Merge branch 'master' into RendererRefactor

This commit is contained in:
Raildex 2020-01-08 19:08:28 +01:00
commit 694d6f65c4
12 changed files with 113 additions and 96 deletions

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@ -2,38 +2,6 @@
#include "..\Global\global.h"
//#define CreatureActive ((int (__cdecl*)(short)) 0x00408630)
//#define _CreatureUnderwater ((void (__cdecl*)(ITEM_INFO*, int)) 0x0040B400)
//#define _CreatureFloat ((int (__cdecl*)(short)) 0x0040B2C0)
//#define CreatureDie ((void (__cdecl*)(short, int)) 0x0040A090)
//#define _CreatureAIInfo ((void (__cdecl*)(ITEM_INFO*, AI_INFO*)) 0x004086C0)
//#define _CreatureMood ((void (__cdecl*)(ITEM_INFO*, AI_INFO*, int)) 0x00409370)
//#define _GetCreatureMood ((void (__cdecl*)(ITEM_INFO*, AI_INFO*, int)) 0x004090A0)
//#define CreatureEffect ((short (__cdecl*)(ITEM_INFO*, BITE_INFO*, short(*)(int, int, int, short, short, short))) 0x0040B4D0)
//#define CreatureEffect2 ((short (__cdecl*)(ITEM_INFO*, BITE_INFO*, short, short, short(*)(int, int, int, short, short, short))) 0x0040B550)
//#define CreatureTilt ((void (__cdecl*)(ITEM_INFO*, short)) 0x0040B1B0)
//#define CreatureJoint ((void (__cdecl*)(ITEM_INFO*, short, short)) 0x0040B240)
//#define _CreatureAnimation ((void (__cdecl*)(short, short, short)) 0x0040A1D0)
//#define _InitialiseCreature ((void (__cdecl*)(short)) 0x00408550)
//#define CreatureKill ((void (__cdecl*)(ITEM_INFO*, int, int, int)) 0x0040B820)
//#define AlertAllGuards ((void (__cdecl*)(short)) 0x0040BA70)
//#define AlertNearbyGuards ((void (__cdecl*)(ITEM_INFO*)) 0x0040BB10)
//#define MoveCreature3DPos ((int(__cdecl*)(PHD_3DPOS*, PHD_3DPOS*, int, short, short)) 0x0040C460)
//#define _CalculateTarget ((int(__cdecl*)(PHD_VECTOR*, ITEM_INFO*, LOT_INFO*)) 0x004098B0)
//#define ValidBox ((int(__cdecl*)(ITEM_INFO*, short, short)) 0x00408FD0)
//#define StalkBox ((int(__cdecl*)(ITEM_INFO*, ITEM_INFO*, short)) 0x00409770)
//#define TargetBox ((int(__cdecl*)(LOT_INFO*, short)) 0x00408E20)
//#define EscapeBox ((int(__cdecl*)(ITEM_INFO*, ITEM_INFO*, short)) 0x00408EF0)
//#define BadFloor ((int(__cdecl*)(int, int, int, int, int, short, LOT_INFO*)) 0x00409FB0)
//#define CreatureCreature ((int(__cdecl*)(short)) 0x00409E20)
//#define DropBaddyPickups ((int(__cdecl*)(ITEM_INFO*)) 0x0040C5A0)
//#define CreatureCollision ((void (__cdecl*)(short, ITEM_INFO*, COLL_INFO*)) 0x004124E0)
//#define CreatureTurn ((short (__cdecl*)(ITEM_INFO*, short)) 0x0040AE90)
#define _AIGuard ((short(__cdecl*)(CREATURE_INFO*)) 0x0040BBE0)
#define _GetAITarget ((void(__cdecl*)(CREATURE_INFO*)) 0x0040BCC0)
#define _FindAIObject ((int(__cdecl*)(CREATURE_INFO*,short)) 0x0040C070)
#define _SameZoneAIObject ((int(__cdecl*)(CREATURE_INFO*,short)) 0x0040C460)
void GetCreatureMood(ITEM_INFO* item, AI_INFO* info, int violent);
void CreatureMood(ITEM_INFO* item, AI_INFO* info, int violent);
void FindAITargetObject(CREATURE_INFO* creature, short objectNumber);

