Make flipeffect names consistent

This commit is contained in:
Lwmte 2021-08-26 16:11:04 +03:00
parent dd3b6fa4e5
commit 7b8fc9bef2
4 changed files with 67 additions and 67 deletions

View file

@ -27,49 +27,49 @@ using namespace ten::Effects::Footprints;
function<EffectFunction> effect_routines[59] =
{
turn180_effect, //0
floor_shake_effect, //1
Turn180, //0
FloorShake, //1
PoseidonSFX, //2
LaraBubbles, //3
finish_level_effect, //4
FinishLevel, //4
ActivateCamera, //5
ActivateKey, //6
RubbleFX, //7
SwapCrowbar, //8
pickup, //9
SoundFlipEffect, //10
Pickup, //9
PlaySoundEffect, //10
ExplosionFX, //11
lara_hands_free, //12
puzzle, //13
draw_right_pistol, //14
draw_left_pistol, //15
shoot_right_gun, //16
shoot_left_gun, //17
pushLoop, //18
pushEnd, //19
void_effect, //20
invisibility_on, //21
invisibility_off, //22
void_effect, //23
void_effect, //24
void_effect, //25
reset_hair, //26
void_effect, //27
LaraHandsFree, //12
Puzzle, //13
DrawRightPistol, //14
DrawLeftPistol, //15
ShootRightGun, //16
ShootLeftGun, //17
PushLoop, //18
PushEnd, //19
VoidEffect, //20
InvisibilityOn, //21
InvisibilityOff, //22
VoidEffect, //23
VoidEffect, //24
VoidEffect, //25
ResetHair, //26
VoidEffect, //27
SetFog, //28
void_effect, //29
VoidEffect, //29
LaraLocation, //30
ClearSpidersPatch, //31
AddFootprint, //32
void_effect, //33
void_effect, //34
void_effect, //35
void_effect, //36
void_effect, //37
void_effect, //38
void_effect, //39
void_effect, //40
void_effect, //41
void_effect, //42
VoidEffect, //33
VoidEffect, //34
VoidEffect, //35
VoidEffect, //36
VoidEffect, //37
VoidEffect, //38
VoidEffect, //39
VoidEffect, //40
VoidEffect, //41
VoidEffect, //42
MeshSwapToPour, //43
MeshSwapFromPour, //44
LaraLocationPad, //45
@ -86,12 +86,12 @@ void MeshSwapFromPour(ITEM_INFO* item)
Lara.meshPtrs[LM_LHAND] = Objects[ID_LARA_SKIN].meshIndex + LM_LHAND;
}
void pickup(ITEM_INFO* item)
void Pickup(ITEM_INFO* item)
{
do_pickup();
}
void puzzle(ITEM_INFO* item)
void Puzzle(ITEM_INFO* item)
{
do_puzzle();
}
@ -134,17 +134,17 @@ void AddFootprint(ITEM_INFO* item)
}
}
void reset_hair(ITEM_INFO* item)
void ResetHair(ITEM_INFO* item)
{
InitialiseHair();
}
void invisibility_off(ITEM_INFO* item)
void InvisibilityOff(ITEM_INFO* item)
{
item->status = ITEM_ACTIVE;
}
void invisibility_on(ITEM_INFO* item)
void InvisibilityOn(ITEM_INFO* item)
{
item->status = ITEM_INVISIBLE;
}
@ -154,7 +154,7 @@ void SetFog(ITEM_INFO* item)
FlipEffect = -1;
}
void draw_left_pistol(ITEM_INFO* item)
void DrawLeftPistol(ITEM_INFO* item)
{
if (Lara.meshPtrs[LM_LHAND] == Objects[ID_LARA_SKIN].meshIndex + LM_LHAND)
{
@ -168,7 +168,7 @@ void draw_left_pistol(ITEM_INFO* item)
}
}
void draw_right_pistol(ITEM_INFO* item)
void DrawRightPistol(ITEM_INFO* item)
{
if (Lara.meshPtrs[LM_RHAND] == Objects[ID_LARA_SKIN].meshIndex + LM_RHAND)
{
@ -182,17 +182,17 @@ void draw_right_pistol(ITEM_INFO* item)
}
}
void shoot_left_gun(ITEM_INFO* item)
void ShootLeftGun(ITEM_INFO* item)
{
Lara.leftArm.flash_gun = 3;
}
void shoot_right_gun(ITEM_INFO* item)
void ShootRightGun(ITEM_INFO* item)
{
Lara.rightArm.flash_gun = 3;
}
void lara_hands_free(ITEM_INFO* item)
void LaraHandsFree(ITEM_INFO* item)
{
Lara.gunStatus = LG_NO_ARMS;
}
@ -295,13 +295,13 @@ void RubbleFX(ITEM_INFO* item)
FlipEffect = -1;
}
void SoundFlipEffect(ITEM_INFO* item)
void PlaySoundEffect(ITEM_INFO* item)
{
SoundEffect(TriggerTimer, NULL, 0);
FlipEffect = -1;
}
void floor_shake_effect(ITEM_INFO* item)
void FloorShake(ITEM_INFO* item)
{
int x = abs(item->pos.xPos - Camera.pos.x);
int y = abs(item->pos.yPos - Camera.pos.y);
@ -313,18 +313,18 @@ void floor_shake_effect(ITEM_INFO* item)
}
}
void turn180_effect(ITEM_INFO* item)
void Turn180(ITEM_INFO* item)
{
item->pos.yRot -= ANGLE(180);
item->pos.xRot = -item->pos.xRot;
}
void finish_level_effect(ITEM_INFO* item)
void FinishLevel(ITEM_INFO* item)
{
LevelComplete = CurrentLevel + 1;
}
void void_effect(ITEM_INFO* item)
void VoidEffect(ITEM_INFO* item)
{
}

