mirror of
https://github.com/TombEngine/TombEngine.git
synced 2025-05-01 09:18:00 +03:00
Assign remaining hit effect flags for TR4
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parent
57937f1d15
commit
c61b0a0d95
1 changed files with 27 additions and 13 deletions
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@ -80,6 +80,7 @@ static void StartBaddy(OBJECT_INFO* obj)
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obj->collision = CreatureCollision;
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obj->shadowSize = 128;
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obj->hitPoints = 8;
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obj->hitEffect = HIT_BLOOD;
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obj->pivotLength = 20;
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obj->radius = 128;
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obj->intelligent = true;
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@ -98,6 +99,7 @@ static void StartBaddy(OBJECT_INFO* obj)
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obj->collision = CreatureCollision;
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obj->shadowSize = 128;
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obj->hitPoints = 80;
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obj->hitEffect = HIT_BLOOD;
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obj->pivotLength = 50;
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obj->radius = 512;
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obj->intelligent = true;
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@ -116,6 +118,7 @@ static void StartBaddy(OBJECT_INFO* obj)
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obj->collision = CreatureCollision;
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obj->shadowSize = 128;
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obj->hitPoints = 8;
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obj->hitEffect = HIT_BLOOD;
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obj->pivotLength = 20;
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obj->radius = 128;
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obj->intelligent = true;
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@ -134,6 +137,7 @@ static void StartBaddy(OBJECT_INFO* obj)
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obj->collision = CreatureCollision;
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obj->shadowSize = 128;
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obj->hitPoints = 40;
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obj->hitEffect = HIT_BLOOD;
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obj->pivotLength = 50;
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obj->radius = 102;
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obj->intelligent = true;
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@ -157,6 +161,7 @@ static void StartBaddy(OBJECT_INFO* obj)
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obj->control = Tr4DogControl;
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obj->shadowSize = UNIT_SHADOW / 2;
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obj->hitPoints = 18;
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obj->hitEffect = HIT_BLOOD;
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obj->pivotLength = 50;
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obj->radius = 256;
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obj->intelligent = true;
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@ -164,7 +169,6 @@ static void StartBaddy(OBJECT_INFO* obj)
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obj->saveFlags = true;
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obj->saveAnim = true;
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obj->saveHitpoints = true;
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obj->hitEffect = HIT_BLOOD;
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obj->zoneType = ZONE_BASIC;
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g_Level.Bones[obj->boneIndex + 19 * 4] |= ROT_Y;
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}
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@ -177,6 +181,7 @@ static void StartBaddy(OBJECT_INFO* obj)
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obj->collision = CreatureCollision;
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obj->shadowSize = 128;
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obj->hitPoints = 5;
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obj->hitEffect = HIT_BLOOD;
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obj->pivotLength = 10;
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obj->radius = 102;
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obj->intelligent = true;
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@ -195,6 +200,7 @@ static void StartBaddy(OBJECT_INFO* obj)
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obj->collision = CreatureCollision;
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obj->shadowSize = 128;
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obj->hitPoints = 80;
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obj->hitEffect = HIT_BLOOD;
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obj->pivotLength = 300;
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obj->radius = 341;
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obj->intelligent = true;
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@ -202,7 +208,6 @@ static void StartBaddy(OBJECT_INFO* obj)
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obj->saveFlags = true;
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obj->saveHitpoints = true;
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obj->savePosition = true;
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obj->hitEffect = HIT_BLOOD;
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obj->zoneType = ZONE_BASIC;
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g_Level.Bones[obj->boneIndex + 9 * 4] |= ROT_Y;
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@ -216,6 +221,7 @@ static void StartBaddy(OBJECT_INFO* obj)
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obj->collision = CreatureCollision;
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obj->shadowSize = 128;
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obj->hitPoints = 25;
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obj->hitEffect = HIT_BLOOD;
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obj->pivotLength = 50;
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obj->radius = 102;
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obj->intelligent = true;
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@ -240,6 +246,7 @@ static void StartBaddy(OBJECT_INFO* obj)
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obj->collision = CreatureCollision;
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obj->shadowSize = 128;
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obj->hitPoints = 25;
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obj->hitEffect = HIT_BLOOD;
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obj->pivotLength = 50;
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obj->radius = 102;
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obj->intelligent = true;
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@ -264,6 +271,7 @@ static void StartBaddy(OBJECT_INFO* obj)
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obj->collision = CreatureCollision;
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obj->shadowSize = 128;
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obj->hitPoints = 40;
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obj->hitEffect = HIT_BLOOD;
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obj->pivotLength = 50;
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obj->radius = 102;