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@ -2,46 +2,14 @@
#include "..\Global\global.h"
//#define GetCeiling ((int (__cdecl*)(FLOOR_INFO*, int, int, int)) 0x00417640)
//#define GetRandomControl ((int (__cdecl*)()) 0x004A7C10)
//#define AnimateItem ((void (__cdecl*)(ITEM_INFO*)) 0x00415300)
#define GetWaterHeight ((int (__cdecl*)(int, int, int, short)) 0x00415DA0)
#define TriggerActive ((int (__cdecl*)(ITEM_INFO*)) 0x004175B0)
//#define GetChange ((int (__cdecl*)(ITEM_INFO*, ANIM_STRUCT*)) 0x00415890)
//#define KillMoveItems ((void (__cdecl*)()) 0x00414620)
//#define KillMoveEffects ((void (__cdecl*)()) 0x004146A0)
//#define ClearDynamics ((void (__cdecl*)()) 0x00431530)
//#define ClearFires ((void (__cdecl*)()) 0x00481B10)
//#define UpdateSparks ((void (__cdecl*)()) 0x0042E8B0)
//#define UpdateFireSparks ((void (__cdecl*)()) 0x004813B0)
//#define UpdateSmoke ((void (__cdecl*)()) 0x00481DD0)
//#define UpdateBlood ((void (__cdecl*)()) 0x00482610)
//#define UpdateBubbles ((void (__cdecl*)()) 0x00483540)
//#define UpdateSplashes ((void (__cdecl*)()) 0x00430710)
//#define UpdateDebris ((void (__cdecl*)()) 0x0041D500)
//#define UpdateDrips ((void (__cdecl*)()) 0x00483D90)
//#define UpdateGunShells ((void (__cdecl*)()) 0x00482D80)
//#define UpdateBats ((void (__cdecl*)()) 0x00407FD0)
//#define UpdateRats ((void (__cdecl*)()) 0x0046AC70)
#define UpdateSpiders ((void (__cdecl*)()) 0x0047A340)
//#define UpdateShockwaves ((void (__cdecl*)()) 0x004849A0)
#define UpdateLightning ((void (__cdecl*)()) 0x00484CB0)
#define UpdatePulseColor ((void (__cdecl*)()) 0x00480830)
//#define RumbleScreen ((void (__cdecl*)()) 0x00442C90)
#define ExplodeItemNode ((int (__cdecl*)(ITEM_INFO*, int, int, int)) 0x0041ABF0)
//#define LavaBurn ((void (__cdecl*)(ITEM_INFO*)) 0x0048ADD0)
//#define RefreshCamera ((void (__cdecl*)(short, short*)) 0x004165E0)
//#define DoFlipMap ((void (__cdecl*)(short)) 0x00418910)
//#define PlaySoundTrack ((void (__cdecl*)(short, short)) 0x00418B90)
//#define AlterFloorHeight ((void (__cdecl*)(ITEM_INFO*, int)) 0x004159F0)
//#define ObjectOnLOS2 ((int (__cdecl*)(GAME_VECTOR*, GAME_VECTOR*, PHD_VECTOR*, BITE_INFO*)) 0x00419110)
//#define LOS ((int (__cdecl*)(GAME_VECTOR*, GAME_VECTOR*)) 0x00417CF0)
//#define GetTargetOnLOS ((int (__cdecl*)(GAME_VECTOR*, GAME_VECTOR*, int, int)) 0x0041A170)
#define DoRayBox_sub_401523 ((int (__cdecl*)(PHD_VECTOR*, PHD_VECTOR*, PHD_VECTOR*, PHD_VECTOR*, PHD_VECTOR*)) 0x00401523)
//#define GetFloor ((FLOOR_INFO* (__cdecl*)(int, int, int, short*)) 0x00415B20)
//#define GetFloorHeight ((int (__cdecl*)(FLOOR_INFO*, int, int, int)) 0x00415FB0)
#define TRIG_BITS(T) ((T & 0x3fff) >> 10)
extern int KeyTriggerActive;

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@ -2,12 +2,6 @@
#include "..\Global\global.h"
//#define InitialiseDoor ((void (__cdecl*)(short)) 0x0043DB60)
#define DrawLiftDoor ((void (__cdecl*)(ITEM_INFO*)) 0x0045AAF0)
#define DoubleDoorControl ((void (__cdecl*)(short)) 0x00429840)
//#define InitialiseSteelDoor ((void (__cdecl*)(short)) 0x0043F180)
#define SteelDoorControl ((void (__cdecl*)(short)) 0x00486BE0)
//#define SteelDoorCollision ((void (__cdecl*)(short,ITEM_INFO*,COLL_INFO*)) 0x00487AD0)
void SequenceDoorControl(short itemNumber);
void UnderwaterDoorCollision(short itemNum, ITEM_INFO* l, COLL_INFO* coll);
void DoubleDoorCollision(short itemNum, ITEM_INFO* l, COLL_INFO* coll);

