From c61b0a0d95648e3caeea9ce309acbafdcb9c2035 Mon Sep 17 00:00:00 2001 From: Lwmte Date: Tue, 3 Aug 2021 01:43:34 +0300 Subject: [PATCH] Assign remaining hit effect flags for TR4 --- TR5Main/Objects/TR4/tr4_objects.cpp | 40 +++++++++++++++++++---------- 1 file changed, 27 insertions(+), 13 deletions(-) diff --git a/TR5Main/Objects/TR4/tr4_objects.cpp b/TR5Main/Objects/TR4/tr4_objects.cpp index dabac917d..0bf078d9f 100644 --- a/TR5Main/Objects/TR4/tr4_objects.cpp +++ b/TR5Main/Objects/TR4/tr4_objects.cpp @@ -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;