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Make flipeffect names consistent
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4 changed files with 67 additions and 67 deletions
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@ -27,49 +27,49 @@ using namespace ten::Effects::Footprints;
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function<EffectFunction> effect_routines[59] =
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{
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turn180_effect, //0
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floor_shake_effect, //1
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Turn180, //0
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FloorShake, //1
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PoseidonSFX, //2
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LaraBubbles, //3
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finish_level_effect, //4
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FinishLevel, //4
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ActivateCamera, //5
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ActivateKey, //6
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RubbleFX, //7
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SwapCrowbar, //8
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pickup, //9
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SoundFlipEffect, //10
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Pickup, //9
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PlaySoundEffect, //10
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ExplosionFX, //11
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lara_hands_free, //12
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puzzle, //13
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draw_right_pistol, //14
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draw_left_pistol, //15
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shoot_right_gun, //16
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shoot_left_gun, //17
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pushLoop, //18
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pushEnd, //19
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void_effect, //20
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invisibility_on, //21
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invisibility_off, //22
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void_effect, //23
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void_effect, //24
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void_effect, //25
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reset_hair, //26
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void_effect, //27
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LaraHandsFree, //12
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Puzzle, //13
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DrawRightPistol, //14
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DrawLeftPistol, //15
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ShootRightGun, //16
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ShootLeftGun, //17
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PushLoop, //18
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PushEnd, //19
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VoidEffect, //20
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InvisibilityOn, //21
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InvisibilityOff, //22
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VoidEffect, //23
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VoidEffect, //24
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VoidEffect, //25
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ResetHair, //26
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VoidEffect, //27
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SetFog, //28
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void_effect, //29
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VoidEffect, //29
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LaraLocation, //30
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ClearSpidersPatch, //31
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AddFootprint, //32
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void_effect, //33
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void_effect, //34
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void_effect, //35
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void_effect, //36
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void_effect, //37
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void_effect, //38
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void_effect, //39
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void_effect, //40
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void_effect, //41
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void_effect, //42
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VoidEffect, //33
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VoidEffect, //34
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VoidEffect, //35
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VoidEffect, //36
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VoidEffect, //37
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VoidEffect, //38
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VoidEffect, //39
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VoidEffect, //40
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VoidEffect, //41
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VoidEffect, //42
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MeshSwapToPour, //43
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MeshSwapFromPour, //44
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LaraLocationPad, //45
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@ -86,12 +86,12 @@ void MeshSwapFromPour(ITEM_INFO* item)
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Lara.meshPtrs[LM_LHAND] = Objects[ID_LARA_SKIN].meshIndex + LM_LHAND;
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}
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void pickup(ITEM_INFO* item)
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void Pickup(ITEM_INFO* item)
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{
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do_pickup();
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}
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void puzzle(ITEM_INFO* item)
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void Puzzle(ITEM_INFO* item)
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{
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do_puzzle();
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}
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@ -134,17 +134,17 @@ void AddFootprint(ITEM_INFO* item)
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}
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}
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void reset_hair(ITEM_INFO* item)
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void ResetHair(ITEM_INFO* item)
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{
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InitialiseHair();
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}
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void invisibility_off(ITEM_INFO* item)
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void InvisibilityOff(ITEM_INFO* item)
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{
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item->status = ITEM_ACTIVE;
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}
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void invisibility_on(ITEM_INFO* item)
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void InvisibilityOn(ITEM_INFO* item)
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{
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item->status = ITEM_INVISIBLE;
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}
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@ -154,7 +154,7 @@ void SetFog(ITEM_INFO* item)
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FlipEffect = -1;
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}
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void draw_left_pistol(ITEM_INFO* item)
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void DrawLeftPistol(ITEM_INFO* item)
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{
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if (Lara.meshPtrs[LM_LHAND] == Objects[ID_LARA_SKIN].meshIndex + LM_LHAND)
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{
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@ -168,7 +168,7 @@ void draw_left_pistol(ITEM_INFO* item)
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}
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}
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void draw_right_pistol(ITEM_INFO* item)
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void DrawRightPistol(ITEM_INFO* item)
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{
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if (Lara.meshPtrs[LM_RHAND] == Objects[ID_LARA_SKIN].meshIndex + LM_RHAND)
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{
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@ -182,17 +182,17 @@ void draw_right_pistol(ITEM_INFO* item)
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}
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}
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void shoot_left_gun(ITEM_INFO* item)
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void ShootLeftGun(ITEM_INFO* item)
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{
