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https://github.com/TombEngine/TombEngine.git
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fixed commit
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parent
9c33d66347
commit
ab64f466ff
11 changed files with 34 additions and 44 deletions
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@ -1419,7 +1419,7 @@ void HandleProjectile(ItemInfo& item, ItemInfo& emitter, const Vector3i& prevPos
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if (type == ProjectileType::Explosive && item.ItemFlags[3])
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{
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// Fire trail and water collision for grenade fragments
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TriggerFireFlame(item.Pose.Position.x, item.Pose.Position.y, item.Pose.Position.z, FlameType::Medium, Vector3(1.0f, 0.2f, 0.2f), Vector3(1.0f, 0.8f, 0.1f));
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TriggerFireFlame(item.Pose.Position.x, item.Pose.Position.y, item.Pose.Position.z, FlameType::Medium, Vector3::Zero, Vector3::Zero);
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if (TestEnvironment(ENV_FLAG_WATER, item.RoomNumber))
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hasHit = true;
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}
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@ -1294,7 +1294,7 @@ void TriggerFireFlame(int x, int y, int z, FlameType type, const Vector3& color1
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if (type == FlameType::Small)
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{
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if (color1 != Vector3(1.0f, 0.2f, 0.2f) && color2 != Vector3(1.0f, 0.8f, 0.1f))
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if (color1 != Vector3::Zero && color2 != Vector3::Zero)
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{
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spark->sR = colorsR;
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spark->sG = colorsG;
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@ -1310,7 +1310,7 @@ void TriggerFireFlame(int x, int y, int z, FlameType type, const Vector3& color1
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{
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if (type == FlameType::SmallFast)
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{
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if (color1 != Vector3(1.0f, 0.2f, 0.2f) && color2 != Vector3(1.0f, 0.8f, 0.1f))
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if (color1 != Vector3::Zero && color2 != Vector3::Zero)
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{
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spark->sR = colorsR;
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spark->sG = colorsG;
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@ -1333,7 +1333,7 @@ void TriggerFireFlame(int x, int y, int z, FlameType type, const Vector3& color1
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}
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else
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{
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if (color1 != Vector3(1.0f, 0.2f, 0.2f) && color2 != Vector3(1.0f, 0.8f, 0.1f))
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if (color1 != Vector3::Zero && color2 != Vector3::Zero)
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{
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spark->sR = colorsR;
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spark->sG = colorsG;
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@ -1350,7 +1350,7 @@ void TriggerFireFlame(int x, int y, int z, FlameType type, const Vector3& color1
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if (type != FlameType::StaticFlicker)
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{
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if (color1 != Vector3(1.0f, 0.2f, 0.2f) && color2 != Vector3(1.0f, 0.8f, 0.1f))
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if (color1 != Vector3::Zero && color2 != Vector3::Zero)
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{
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spark->dR = colordR;
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spark->dG = colordG;
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@ -1616,7 +1616,7 @@ void ProcessEffects(ItemInfo* item)
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{
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case EffectType::Fire:
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if (TestProbability(1 / 8.0f))
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TriggerFireFlame(pos.x, pos.y, pos.z, TestProbability(1 / 10.0f) ? FlameType::Trail : FlameType::Medium, Vector3(1.0f, 0.2f, 0.2f), Vector3(1.0f, 0.8f, 0.1f));
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TriggerFireFlame(pos.x, pos.y, pos.z, TestProbability(1 / 10.0f) ? FlameType::Trail : FlameType::Medium, Vector3::Zero, Vector3::Zero);
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break;
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case EffectType::ColoredFire:
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@ -47,7 +47,7 @@ enum class FlameType
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StaticFlicker,
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GreenPulse,
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SmallFast,