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obj->intelligent = true;
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@ -287,6 +295,7 @@ static void StartBaddy(OBJECT_INFO* obj)
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obj->collision = CreatureCollision;
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obj->shadowSize = 128;
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obj->hitPoints = 15;
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obj->hitEffect = HIT_SMOKE;
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obj->radius = 170;
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obj->intelligent = true;
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obj->savePosition = true;
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@ -308,6 +317,7 @@ static void StartBaddy(OBJECT_INFO* obj)
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obj->control = SkeletonControl;
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obj->collision = CreatureCollision;
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obj->hitPoints = 15;
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obj->hitEffect = HIT_SMOKE;
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obj->shadowSize = 128;
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obj->pivotLength = 50;
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obj->radius = 128;
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@ -329,6 +339,7 @@ static void StartBaddy(OBJECT_INFO* obj)
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obj->collision = CreatureCollision;
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obj->shadowSize = 128;
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obj->hitPoints = 15;
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obj->hitEffect = HIT_SMOKE;
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obj->pivotLength = 50;
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obj->radius = 128;
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obj->intelligent = true;
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@ -350,6 +361,7 @@ static void StartBaddy(OBJECT_INFO* obj)
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obj->collision = CreatureCollision;
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obj->shadowSize = 128;
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obj->hitPoints = 30;
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obj->hitEffect = HIT_BLOOD;
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obj->pivotLength = 50;
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obj->radius = 204;
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obj->intelligent = true;
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@ -357,7 +369,6 @@ static void StartBaddy(OBJECT_INFO* obj)
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obj->saveFlags = true;
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obj->saveAnim = true;
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obj->savePosition = true;
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obj->hitEffect = HIT_BLOOD;
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obj->undead = true;
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obj->zoneType = ZONE_FLYER;
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}
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@ -370,6 +381,7 @@ static void StartBaddy(OBJECT_INFO* obj)
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obj->collision = CreatureCollision;
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obj->shadowSize = 128;
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obj->hitPoints = 500;
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obj->hitEffect = HIT_NONE;
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obj->pivotLength = 50;
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obj->radius = 341;
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obj->intelligent = true;
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@ -377,7 +389,6 @@ static void StartBaddy(OBJECT_INFO* obj)
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obj->saveHitpoints = true;
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obj->saveFlags = true;
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obj->saveAnim = true;
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obj->hitEffect = HIT_NONE;
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obj->undead = true;
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obj->zoneType = ZONE_BASIC;
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}
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@ -390,6 +401,7 @@ static void StartBaddy(OBJECT_INFO* obj)
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obj->collision = CreatureCollision;
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obj->shadowSize = 128;
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obj->hitPoints = 200;
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obj->hitEffect = HIT_RICOCHET;
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obj->pivotLength = 50;
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obj->radius = 341;
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obj->intelligent = true;
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@ -397,7 +409,6 @@ static void StartBaddy(OBJECT_INFO* obj)
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obj->saveHitpoints = true;
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obj->saveFlags = true;
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obj->saveAnim = true;
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obj->hitEffect = HIT_RICOCHET;
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obj->undead = true;
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obj->zoneType = ZONE_BASIC;
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@ -413,6 +424,7 @@ static void StartBaddy(OBJECT_INFO* obj)
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obj->collision = CreatureCollision;
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obj->shadowSize = 128;
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obj->hitPoints = 200;
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obj->hitEffect = HIT_RICOCHET;
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obj->pivotLength = 50;
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obj->radius = 341;
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obj->intelligent = true;
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@ -420,7 +432,6 @@ static void StartBaddy(OBJECT_INFO* obj)
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obj->saveHitpoints = true;
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obj->saveFlags = true;
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obj->saveAnim = true;
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obj->hitEffect = HIT_RICOCHET;
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obj->zoneType = ZONE_BASIC;
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g_Level.Bones[obj->boneIndex + 4 * 4] |= ROT_X | ROT_Y | ROT_Z;
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g_Level.Bones[obj->boneIndex + 5 * 4] |= ROT_Y;
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@ -434,6 +445,7 @@ static void StartBaddy(OBJECT_INFO* obj)
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obj->collision = CreatureCollision;
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obj->shadowSize = 128;
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obj->hitPoints = 200;
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obj->hitEffect = HIT_RICOCHET;
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obj->pivotLength = 50;
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obj->radius = 341;
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obj->intelligent = true;
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@ -441,7 +453,6 @@ static void StartBaddy(OBJECT_INFO* obj)
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obj->saveHitpoints = true;
