obj = &Objects[ID_WATERFALLMIST];
if (obj->loaded)
{