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

View file

@ -169,7 +169,7 @@ void PushableBlockControl(short itemNumber)
int relY = floorHeight - item->pos.yPos; int relY = floorHeight - item->pos.yPos;
item->pos.yPos = floorHeight; item->pos.yPos = floorHeight;
if (item->fallspeed >= 96) if (item->fallspeed >= 96)
floor_shake_effect(item); FloorShake(item);
item->fallspeed = 0; item->fallspeed = 0;
SoundEffect(pushable->fallSound, &item->pos, 2); 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; 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) if (DoPushPull == 1)
{ {

View file

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