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obj->saveFlags = true;
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obj->saveAnim = true;
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obj->hitEffect = HIT_RICOCHET;
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obj->zoneType = ZONE_BASIC;
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g_Level.Bones[obj->boneIndex + 4 * 4] |= ROT_X | ROT_Y | ROT_Z;
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g_Level.Bones[obj->boneIndex + 5 * 4] |= ROT_Y;
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@ -530,7 +541,8 @@ static void StartBaddy(OBJECT_INFO* obj)
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obj->control = GuideControl;
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obj->collision = CreatureCollision;
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obj->shadowSize = 128;
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obj->hitPoints = -16384;
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obj->hitPoints = NOT_TARGETABLE;
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obj->hitEffect = HIT_BLOOD;
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obj->pivotLength = 0;
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obj->radius = 128;
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obj->intelligent = true;
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@ -550,7 +562,8 @@ static void StartBaddy(OBJECT_INFO* obj)
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obj->control = CrocodileControl;
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obj->collision = CreatureCollision;
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obj->shadowSize = 128;
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obj->hitPoints = 36;
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obj->hitPoints = 36;
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obj->hitEffect = HIT_BLOOD;
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obj->pivotLength = 300;
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obj->radius = 409;
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obj->intelligent = true;
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@ -574,6 +587,7 @@ static void StartBaddy(OBJECT_INFO* obj)
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obj->collision = CreatureCollision;
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obj->shadowSize = 128;
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obj->hitPoints = 1000;
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obj->hitEffect = HIT_RICOCHET;
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obj->pivotLength = 500;
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obj->radius = 512;
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obj->intelligent = true;
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@ -591,6 +605,7 @@ static void StartBaddy(OBJECT_INFO* obj)
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obj->collision = CreatureCollision;
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obj->shadowSize = 128;
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obj->hitPoints = 30;
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obj->hitEffect = HIT_BLOOD;
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obj->pivotLength = 200;
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obj->radius = 256;
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obj->intelligent = true;
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@ -598,7 +613,6 @@ static void StartBaddy(OBJECT_INFO* obj)
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obj->saveFlags = true;
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obj->saveHitpoints = true;
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obj->savePosition = true;
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obj->hitEffect = HIT_BLOOD;
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obj->zoneType = ZONE_BASIC;
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}
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@ -610,6 +624,7 @@ static void StartBaddy(OBJECT_INFO* obj)
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obj->collision = CreatureCollision;
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obj->shadowSize = 128;
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obj->hitPoints = 30;
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obj->hitEffect = HIT_BLOOD;
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obj->pivotLength = 200;
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obj->radius = 256;
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obj->intelligent = true;
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@ -617,7 +632,6 @@ static void StartBaddy(OBJECT_INFO* obj)
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obj->saveFlags = true;
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obj->saveHitpoints = true;
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obj->savePosition = true;
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obj->hitEffect = HIT_BLOOD;
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obj->zoneType = ZONE_BASIC;
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if (Objects[ID_BABOON_NORMAL].loaded)
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@ -632,6 +646,7 @@ static void StartBaddy(OBJECT_INFO* obj)
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obj->collision = CreatureCollision;
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obj->shadowSize = 128;
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obj->hitPoints = 30;
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obj->hitEffect = HIT_BLOOD;
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obj->pivotLength = 200;
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obj->radius = 256;
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obj->intelligent = true;
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@ -639,7 +654,6 @@ static void StartBaddy(OBJECT_INFO* obj)
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obj->saveFlags = true;
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obj->saveHitpoints = true;
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obj->savePosition = true;
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obj->hitEffect = HIT_BLOOD;
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obj->zoneType = ZONE_BASIC;
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if (Objects[ID_BABOON_NORMAL].loaded)
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@ -654,6 +668,7 @@ static void StartBaddy(OBJECT_INFO* obj)
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obj->collision = CreatureCollision;
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obj->shadowSize = UNIT_SHADOW / 2;
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obj->hitPoints = NOT_TARGETABLE;
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obj->hitEffect = HIT_SMOKE;
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obj->pivotLength = 50;
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obj->radius = 128;
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obj->intelligent = true;
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@ -662,7 +677,6 @@ static void StartBaddy(OBJECT_INFO* obj)
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obj->saveMesh = true;
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obj->savePosition = true;
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obj->undead = true;
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obj->hitEffect = HIT_SMOKE;
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obj->zoneType = ZONE_WATER;
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g_Level.Bones[obj->boneIndex + 6 * 4] |= ROT_Y | ROT_X;
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g_Level.Bones[obj->boneIndex + 7 * 4] |= ROT_Y | ROT_X;
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