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Lara.leftArm.flash_gun = 3;
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}
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void shoot_right_gun(ITEM_INFO* item)
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void ShootRightGun(ITEM_INFO* item)
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{
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Lara.rightArm.flash_gun = 3;
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}
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void lara_hands_free(ITEM_INFO* item)
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void LaraHandsFree(ITEM_INFO* item)
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{
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Lara.gunStatus = LG_NO_ARMS;
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}
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@ -295,13 +295,13 @@ void RubbleFX(ITEM_INFO* item)
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FlipEffect = -1;
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}
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void SoundFlipEffect(ITEM_INFO* item)
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void PlaySoundEffect(ITEM_INFO* item)
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{
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SoundEffect(TriggerTimer, NULL, 0);
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FlipEffect = -1;
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}
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void floor_shake_effect(ITEM_INFO* item)
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void FloorShake(ITEM_INFO* item)
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{
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int x = abs(item->pos.xPos - Camera.pos.x);
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int y = abs(item->pos.yPos - Camera.pos.y);
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@ -313,18 +313,18 @@ void floor_shake_effect(ITEM_INFO* item)
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}
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}
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void turn180_effect(ITEM_INFO* item)
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void Turn180(ITEM_INFO* item)
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{
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item->pos.yRot -= ANGLE(180);
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item->pos.xRot = -item->pos.xRot;
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}
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void finish_level_effect(ITEM_INFO* item)
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void FinishLevel(ITEM_INFO* item)
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{
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LevelComplete = CurrentLevel + 1;
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}
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void void_effect(ITEM_INFO* item)
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void VoidEffect(ITEM_INFO* item)
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{
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}
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@ -7,11 +7,11 @@
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extern std::function<EffectFunction> effect_routines[];
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void AddFootprint(ITEM_INFO* item);
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void void_effect(ITEM_INFO* item);
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void finish_level_effect(ITEM_INFO* item);
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void turn180_effect(ITEM_INFO* item);
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void floor_shake_effect(ITEM_INFO* item);
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void SoundFlipEffect(ITEM_INFO* item);
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void VoidEffect(ITEM_INFO* item);
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void FinishLevel(ITEM_INFO* item);
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void Turn180(ITEM_INFO* item);
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void FloorShake(ITEM_INFO* item);
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void PlaySoundEffect(ITEM_INFO* item);
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void RubbleFX(ITEM_INFO* item);
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void PoseidonSFX(ITEM_INFO* item);
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void ActivateCamera(ITEM_INFO* item);
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@ -21,16 +21,16 @@ void ExplosionFX(ITEM_INFO* item);
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void LaraLocation(ITEM_INFO* item);
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void LaraLocationPad(ITEM_INFO* item);
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void KillActiveBaddies(ITEM_INFO* item);
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void lara_hands_free(ITEM_INFO* item);
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void shoot_right_gun(ITEM_INFO* item);
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void shoot_left_gun(ITEM_INFO* item);
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void LaraHandsFree(ITEM_INFO* item);
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void ShootRightGun(ITEM_INFO* item);
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void ShootLeftGun(ITEM_INFO* item);
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void SetFog(ITEM_INFO* item);
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void invisibility_on(ITEM_INFO* item);
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void invisibility_off(ITEM_INFO* item);
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void reset_hair(ITEM_INFO* item);
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void pickup(ITEM_INFO* item);
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void puzzle(ITEM_INFO* item);
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void draw_right_pistol(ITEM_INFO* item);
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void draw_left_pistol(ITEM_INFO* item);
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void InvisibilityOn(ITEM_INFO* item);
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void InvisibilityOff(ITEM_INFO* item);
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void ResetHair(ITEM_INFO* item);
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void Pickup(ITEM_INFO* item);
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void Puzzle(ITEM_INFO* item);
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void DrawRightPistol(ITEM_INFO* item);
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void DrawLeftPistol(ITEM_INFO* item);
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void MeshSwapToPour(ITEM_INFO* item);
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void MeshSwapFromPour(ITEM_INFO* item);
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@ -169,7 +169,7 @@ void PushableBlockControl(short itemNumber)
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int relY = floorHeight - item->pos.yPos;
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item->pos.yPos = floorHeight;
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if (item->fallspeed >= 96)
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floor_shake_effect(item);
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FloorShake(item);
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item->fallspeed = 0;
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SoundEffect(pushable->fallSound, &item->pos, 2);
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@ -530,12 +530,12 @@ void PushableBlockCollision(short itemNum, ITEM_INFO* l, COLL_INFO* coll)
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}
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}
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void pushLoop(ITEM_INFO* item) // Do Flipeffect 18 in anims
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void PushLoop(ITEM_INFO* item) // Do Flipeffect 18 in anims
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{
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DoPushPull = 1;
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}
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void pushEnd(ITEM_INFO* item) // Do Flipeffect 19 in anims
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void PushEnd(ITEM_INFO* item) // Do Flipeffect 19 in anims
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{
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if (DoPushPull == 1)
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{
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@ -40,8 +40,8 @@ void RemoveFromStack(short itemNum);
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int FindStack(short itemNum);
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int GetStackHeight(ITEM_INFO* item);
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bool CheckStackLimit(ITEM_INFO* item);
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void pushLoop(ITEM_INFO* item);
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void pushEnd(ITEM_INFO* item);
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void PushLoop(ITEM_INFO* item);
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void PushEnd(ITEM_INFO* item);
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std::optional<int> PushableBlockFloor(short itemNumber, int x, int y, int z);
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std::optional<int> PushableBlockCeiling(short itemNumber, int x, int y, int z);
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int PushableBlockFloorBorder(short itemNumber);
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