From 7b8fc9bef2018a79ed487de1a6a051435be6acad Mon Sep 17 00:00:00 2001 From: Lwmte Date: Thu, 26 Aug 2021 16:11:04 +0300 Subject: [PATCH] Make flipeffect names consistent --- TR5Main/Game/effect.cpp | 94 +++++++++---------- TR5Main/Game/effect.h | 30 +++--- .../Objects/TR5/Object/tr5_pushableblock.cpp | 6 +- .../Objects/TR5/Object/tr5_pushableblock.h | 4 +- 4 files changed, 67 insertions(+), 67 deletions(-) diff --git a/TR5Main/Game/effect.cpp b/TR5Main/Game/effect.cpp index e1c70ba08..8baaf8a3f 100644 --- a/TR5Main/Game/effect.cpp +++ b/TR5Main/Game/effect.cpp @@ -27,49 +27,49 @@ using namespace ten::Effects::Footprints; function 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) { } diff --git a/TR5Main/Game/effect.h b/TR5Main/Game/effect.h index 3f1f7379d..083a787fa 100644 --- a/TR5Main/Game/effect.h +++ b/TR5Main/Game/effect.h @@ -7,11 +7,11 @@ extern std::function 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); \ No newline at end of file diff --git a/TR5Main/Objects/TR5/Object/tr5_pushableblock.cpp b/TR5Main/Objects/TR5/Object/tr5_pushableblock.cpp index 0eb30b7ff..fc947e8d1 100644 --- a/TR5Main/Objects/TR5/Object/tr5_pushableblock.cpp +++ b/TR5Main/Objects/TR5/Object/tr5_pushableblock.cpp @@ -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) { diff --git a/TR5Main/Objects/TR5/Object/tr5_pushableblock.h b/TR5Main/Objects/TR5/Object/tr5_pushableblock.h index f7ea1d8eb..057bf311c 100644 --- a/TR5Main/Objects/TR5/Object/tr5_pushableblock.h +++ b/TR5Main/Objects/TR5/Object/tr5_pushableblock.h @@ -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 PushableBlockFloor(short itemNumber, int x, int y, int z); std::optional PushableBlockCeiling(short itemNumber, int x, int y, int z); int PushableBlockFloorBorder(short itemNumber);