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@ -2,26 +2,10 @@
#include "..\Global\global.h"
//#define DetatchSpark ((SPARKS* (__cdecl*)(int, int)) 0x0042E6A0)
//#define AddWaterSparks ((void (__cdecl*)(int, int, int, int)) 0x00483180)
//#define TriggerUnderwaterExplosion ((void (__cdecl*)(ITEM_INFO*)) 0x0044F500)
//#define TriggerExplosionSparks ((void (__cdecl*)(int, int, int, int, int, int, short)) 0x0042F610)
#define ExplodingDeath ((void (__cdecl*)(short, int, int)) 0x00484080)
//#define GetFreeSpark ((short (__cdecl*)()) 0x0042E790)
//#define GetFreeDrip ((short (__cdecl*)()) 0x00483D00)
//#define GetFreeSmokeSpark ((short (__cdecl*)()) 0x00481D40)
//#define TriggerDartSmoke ((void (__cdecl*)(int, int, int, int, int, int)) 0x00430D90)
//#define TriggerGunShell ((void (__cdecl*)(short, int, int)) 0x00482A60)
//#define TriggerLaraDrips ((void (__cdecl*)()) 0x00483F00)
//#define SetupRipple ((void (__cdecl*)(int, int, int, int, int)) 0x00430910)
//#define TriggerShockwave ((void (__cdecl*)(PHD_3DPOS*, int, int, int, int, int)) 0x00484670)
//#define TriggerExplosionBubbles ((void (__cdecl*)(int, int, int, short)) 0x00431070)
//#define AddFire ((void (__cdecl*)(int, int, int, byte, short, int)) 0x00481B40)
#define InitialiseSmokeEmitter ((void (__cdecl*)(short)) 0x0043D9D0)
#define SmokeEmitterControl ((void (__cdecl*)(short)) 0x00431560)
#define DrawLensFlare ((void (__cdecl*)(ITEM_INFO*)) 0x00485290)
//#define ControlWaterfallMist ((void (__cdecl*)(short)) 0x00432CA0)
//#define TriggerRicochetSparks ((void (__cdecl*)(GAME_VECTOR*, short, int, int)) 0x0042F060)
extern SPLASH_STRUCT Splashes[MAX_SPLASH];
extern RIPPLE_STRUCT Ripples[32];

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@ -2,10 +2,7 @@
#include "..\Global\global.h"
//#define DoBloodSplat ((short (__cdecl*)(int, int, int, short, short, short)) 0x00432760)
#define DoLotsOfBlood ((void (__cdecl*)(int, int, int, short, short, short, int)) 0x00432800)
//#define CreateBubble ((short (__cdecl*)(PHD_3DPOS*, short, int)) 0x0043C6C0);
//#define SetupRipple ((void (__cdecl*)(int, int, int, byte, byte)) 0x00430910);
#define SoundEffects ((void (__cdecl*)()) 0x00432640)
int ItemNearLara(PHD_3DPOS* pos, int radius);

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@ -11,7 +11,7 @@ typedef struct footprint_t {
byte startOpacity;
byte opacity;
bool active;
}FOOTPRINT_STRUCT;
} FOOTPRINT_STRUCT;
constexpr int FOOT_HEIGHT_OFFSET = 64;
bool CheckFootOnFloor(ITEM_INFO& const item, int mesh, PHD_3DPOS& outFootprintPosition);

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@ -16,6 +16,7 @@ using namespace DirectX::SimpleMath;
#include "math.h"
#include "macros.h"
#include "malloc.h"
#include "legacyfunctions.h"
#include "..\Scripting\GameLogicScript.h"
#include "..\Scripting\GameFlowScript.h"

