Assign remaining hit effect flags for TR4

This commit is contained in:
Lwmte 2021-08-03 01:43:34 +03:00
parent 57937f1d15
commit c61b0a0d95

View file

@ -80,6 +80,7 @@ static void StartBaddy(OBJECT_INFO* obj)
obj->collision = CreatureCollision;
obj->shadowSize = 128;
obj->hitPoints = 8;
obj->hitEffect = HIT_BLOOD;
obj->pivotLength = 20;
obj->radius = 128;
obj->intelligent = true;
@ -98,6 +99,7 @@ static void StartBaddy(OBJECT_INFO* obj)
obj->collision = CreatureCollision;
obj->shadowSize = 128;
obj->hitPoints = 80;
obj->hitEffect = HIT_BLOOD;
obj->pivotLength = 50;
obj->radius = 512;
obj->intelligent = true;
@ -116,6 +118,7 @@ static void StartBaddy(OBJECT_INFO* obj)
obj->collision = CreatureCollision;
obj->shadowSize = 128;
obj->hitPoints = 8;
obj->hitEffect = HIT_BLOOD;
obj->pivotLength = 20;
obj->radius = 128;
obj->intelligent = true;
@ -134,6 +137,7 @@ static void StartBaddy(OBJECT_INFO* obj)
obj->collision = CreatureCollision;
obj->shadowSize = 128;
obj->hitPoints = 40;
obj->hitEffect = HIT_BLOOD;
obj->pivotLength = 50;
obj->radius = 102;
obj->intelligent = true;
@ -157,6 +161,7 @@ static void StartBaddy(OBJECT_INFO* obj)
obj->control = Tr4DogControl;
obj->shadowSize = UNIT_SHADOW / 2;
obj->hitPoints = 18;
obj->hitEffect = HIT_BLOOD;
obj->pivotLength = 50;
obj->radius = 256;
obj->intelligent = true;
@ -164,7 +169,6 @@ static void StartBaddy(OBJECT_INFO* obj)
obj->saveFlags = true;
obj->saveAnim = true;
obj->saveHitpoints = true;
obj->hitEffect = HIT_BLOOD;
obj->zoneType = ZONE_BASIC;
g_Level.Bones[obj->boneIndex + 19 * 4] |= ROT_Y;
}
@ -177,6 +181,7 @@ static void StartBaddy(OBJECT_INFO* obj)
obj->collision = CreatureCollision;
obj->shadowSize = 128;
obj->hitPoints = 5;
obj->hitEffect = HIT_BLOOD;
obj->pivotLength = 10;
obj->radius = 102;
obj->intelligent = true;
@ -195,6 +200,7 @@ static void StartBaddy(OBJECT_INFO* obj)
obj->collision = CreatureCollision;
obj->shadowSize = 128;
obj->hitPoints = 80;
obj->hitEffect = HIT_BLOOD;
obj->pivotLength = 300;
obj->radius = 341;
obj->intelligent = true;
@ -202,7 +208,6 @@ static void StartBaddy(OBJECT_INFO* obj)
obj->saveFlags = true;
obj->saveHitpoints = true;
obj->savePosition = true;
obj->hitEffect = HIT_BLOOD;
obj->zoneType = ZONE_BASIC;
g_Level.Bones[obj->boneIndex + 9 * 4] |= ROT_Y;
@ -216,6 +221,7 @@ static void StartBaddy(OBJECT_INFO* obj)
obj->collision = CreatureCollision;
obj->shadowSize = 128;
obj->hitPoints = 25;
obj->hitEffect = HIT_BLOOD;
obj->pivotLength = 50;
obj->radius = 102;
obj->intelligent = true;
@ -240,6 +246,7 @@ static void StartBaddy(OBJECT_INFO* obj)
obj->collision = CreatureCollision;
obj->shadowSize = 128;
obj->hitPoints = 25;
obj->hitEffect = HIT_BLOOD;
obj->pivotLength = 50;
obj->radius = 102;
obj->intelligent = true;
@ -264,6 +271,7 @@ static void StartBaddy(OBJECT_INFO* obj)
obj->collision = CreatureCollision;
obj->shadowSize = 128;
obj->hitPoints = 40;
obj->hitEffect = HIT_BLOOD;
obj->pivotLength = 50;
obj->radius = 102;