View file

@ -7,11 +7,11 @@
extern std::function<EffectFunction> effect_routines[];
void AddFootprint(ITEM_INFO* item);
void void_effect(ITEM_INFO* item);
void finish_level_effect(ITEM_INFO* item);
void turn180_effect(ITEM_INFO* item);
void floor_shake_effect(ITEM_INFO* item);
void SoundFlipEffect(ITEM_INFO* item);
void VoidEffect(ITEM_INFO* item);
void FinishLevel(ITEM_INFO* item);
void Turn180(ITEM_INFO* item);
void FloorShake(ITEM_INFO* item);
void PlaySoundEffect(ITEM_INFO* item);
void RubbleFX(ITEM_INFO* item);
void PoseidonSFX(ITEM_INFO* item);
void ActivateCamera(ITEM_INFO* item);
@ -21,16 +21,16 @@ void ExplosionFX(ITEM_INFO* item);
void LaraLocation(ITEM_INFO* item);
void LaraLocationPad(ITEM_INFO* item);
void KillActiveBaddies(ITEM_INFO* item);
void lara_hands_free(ITEM_INFO* item);
void shoot_right_gun(ITEM_INFO* item);
void shoot_left_gun(ITEM_INFO* item);
void LaraHandsFree(ITEM_INFO* item);
void ShootRightGun(ITEM_INFO* item);
void ShootLeftGun(ITEM_INFO* item);
void SetFog(ITEM_INFO* item);
void invisibility_on(ITEM_INFO* item);
void invisibility_off(ITEM_INFO* item);
void reset_hair(ITEM_INFO* item);
void pickup(ITEM_INFO* item);
void puzzle(ITEM_INFO* item);
void draw_right_pistol(ITEM_INFO* item);
void draw_left_pistol(ITEM_INFO* item);
void InvisibilityOn(ITEM_INFO* item);
void InvisibilityOff(ITEM_INFO* item);
void ResetHair(ITEM_INFO* item);
void Pickup(ITEM_INFO* item);
void Puzzle(ITEM_INFO* item);
void DrawRightPistol(ITEM_INFO* item);
void DrawLeftPistol(ITEM_INFO* item);
void MeshSwapToPour(ITEM_INFO* item);
void MeshSwapFromPour(ITEM_INFO* item);

View file

@ -169,7 +169,7 @@ void PushableBlockControl(short itemNumber)
int relY = floorHeight - item->pos.yPos;
item->pos.yPos = floorHeight;
if (item->fallspeed >= 96)
floor_shake_effect(item);
FloorShake(item);
item->fallspeed = 0;
SoundEffect(pushable->fallSound, &item->pos, 2);
@ -530,12 +530,12 @@ void PushableBlockCollision(short itemNum, ITEM_INFO* l, COLL_INFO* coll)
}
}
void pushLoop(ITEM_INFO* item) // Do Flipeffect 18 in anims
void PushLoop(ITEM_INFO* item) // Do Flipeffect 18 in anims
{
DoPushPull = 1;
}
void pushEnd(ITEM_INFO* item) // Do Flipeffect 19 in anims
void PushEnd(ITEM_INFO* item) // Do Flipeffect 19 in anims
{
if (DoPushPull == 1)
{

View file

@ -40,8 +40,8 @@ void RemoveFromStack(short itemNum);
int FindStack(short itemNum);
int GetStackHeight(ITEM_INFO* item);
bool CheckStackLimit(ITEM_INFO* item);
void pushLoop(ITEM_INFO* item);
void pushEnd(ITEM_INFO* item);
void PushLoop(ITEM_INFO* item);
void PushEnd(ITEM_INFO* item);
std::optional<int> PushableBlockFloor(short itemNumber, int x, int y, int z);
std::optional<int> PushableBlockCeiling(short itemNumber, int x, int y, int z);
int PushableBlockFloorBorder(short itemNumber);