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@ -0,0 +1,101 @@
#pragma once
#include "types.h"
// BOX.CPP
#define Legacy_CreatureActive ((int (__cdecl*)(short)) 0x00408630)
#define Legacy_CreatureUnderwater ((void (__cdecl*)(ITEM_INFO*, int)) 0x0040B400)
#define Legacy_CreatureFloat ((int (__cdecl*)(short)) 0x0040B2C0)
#define Legacy_CreatureDie ((void (__cdecl*)(short, int)) 0x0040A090)
#define Legacy_CreatureAIInfo ((void (__cdecl*)(ITEM_INFO*, AI_INFO*)) 0x004086C0)
#define Legacy_CreatureMood ((void (__cdecl*)(ITEM_INFO*, AI_INFO*, int)) 0x00409370)
#define Legacy_GetCreatureMood ((void (__cdecl*)(ITEM_INFO*, AI_INFO*, int)) 0x004090A0)
#define Legacy_CreatureEffect ((short (__cdecl*)(ITEM_INFO*, BITE_INFO*, short(*)(int, int, int, short, short, short))) 0x0040B4D0)
#define Legacy_CreatureEffect2 ((short (__cdecl*)(ITEM_INFO*, BITE_INFO*, short, short, short(*)(int, int, int, short, short, short))) 0x0040B550)
#define Legacy_CreatureTilt ((void (__cdecl*)(ITEM_INFO*, short)) 0x0040B1B0)
#define Legacy_CreatureJoint ((void (__cdecl*)(ITEM_INFO*, short, short)) 0x0040B240)
#define Legacy_CreatureAnimation ((void (__cdecl*)(short, short, short)) 0x0040A1D0)
#define Legacy_InitialiseCreature ((void (__cdecl*)(short)) 0x00408550)
#define Legacy_CreatureKill ((void (__cdecl*)(ITEM_INFO*, int, int, int)) 0x0040B820)
#define Legacy_AlertAllGuards ((void (__cdecl*)(short)) 0x0040BA70)
#define Legacy_AlertNearbyGuards ((void (__cdecl*)(ITEM_INFO*)) 0x0040BB10)
#define Legacy_MoveCreature3DPos ((int(__cdecl*)(PHD_3DPOS*, PHD_3DPOS*, int, short, short)) 0x0040C460)
#define Legacy_CalculateTarget ((int(__cdecl*)(PHD_VECTOR*, ITEM_INFO*, LOT_INFO*)) 0x004098B0)
#define Legacy_ValidBox ((int(__cdecl*)(ITEM_INFO*, short, short)) 0x00408FD0)
#define Legacy_StalkBox ((int(__cdecl*)(ITEM_INFO*, ITEM_INFO*, short)) 0x00409770)
#define Legacy_TargetBox ((int(__cdecl*)(LOT_INFO*, short)) 0x00408E20)
#define Legacy_EscapeBox ((int(__cdecl*)(ITEM_INFO*, ITEM_INFO*, short)) 0x00408EF0)
#define Legacy_BadFloor ((int(__cdecl*)(int, int, int, int, int, short, LOT_INFO*)) 0x00409FB0)
#define Legacy_CreatureCreature ((int(__cdecl*)(short)) 0x00409E20)
#define Legacy_DropBaddyPickups ((int(__cdecl*)(ITEM_INFO*)) 0x0040C5A0)
#define Legacy_CreatureCollision ((void (__cdecl*)(short, ITEM_INFO*, COLL_INFO*)) 0x004124E0)
#define Legacy_CreatureTurn ((short (__cdecl*)(ITEM_INFO*, short)) 0x0040AE90)
#define Legacy_AIGuard ((short(__cdecl*)(CREATURE_INFO*)) 0x0040BBE0)
#define Legacy_GetAITarget ((void(__cdecl*)(CREATURE_INFO*)) 0x0040BCC0)
#define Legacy_FindAIObject ((int(__cdecl*)(CREATURE_INFO*,short)) 0x0040C070)
#define Legacy_SameZoneAIObject ((int(__cdecl*)(CREATURE_INFO*,short)) 0x0040C460)
// CONTROL.CPP
#define Legacy_GetCeiling ((int (__cdecl*)(FLOOR_INFO*, int, int, int)) 0x00417640)
#define Legacy_GetRandomControl ((int (__cdecl*)()) 0x004A7C10)
#define Legacy_AnimateItem ((void (__cdecl*)(ITEM_INFO*)) 0x00415300)
#define Legacy_GetChange ((int (__cdecl*)(ITEM_INFO*, ANIM_STRUCT*)) 0x00415890)
#define Legacy_KillMoveItems ((void (__cdecl*)()) 0x00414620)
#define Legacy_KillMoveEffects ((void (__cdecl*)()) 0x004146A0)
#define Legacy_ClearDynamics ((void (__cdecl*)()) 0x00431530)
#define Legacy_ClearFires ((void (__cdecl*)()) 0x00481B10)
#define Legacy_UpdateSparks ((void (__cdecl*)()) 0x0042E8B0)
#define Legacy_UpdateFireSparks ((void (__cdecl*)()) 0x004813B0)
#define Legacy_UpdateSmoke ((void (__cdecl*)()) 0x00481DD0)
#define Legacy_UpdateBlood ((void (__cdecl*)()) 0x00482610)
#define Legacy_UpdateBubbles ((void (__cdecl*)()) 0x00483540)
#define Legacy_UpdateSplashes ((void (__cdecl*)()) 0x00430710)
#define Legacy_UpdateDebris ((void (__cdecl*)()) 0x0041D500)
#define Legacy_UpdateDrips ((void (__cdecl*)()) 0x00483D90)
#define Legacy_UpdateGunShells ((void (__cdecl*)()) 0x00482D80)
#define Legacy_UpdateBats ((void (__cdecl*)()) 0x00407FD0)
#define Legacy_UpdateRats ((void (__cdecl*)()) 0x0046AC70)
#define Legacy_LavaBurn ((void (__cdecl*)(ITEM_INFO*)) 0x0048ADD0)
#define Legacy_RefreshCamera ((void (__cdecl*)(short, short*)) 0x004165E0)
#define Legacy_DoFlipMap ((void (__cdecl*)(short)) 0x00418910)
#define Legacy_PlaySoundTrack ((void (__cdecl*)(short, short)) 0x00418B90)
#define Legacy_AlterFloorHeight ((void (__cdecl*)(ITEM_INFO*, int)) 0x004159F0)
#define Legacy_ObjectOnLOS2 ((int (__cdecl*)(GAME_VECTOR*, GAME_VECTOR*, PHD_VECTOR*, BITE_INFO*)) 0x00419110)
#define Legacy_LOS ((int (__cdecl*)(GAME_VECTOR*, GAME_VECTOR*)) 0x00417CF0)
#define Legacy_GetTargetOnLOS ((int (__cdecl*)(GAME_VECTOR*, GAME_VECTOR*, int, int)) 0x0041A170)
#define Legacy_RumbleScreen ((void (__cdecl*)()) 0x00442C90)
#define Legacy_UpdateShockwaves ((void (__cdecl*)()) 0x004849A0)
#define Legacy_GetFloor ((FLOOR_INFO* (__cdecl*)(int, int, int, short*)) 0x00415B20)
#define Legacy_GetFloorHeight ((int (__cdecl*)(FLOOR_INFO*, int, int, int)) 0x00415FB0)
// DOOR.CPP
#define Legacy_InitialiseDoor ((void (__cdecl*)(short)) 0x0043DB60)
#define Legacy_DrawLiftDoor ((void (__cdecl*)(ITEM_INFO*)) 0x0045AAF0)
#define Legacy_DoubleDoorControl ((void (__cdecl*)(short)) 0x00429840)
#define Legacy_InitialiseSteelDoor ((void (__cdecl*)(short)) 0x0043F180)
#define Legacy_SteelDoorControl ((void (__cdecl*)(short)) 0x00486BE0)
#define Legacy_SteelDoorCollision ((void (__cdecl*)(short,ITEM_INFO*,COLL_INFO*)) 0x00487AD0)
// EFFECT2.CPP
#define Legacy_DetatchSpark ((SPARKS* (__cdecl*)(int, int)) 0x0042E6A0)
#define Legacy_AddWaterSparks ((void (__cdecl*)(int, int, int, int)) 0x00483180)
#define Legacy_TriggerUnderwaterExplosion ((void (__cdecl*)(ITEM_INFO*)) 0x0044F500)
#define Legacy_TriggerExplosionSparks ((void (__cdecl*)(int, int, int, int, int, int, short)) 0x0042F610)
#define Legacy_GetFreeSpark ((short (__cdecl*)()) 0x0042E790)
#define Legacy_GetFreeDrip ((short (__cdecl*)()) 0x00483D00)
#define Legacy_GetFreeSmokeSpark ((short (__cdecl*)()) 0x00481D40)
#define Legacy_TriggerDartSmoke ((void (__cdecl*)(int, int, int, int, int, int)) 0x00430D90)
#define Legacy_TriggerGunShell ((void (__cdecl*)(short, int, int)) 0x00482A60)
#define Legacy_TriggerLaraDrips ((void (__cdecl*)()) 0x00483F00)
#define Legacy_SetupRipple ((void (__cdecl*)(int, int, int, int, int)) 0x00430910)
#define Legacy_TriggerShockwave ((void (__cdecl*)(PHD_3DPOS*, int, int, int, int, int)) 0x00484670)
#define Legacy_TriggerExplosionBubbles ((void (__cdecl*)(int, int, int, short)) 0x00431070)
#define Legacy_AddFire ((void (__cdecl*)(int, int, int, byte, short, int)) 0x00481B40)
#define Legacy_ControlWaterfallMist ((void (__cdecl*)(short)) 0x00432CA0)
#define Legacy_TriggerRicochetSparks ((void (__cdecl*)(GAME_VECTOR*, short, int, int)) 0x0042F060)
// EFFECTS.CPP
#define Legacy_DoBloodSplat ((short (__cdecl*)(int, int, int, short, short, short)) 0x00432760)
#define Legacy_CreateBubble ((short (__cdecl*)(PHD_3DPOS*, short, int)) 0x0043C6C0);
#define Legacy_SetupRipple ((void (__cdecl*)(int, int, int, byte, byte)) 0x00430910);