obj->intelligent = true;
@ -287,6 +295,7 @@ static void StartBaddy(OBJECT_INFO* obj)
obj->collision = CreatureCollision;
obj->shadowSize = 128;
obj->hitPoints = 15;
obj->hitEffect = HIT_SMOKE;
obj->radius = 170;
obj->intelligent = true;
obj->savePosition = true;
@ -308,6 +317,7 @@ static void StartBaddy(OBJECT_INFO* obj)
obj->control = SkeletonControl;
obj->collision = CreatureCollision;
obj->hitPoints = 15;
obj->hitEffect = HIT_SMOKE;
obj->shadowSize = 128;
obj->pivotLength = 50;
obj->radius = 128;
@ -329,6 +339,7 @@ static void StartBaddy(OBJECT_INFO* obj)
obj->collision = CreatureCollision;
obj->shadowSize = 128;
obj->hitPoints = 15;
obj->hitEffect = HIT_SMOKE;
obj->pivotLength = 50;
obj->radius = 128;
obj->intelligent = true;
@ -350,6 +361,7 @@ static void StartBaddy(OBJECT_INFO* obj)
obj->collision = CreatureCollision;
obj->shadowSize = 128;
obj->hitPoints = 30;
obj->hitEffect = HIT_BLOOD;
obj->pivotLength = 50;
obj->radius = 204;
obj->intelligent = true;
@ -357,7 +369,6 @@ static void StartBaddy(OBJECT_INFO* obj)
obj->saveFlags = true;
obj->saveAnim = true;
obj->savePosition = true;
obj->hitEffect = HIT_BLOOD;
obj->undead = true;
obj->zoneType = ZONE_FLYER;
}
@ -370,6 +381,7 @@ static void StartBaddy(OBJECT_INFO* obj)
obj->collision = CreatureCollision;
obj->shadowSize = 128;
obj->hitPoints = 500;
obj->hitEffect = HIT_NONE;
obj->pivotLength = 50;
obj->radius = 341;
obj->intelligent = true;
@ -377,7 +389,6 @@ static void StartBaddy(OBJECT_INFO* obj)
obj->saveHitpoints = true;
obj->saveFlags = true;
obj->saveAnim = true;
obj->hitEffect = HIT_NONE;
obj->undead = true;
obj->zoneType = ZONE_BASIC;
}
@ -390,6 +401,7 @@ static void StartBaddy(OBJECT_INFO* obj)
obj->collision = CreatureCollision;
obj->shadowSize = 128;
obj->hitPoints = 200;
obj->hitEffect = HIT_RICOCHET;
obj->pivotLength = 50;
obj->radius = 341;
obj->intelligent = true;
@ -397,7 +409,6 @@ static void StartBaddy(OBJECT_INFO* obj)
obj->saveHitpoints = true;
obj->saveFlags = true;
obj->saveAnim = true;
obj->hitEffect = HIT_RICOCHET;
obj->undead = true;
obj->zoneType = ZONE_BASIC;
@ -413,6 +424,7 @@ static void StartBaddy(OBJECT_INFO* obj)
obj->collision = CreatureCollision;
obj->shadowSize = 128;
obj->hitPoints = 200;
obj->hitEffect = HIT_RICOCHET;
obj->pivotLength = 50;
obj->radius = 341;
obj->intelligent = true;
@ -420,7 +432,6 @@ static void StartBaddy(OBJECT_INFO* obj)
obj->saveHitpoints = true;
obj->saveFlags = true;
obj->saveAnim = true;
obj->hitEffect = HIT_RICOCHET;
obj->zoneType = ZONE_BASIC;
g_Level.Bones[obj->boneIndex + 4 * 4] |= ROT_X | ROT_Y | ROT_Z;
g_Level.Bones[obj->boneIndex + 5 * 4] |= ROT_Y;
@ -434,6 +445,7 @@ static void StartBaddy(OBJECT_INFO* obj)
obj->collision = CreatureCollision;
obj->shadowSize = 128;
obj->hitPoints = 200;
obj->hitEffect = HIT_RICOCHET;
obj->pivotLength = 50;
obj->radius = 341;
obj->intelligent = true;
@ -441,7 +453,6 @@ static void StartBaddy(OBJECT_INFO* obj)
obj->saveHitpoints = true;