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Trail,
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Trail
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};
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struct FX_INFO
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@ -206,7 +206,7 @@ void TriggerCyborgSpark(int x, int y, int z, short xv, short yv, short zv);
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void TriggerExplosionSparks(int x, int y, int z, int extraTrig, int dynamic, int uw, int roomNumber);
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void TriggerExplosionSmokeEnd(int x, int y, int z, int uw);
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void TriggerExplosionSmoke(int x, int y, int z, int uw);
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void TriggerFireFlame(int x, int y, int z, FlameType type, const Vector3& color1 = Vector3::One, const Vector3& color2 = Vector3::One);
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void TriggerFireFlame(int x, int y, int z, FlameType type, const Vector3& color1 = Vector3::Zero, const Vector3& color2 = Vector3::Zero);
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void TriggerSuperJetFlame(ItemInfo* item, int yvel, int deadly);
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void SetupSplash(const SPLASH_SETUP* const setup, int room);
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void UpdateSplashes();
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@ -20,53 +20,38 @@ namespace TEN::Effects::Items
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{
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item->Effect.Type = EffectType::Fire;
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item->Effect.Count = timeout;
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item->Effect.LightColor = Vector3(250, 176, 0);
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item->Effect.EffectColor1 = Vector3(1.0f, 0.2f, 0.2f);
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item->Effect.EffectColor2 = Vector3(1.0f, 0.8f, 0.1f);
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item->Effect.LightColor = Vector3(0.8f, 0.5f, 0.0f);
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item->Effect.EffectColor1 = Vector3::Zero;
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item->Effect.EffectColor2 = Vector3::Zero;
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}
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void ItemColorBurn(ItemInfo* item, const ScriptColor& color1, const ScriptColor& color2, int timeout)
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void ItemColorBurn(ItemInfo* item, Vector3 color1, Vector3 color2, int timeout)
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{
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item->Effect.Type = EffectType::ColoredFire;
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item->Effect.Count = timeout;
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Vector3 col1 = Vector3(color1.GetR() * (1.f / 255.f), color1.GetG() * (1.f / 255.f), color1.GetB() * (1.f / 255.f));
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Vector3 col2 = Vector3(color2.GetR() * (1.f / 255.f), color2.GetG() * (1.f / 255.f), color2.GetB() * (1.f / 255.f));
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item->Effect.LightColor = col1;
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item->Effect.EffectColor1 = col1;
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item->Effect.EffectColor2 = col2;
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}
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void ItemMagicBurn(ItemInfo* item, const ScriptColor& color1, const ScriptColor& color2, int timeout)
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{
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item->Effect.Type = EffectType::MagicFire;
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Vector3 col1 = Vector3(color1.GetR() * (1.f / 255.f), color1.GetG() * (1.f / 255.f), color1.GetB() * (1.f / 255.f));
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Vector3 col2 = Vector3(color2.GetR() * (1.f / 255.f), color2.GetG() * (1.f / 255.f), color2.GetB() * (1.f / 255.f));
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item->Effect.Count = timeout;
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item->Effect.LightColor = col1;
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item->Effect.EffectColor1 = col1;
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item->Effect.EffectColor2 = col2;
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item->Effect.LightColor = color1;
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item->Effect.EffectColor1 = color1;
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item->Effect.EffectColor2 = color2;
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}
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void ItemElectricBurn(ItemInfo* item, int timeout)
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{
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item->Effect.Type = EffectType::Sparks;
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item->Effect.Count = timeout;
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item->Effect.LightColor = Vector3(0, 147, 255 );
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item->Effect.LightColor = Vector3(0.0f, 0.6f, 1.0f);
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}