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@ -4765,7 +4765,7 @@ void Renderer11::drawBlood()
{
AddSpriteBillboard(m_sprites[Objects[ID_DEFAULT_SPRITES].meshIndex + 15],
Vector3(blood->x, blood->y, blood->z),
Vector4(blood->shade * 244/255.0f, blood->shade * 0, blood->shade * 0,1.0f),
Vector4(blood->shade / 255.0f, blood->shade * 0, blood->shade * 0,1.0f),
TR_ANGLE_TO_RAD(blood->rotAng), 1.0f, blood->size * 8.0f, blood->size * 8.0f,
BLENDMODE_ALPHABLEND);
}
@ -4986,7 +4986,7 @@ void Renderer11::drawBubbles()
{
BUBBLE_STRUCT* bubble = &Bubbles[i];
if (bubble->size)
AddSpriteBillboard(m_sprites[Objects[ID_DEFAULT_SPRITES].meshIndex + SPR_BUBBLES], Vector3(bubble->pos.x, bubble->pos.y, bubble->pos.z),Vector4( bubble->shade, bubble->shade, bubble->shade,1.0f), 0.0f, 1.0f, bubble->size * 0.5f, bubble->size * 0.5f, BLENDMODE_ALPHABLEND);
AddSpriteBillboard(m_sprites[Objects[ID_DEFAULT_SPRITES].meshIndex + SPR_BUBBLES], Vector3(bubble->pos.x, bubble->pos.y, bubble->pos.z),Vector4( bubble->shade/255.0f, bubble->shade/255.0f, bubble->shade/255.0f,1.0f), 0.0f, 1.0f, bubble->size * 0.5f, bubble->size * 0.5f, BLENDMODE_ALPHABLEND);
}
}

