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Remove ResetHub; as it's almost certainly going to be made obsolete with the new scripts and save game rework.
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3 changed files with 5 additions and 8 deletions
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@ -86,15 +86,13 @@ e.g. `myLevel.laraType = LaraType.DIVESUIT`
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@mem laraType*/
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@mem laraType*/
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"laraType", &GameScriptLevel::LaraType,
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"laraType", &GameScriptLevel::LaraType,
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/// (bool) todo
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/// (bool) If true, an occasional screen shake effect (as seen in TRC's Sinking Submarine) will
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// happen throughout the level.
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//@mem rumble
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//@mem rumble
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"rumble", &GameScriptLevel::Rumble,
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"rumble", &GameScriptLevel::Rumble,
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/// (bool) todo
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/// (Mirror) object holding the location and size of the room's mirror, if present.
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//@mem resetHub
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// __(not yet implemented)__
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"resetHub", &GameScriptLevel::ResetHub,
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/// (Mirror) todo
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//@mem mirror
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//@mem mirror
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"mirror", &GameScriptLevel::Mirror,
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"mirror", &GameScriptLevel::Mirror,
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@ -53,7 +53,6 @@ struct GameScriptLevel
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GameScriptColor Fog{ 0, 0, 0 };
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GameScriptColor Fog{ 0, 0, 0 };
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bool Storm{ false };
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bool Storm{ false };
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WEATHER_TYPE Weather{ WEATHER_TYPE::NORMAL };
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WEATHER_TYPE Weather{ WEATHER_TYPE::NORMAL };
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bool ResetHub{ false };
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bool Rumble{ false };
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bool Rumble{ false };
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LARA_TYPE LaraType{ LARA_TYPE::NORMAL };
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LARA_TYPE LaraType{ LARA_TYPE::NORMAL };
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GameScriptMirror Mirror;
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GameScriptMirror Mirror;
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@ -1073,7 +1073,7 @@ unsigned CALLBACK LoadLevel(void* data)
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Wibble = 0;
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Wibble = 0;
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TorchRoom = -1;
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TorchRoom = -1;
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InitialiseGameFlags();
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InitialiseGameFlags();
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InitialiseLara(!(InitialiseGame || CurrentLevel == 1 || level->ResetHub));
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InitialiseLara(!(InitialiseGame || CurrentLevel == 1));
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GetCarriedItems();
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GetCarriedItems();
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GetAIPickups();
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GetAIPickups();
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Lara.Vehicle = -1;
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Lara.Vehicle = -1;
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