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Added Sophia
- deleted all the __cdecl except for the #define function. because /Gd enable the __cdecl for function by default. - added the commented code in FireWeapon for TR3 entity (some function is missing)
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37ac9b77fd
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115 changed files with 2749 additions and 1499 deletions
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@ -3,14 +3,14 @@
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#include "effect2.h"
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#include <stdio.h>
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void __cdecl ClearItem(short itemNum)
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void ClearItem(short itemNum)
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{
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ITEM_INFO* item = &Items[itemNum];
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item->data = NULL;
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item->collidable = true;
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}
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void __cdecl KillItem(short itemNum)
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void KillItem(short itemNum)
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{
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if (InItemControlLoop)
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{
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@ -78,7 +78,7 @@ void __cdecl KillItem(short itemNum)
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}
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}
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void __cdecl RemoveAllItemsInRoom(short roomNumber, short objectNumber)
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void RemoveAllItemsInRoom(short roomNumber, short objectNumber)
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{
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ROOM_INFO* room = &Rooms[roomNumber];
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short currentItemNum = room->itemNumber;
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@ -98,7 +98,7 @@ void __cdecl RemoveAllItemsInRoom(short roomNumber, short objectNumber)
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}
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}
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void __cdecl AddActiveItem(short itemNumber)
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void AddActiveItem(short itemNumber)
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{
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ITEM_INFO* item = &Items[itemNumber];
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@ -118,7 +118,7 @@ void __cdecl AddActiveItem(short itemNumber)
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}
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}
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void __cdecl ItemNewRoom(short itemNumber, short roomNumber)
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void ItemNewRoom(short itemNumber, short roomNumber)
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{
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if (InItemControlLoop)
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{
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@ -157,7 +157,7 @@ void __cdecl ItemNewRoom(short itemNumber, short roomNumber)
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}
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}
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void __cdecl EffectNewRoom(short fxNumber, short roomNumber)
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void EffectNewRoom(short fxNumber, short roomNumber)
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{
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if (InItemControlLoop)
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{
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@ -193,7 +193,7 @@ void __cdecl EffectNewRoom(short fxNumber, short roomNumber)
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}
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}
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void __cdecl KillEffect(short fxNumber)
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void KillEffect(short fxNumber)
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{
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if (InItemControlLoop)
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{
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@ -243,7 +243,7 @@ void __cdecl KillEffect(short fxNumber)
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}
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}
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short __cdecl CreateNewEffect(short roomNum)
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short CreateNewEffect(short roomNum)
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{
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short fxNumber = NextFxFree;
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@ -263,7 +263,7 @@ short __cdecl CreateNewEffect(short roomNum)
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return fxNumber;
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}
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void __cdecl InitialiseFXArray(int allocmem)
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void InitialiseFXArray(int allocmem)
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{
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if (allocmem)
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Effects = (FX_INFO*)GameMalloc(24 * sizeof(FX_INFO));
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@ -279,7 +279,7 @@ void __cdecl InitialiseFXArray(int allocmem)
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fx->nextFx = -1;
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}
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void __cdecl RemoveDrawnItem(short itemNum)
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void RemoveDrawnItem(short itemNum)
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{
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ITEM_INFO* item = &Items[itemNum];
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@ -300,7 +300,7 @@ void __cdecl RemoveDrawnItem(short itemNum)
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}
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}
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void __cdecl RemoveActiveItem(short itemNum)
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void RemoveActiveItem(short itemNum)
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{
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if (Items[itemNum].active)
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{
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@ -324,7 +324,7 @@ void __cdecl RemoveActiveItem(short itemNum)
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}
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}
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void __cdecl InitialiseItem(short itemNum)
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void InitialiseItem(short itemNum)
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{
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ITEM_INFO* item = &Items[itemNum];
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@ -413,7 +413,7 @@ void __cdecl InitialiseItem(short itemNum)
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//item->unk_thing = 0;
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}
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short __cdecl CreateItem()
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short CreateItem()
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{
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short itemNum = 0;
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@ -426,7 +426,7 @@ short __cdecl CreateItem()
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return itemNum;
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}
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void __cdecl InitialiseItemArray(int numitems)
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void InitialiseItemArray(int numitems)
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{
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ITEM_INFO* item = &Items[LevelItems];
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@ -445,7 +445,7 @@ void __cdecl InitialiseItemArray(int numitems)
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item->nextItem = NO_ITEM;
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}
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short __cdecl SpawnItem(ITEM_INFO* item, short objectNumber)
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short SpawnItem(ITEM_INFO* item, short objectNumber)
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{
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short itemNumber = CreateItem();
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if (itemNumber != NO_ITEM)
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@ -465,7 +465,7 @@ short __cdecl SpawnItem(ITEM_INFO* item, short objectNumber)
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return itemNumber;
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}
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int __cdecl GlobalItemReplace(short search, short replace)
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int GlobalItemReplace(short search, short replace)
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{
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int changed = 0;
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for (int i = 0; i < NumberRooms; i++)
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