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void ItemBlueElectricBurn(ItemInfo* item, int timeout)
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{
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item->Effect.Type = EffectType::ElectricDeath;
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item->Effect.Count = 2;
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item->Effect.LightColor = Vector3(0, 147, 255);
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item->Effect.LightColor = Vector3(0.0f, 0.6f, 1.0f);
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}
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void ItemRedLaserBurn(ItemInfo* item, int timeout)
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{
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item->Effect.Type = EffectType::LaserDeath;
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item->Effect.Count = 2;
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item->Effect.LightColor = Vector3(255, 100, 0);
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item->Effect.LightColor = Vector3(1.0f, 0.4f, 0.0f);
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}
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void ItemSmoke(ItemInfo* item, int timeout)
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@ -8,10 +8,9 @@ namespace TEN::Effects::Items
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constexpr int DEFAULT_NONLETHAL_EFFECT_TIMEOUT = 48;
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void ItemBurn(ItemInfo* item, int timeout = -1);
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void ItemColorBurn(ItemInfo* item, const ScriptColor& color1 = ScriptColor(1, 1, 1), const ScriptColor& color2 = ScriptColor(1, 1, 1), int timeout = -1);
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void ItemColorBurn(ItemInfo* item, Vector3 color1 = Vector3::Zero, Vector3 color2 = Vector3::Zero, int timeout = -1);
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void ItemRedLaserBurn(ItemInfo* item, int timeout);
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void ItemBlueElectricBurn(ItemInfo* item, int timeout = DEFAULT_NONLETHAL_EFFECT_TIMEOUT);
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void ItemMagicBurn(ItemInfo* item, const ScriptColor& color1 = ScriptColor(1, 1, 1), const ScriptColor& color2 = ScriptColor(1, 1, 1), int timeout = -1);
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void ItemElectricBurn(ItemInfo* item, int timeout = DEFAULT_NONLETHAL_EFFECT_TIMEOUT);
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void ItemSmoke(ItemInfo* item, int timeout = DEFAULT_NONLETHAL_EFFECT_TIMEOUT);
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void LavaBurn(ItemInfo* item);
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@ -274,7 +274,8 @@ namespace TEN::Entities::Effects
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{
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TriggerShockwave(&fx->pos, 48, 240, 64, 64, 128, 0, 24, 0, 0);
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TriggerExplosionSparks(oldX, oldY, oldZ, 3, -2, 2, fx->roomNumber);
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ItemMagicBurn(LaraItem, ScriptColor(2, 202 ,40), ScriptColor(5, 221, 218), -1);
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LaraItem->Effect.Type = EffectType::MagicFire;
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ItemColorBurn(LaraItem, Vector3(0.0f, 0.8f, 0.1f), Vector3(0.0f, 0.9f, 0.8f), -1);
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}
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else if (fx->flag1)
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{
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@ -272,7 +272,7 @@ namespace TEN::Entities::Effects
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item->Pose.Position.y = probe.Position.Floor;
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if (Wibble & 7)
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TriggerFireFlame(item->Pose.Position.x, item->Pose.Position.y - 32, item->Pose.Position.z, FlameType::Medium, Vector3(1.0f, 0.2f, 0.2f), Vector3(1.0f, 0.8f, 0.1f));
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TriggerFireFlame(item->Pose.Position.x, item->Pose.Position.y - 32, item->Pose.Position.z, FlameType::Medium, Vector3::Zero, Vector3::Zero);
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}
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SoundEffect(SFX_TR4_LOOP_FOR_SMALL_FIRES, &item->Pose);
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@ -470,14 +470,14 @@ namespace TEN::Entities::Effects
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i = item->ItemFlags[1] & 7;
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x = 16 * (Flame3xzoffs[i][0] - 32);
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z = 16 * (Flame3xzoffs[i][1] - 32);
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TriggerFireFlame(x + item->Pose.Position.x, item->Pose.Position.y, z + item->Pose.Position.z, FlameType::Small, Vector3(1.0f, 0.2f, 0.2f), Vector3(1.0f, 0.8f, 0.1f));
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TriggerFireFlame(x + item->Pose.Position.x, item->Pose.Position.y, z + item->Pose.Position.z, FlameType::Small, Vector3::Zero, Vector3::Zero);
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}
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else
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{
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i = item->ItemFlags[1] >> 3;