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@ -2275,7 +2275,7 @@ void ObjectObjects()
{
obj->initialise = InitialiseDoor;
obj->control = DoorControl;
obj->drawRoutine = DrawLiftDoor;
obj->drawRoutine = Legacy_DrawLiftDoor;
}
obj = &Objects[ID_LIFT_DOORS2];
@ -2283,7 +2283,7 @@ void ObjectObjects()
{
obj->initialise = InitialiseDoor;
obj->control = DoorControl;
obj->drawRoutine = DrawLiftDoor;
obj->drawRoutine = Legacy_DrawLiftDoor;
}
obj = &Objects[ID_SEQUENCE_DOOR1];
@ -2600,7 +2600,7 @@ void ObjectObjects()
{
obj->initialise = InitialiseSteelDoor;
obj->collision = SteelDoorCollision;
obj->control = SteelDoorControl;
obj->control = Legacy_SteelDoorControl;
}
/*

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@ -120,6 +120,7 @@ xcopy /Y "$(ProjectDir)Scripting\Scripts\*.lua" "$(TargetDir)\Scripts"</Command>
<ClInclude Include="Game\groundfx.h" />
<ClInclude Include="Game\swat.h" />
<ClInclude Include="Game\lion.h" />
<ClInclude Include="Global\legacyfunctions.h" />
<ClInclude Include="Libs\fixedpoint\fixed_point.hpp" />
<ClInclude Include="Objects\oldobjects.h" />
<ClInclude Include="Scripting\LanguageScript.h" />

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@ -309,6 +309,9 @@
<ClInclude Include="Game\footprint.h">
<Filter>File di intestazione</Filter>
</ClInclude>
<ClInclude Include="Global\legacyfunctions.h">
<Filter>File di intestazione</Filter>
</ClInclude>
</ItemGroup>
<ItemGroup>
<ClCompile Include="TR5Main.cpp">