obj->saveFlags = true;
obj->saveAnim = true;
obj->hitEffect = HIT_RICOCHET;
obj->zoneType = ZONE_BASIC;
g_Level.Bones[obj->boneIndex + 4 * 4] |= ROT_X | ROT_Y | ROT_Z;
g_Level.Bones[obj->boneIndex + 5 * 4] |= ROT_Y;
@ -530,7 +541,8 @@ static void StartBaddy(OBJECT_INFO* obj)
obj->control = GuideControl;
obj->collision = CreatureCollision;
obj->shadowSize = 128;
obj->hitPoints = -16384;
obj->hitPoints = NOT_TARGETABLE;
obj->hitEffect = HIT_BLOOD;
obj->pivotLength = 0;
obj->radius = 128;
obj->intelligent = true;
@ -550,7 +562,8 @@ static void StartBaddy(OBJECT_INFO* obj)
obj->control = CrocodileControl;
obj->collision = CreatureCollision;
obj->shadowSize = 128;
obj->hitPoints = 36;
obj->hitPoints = 36;
obj->hitEffect = HIT_BLOOD;
obj->pivotLength = 300;
obj->radius = 409;
obj->intelligent = true;
@ -574,6 +587,7 @@ static void StartBaddy(OBJECT_INFO* obj)
obj->collision = CreatureCollision;
obj->shadowSize = 128;
obj->hitPoints = 1000;
obj->hitEffect = HIT_RICOCHET;
obj->pivotLength = 500;
obj->radius = 512;
obj->intelligent = true;
@ -591,6 +605,7 @@ static void StartBaddy(OBJECT_INFO* obj)
obj->collision = CreatureCollision;
obj->shadowSize = 128;
obj->hitPoints = 30;
obj->hitEffect = HIT_BLOOD;
obj->pivotLength = 200;
obj->radius = 256;
obj->intelligent = true;
@ -598,7 +613,6 @@ static void StartBaddy(OBJECT_INFO* obj)
obj->saveFlags = true;
obj->saveHitpoints = true;
obj->savePosition = true;
obj->hitEffect = HIT_BLOOD;
obj->zoneType = ZONE_BASIC;
}
@ -610,6 +624,7 @@ static void StartBaddy(OBJECT_INFO* obj)
obj->collision = CreatureCollision;
obj->shadowSize = 128;
obj->hitPoints = 30;
obj->hitEffect = HIT_BLOOD;
obj->pivotLength = 200;
obj->radius = 256;
obj->intelligent = true;
@ -617,7 +632,6 @@ static void StartBaddy(OBJECT_INFO* obj)
obj->saveFlags = true;
obj->saveHitpoints = true;
obj->savePosition = true;
obj->hitEffect = HIT_BLOOD;
obj->zoneType = ZONE_BASIC;
if (Objects[ID_BABOON_NORMAL].loaded)
@ -632,6 +646,7 @@ static void StartBaddy(OBJECT_INFO* obj)
obj->collision = CreatureCollision;
obj->shadowSize = 128;
obj->hitPoints = 30;
obj->hitEffect = HIT_BLOOD;
obj->pivotLength = 200;
obj->radius = 256;
obj->intelligent = true;
@ -639,7 +654,6 @@ static void StartBaddy(OBJECT_INFO* obj)
obj->saveFlags = true;
obj->saveHitpoints = true;
obj->savePosition = true;
obj->hitEffect = HIT_BLOOD;
obj->zoneType = ZONE_BASIC;
if (Objects[ID_BABOON_NORMAL].loaded)
@ -654,6 +668,7 @@ static void StartBaddy(OBJECT_INFO* obj)
obj->collision = CreatureCollision;
obj->shadowSize = UNIT_SHADOW / 2;
obj->hitPoints = NOT_TARGETABLE;
obj->hitEffect = HIT_SMOKE;
obj->pivotLength = 50;
obj->radius = 128;
obj->intelligent = true;
@ -662,7 +677,6 @@ static void StartBaddy(OBJECT_INFO* obj)
obj->saveMesh = true;
obj->savePosition = true;
obj->undead = true;
obj->hitEffect = HIT_SMOKE;
obj->zoneType = ZONE_WATER;
g_Level.Bones[obj->boneIndex + 6 * 4] |= ROT_Y | ROT_X;
g_Level.Bones[obj->boneIndex + 7 * 4] |= ROT_Y | ROT_X;