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x = 16 * (Flame3xzoffs[i + 8][0] - 32);
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z = 16 * (Flame3xzoffs[i + 8][1] - 32);
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TriggerFireFlame(x + item->Pose.Position.x, item->Pose.Position.y, z + item->Pose.Position.z, FlameType::Small, Vector3(1.0f, 0.2f, 0.2f), Vector3(1.0f, 0.8f, 0.1f));
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TriggerFireFlame(x + item->Pose.Position.x, item->Pose.Position.y, z + item->Pose.Position.z, FlameType::Small, Vector3::Zero, Vector3::Zero);
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}
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SoundEffect(SFX_TR4_LOOP_FOR_SMALL_FIRES, &item->Pose);
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@ -92,7 +92,7 @@ namespace TEN::Entities::TR4
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int meshCount = GetSpheres(item, spheres, SPHERES_SPACE_WORLD, Matrix::Identity);
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auto sphere = &spheres[(Wibble / 8) & 1];
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for (int i = meshCount; i > 0; i--, sphere += 2)
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TriggerFireFlame(sphere->x, sphere->y, sphere->z, FlameType::Medium, Vector3(1.0f, 0.2f, 0.2f), Vector3(1.0f, 0.8f, 0.1f));
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TriggerFireFlame(sphere->x, sphere->y, sphere->z, FlameType::Medium, Vector3::Zero, Vector3::Zero);
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}
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TriggerDynamicLight(
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@ -492,7 +492,8 @@ namespace TEN::Entities::TR4
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if (LaraItem->HitPoints < 0)
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{
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SethaKill(item, LaraItem);
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ItemColorBurn(LaraItem, Vector3(2, 202, 40), Vector3(5, 221, 218), 60);
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LaraItem->Effect.Type = EffectType::MagicFire;
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ItemColorBurn(LaraItem, Vector3(0.0f, 0.8f, 0.1f), Vector3(0.0f, 0.9f, 0.8f), -1);
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creature->MaxTurn = 0;
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return;
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}
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@ -58,7 +58,7 @@ void ControlBodyPart(short fxNumber)
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!TestEnvironment(RoomEnvFlags::ENV_FLAG_WATER, fx->roomNumber))
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{
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if (GenerateInt(0, 10) > (abs(fx->fallspeed) > 0 ? 5 : 8))
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TriggerFireFlame(fx->pos.Position.x, fx->pos.Position.y, fx->pos.Position.z, FlameType::Big, Vector3(1.0f, 0.2f, 0.2f), Vector3(1.0f, 0.8f, 0.1f));
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TriggerFireFlame(fx->pos.Position.x, fx->pos.Position.y, fx->pos.Position.z, FlameType::Big, Vector3::Zero, Vector3::Zero);
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}
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auto probe = GetCollision(fx->pos.Position.x, fx->pos.Position.y, fx->pos.Position.z, fx->roomNumber);
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@ -703,15 +703,19 @@ void Moveable::SetEffect(EffectType effectType, sol::optional<float> timeout)
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void Moveable::SetCustomEffect(EffectType effectType, const ScriptColor& col1, const ScriptColor& col2, sol::optional<float> timeout)
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{
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int realTimeout = timeout.has_value() ? int(timeout.value() * FPS) : -1;
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Vector3 color1 = Vector3(col1.GetR() * (1.f / 255.f), col1.GetG() * (1.f / 255.f), col1.GetB() * (1.f / 255.f));
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Vector3 color2 = Vector3(col2.GetR() * (1.f / 255.f), col2.GetG() * (1.f / 255.f), col2.GetB() * (1.f / 255.f));
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switch (effectType)
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{
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case EffectType::MagicFire:
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ItemMagicBurn(m_item, col1, col2, realTimeout);
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m_item->Effect.Type = EffectType::MagicFire;
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ItemColorBurn(m_item, color1, color2, realTimeout);
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break;
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case EffectType::ColoredFire:
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ItemColorBurn(m_item, col1, col2, realTimeout);
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m_item->Effect.Type = EffectType::ColoredFire;
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ItemColorBurn(m_item, color1, color2, realTimeout);
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break;
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}
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}
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