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4 changed files with 69 additions and 64 deletions
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@ -473,7 +473,7 @@ Invisible
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<p>e.g. <code>myLevel.laraType = LaraType.Divesuit</code></p>
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<p> <strong>(not yet fully implemented)</strong>
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<p> <strong>Not yet fully implemented.</strong> Only types <code>Normal</code> and <code>Young</code> are guaranteed to work.
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@ -130,7 +130,7 @@
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<td class="summary">Retrieve the object ID</td>
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</tr>
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<tr>
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<td class="name" ><a href="#Moveable:SetObjectID">Moveable:SetObjectID(ID)</a></td>
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<td class="name" ><a href="#Moveable:SetObjectID">Moveable:SetObjectID(objectID)</a></td>
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<td class="summary">Change the object's ID.</td>
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</tr>
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<tr>
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@ -221,7 +221,7 @@
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<td class="summary">Set the effect for this moveable.</td>
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</tr>
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<tr>
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<td class="name" ><a href="#Moveable:SetCustomEffect">Moveable:SetCustomEffect(Color1, Color2[, timeout])</a></td>
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<td class="name" ><a href="#Moveable:SetCustomEffect">Moveable:SetCustomEffect(color1, color2[, timeout])</a></td>
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<td class="summary">Set custom colored burn effect to moveable</td>
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</tr>
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<tr>
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@ -418,7 +418,7 @@
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<td class="summary">Attach camera to an object.</td>
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</tr>
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<tr>
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<td class="name" ><a href="#Moveable:AnimFromObject">Moveable:AnimFromObject(ObjectID, animNumber, stateID)</a></td>
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<td class="name" ><a href="#Moveable:AnimFromObject">Moveable:AnimFromObject(objectID, animNumber, stateID)</a></td>
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<td class="summary">Borrow animation from an object</td>
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</tr>
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</table>
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@ -518,7 +518,7 @@ most can just be ignored (see usage).
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<ol>
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<span class="types"><a class="type" href="../4 enums/Objects.ObjID.html#">ObjID</a></span>
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a number representing the ID of the object
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a number representing the ID of the object.
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</ol>
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@ -527,7 +527,7 @@ most can just be ignored (see usage).
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</dd>
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<dt>
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<a name = "Moveable:SetObjectID"></a>
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<strong>Moveable:SetObjectID(ID)</strong>
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<strong>Moveable:SetObjectID(objectID)</strong>
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</dt>
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<dd>
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Change the object's ID. This will literally change the object.
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@ -536,7 +536,7 @@ most can just be ignored (see usage).
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<h3>Parameters:</h3>
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<ul>
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<li><span class="parameter">ID</span>
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<li><span class="parameter">objectID</span>
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<span class="types"><a class="type" href="../4 enums/Objects.ObjID.html#">ObjID</a></span>
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the new ID
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</li>
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@ -795,7 +795,7 @@ baddy:SetOnCollidedWithRoom(LevelFuncs.roomCollided)</pre>
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<ol>
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<span class="types"><a class="type" href="../3 primitive classes/Vec3.html#">Vec3</a></span>
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pos World position.
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World position.
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</ol>
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@ -815,7 +815,7 @@ baddy:SetOnCollidedWithRoom(LevelFuncs.roomCollided)</pre>
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<ul>
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<li><span class="parameter">index</span>
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<span class="types"><span class="type">int</span></span>
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of a joint to get rotation
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Index of a joint to get rotation.
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</li>
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</ul>
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@ -1053,7 +1053,7 @@ baddy:SetOnCollidedWithRoom(LevelFuncs.roomCollided)</pre>
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</dd>
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<dt>
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<a name = "Moveable:SetCustomEffect"></a>
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<strong>Moveable:SetCustomEffect(Color1, Color2[, timeout])</strong>
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<strong>Moveable:SetCustomEffect(color1, color2[, timeout])</strong>
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</dt>
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<dd>
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Set custom colored burn effect to moveable
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@ -1062,17 +1062,17 @@ baddy:SetOnCollidedWithRoom(LevelFuncs.roomCollided)</pre>
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<h3>Parameters:</h3>
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<ul>
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<li><span class="parameter">Color1</span>
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<li><span class="parameter">color1</span>
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<span class="types"><a class="type" href="../3 primitive classes/Color.html#">Color</a></span>
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color the primary color of the effect (also used for lighting).
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The primary color of the effect (also used for lighting).
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</li>
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<li><span class="parameter">Color2</span>
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<li><span class="parameter">color2</span>
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<span class="types"><a class="type" href="../3 primitive classes/Color.html#">Color</a></span>
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color the secondary color of the effect.
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The secondary color of the effect.
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</li>
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<li><span class="parameter">timeout</span>
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<span class="types"><span class="type">float</span></span>
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time (in seconds) after which effect turns off.
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Time (in seconds) after which effect turns off.
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(<em>optional</em>)
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</li>
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</ul>
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@ -1096,7 +1096,7 @@ baddy:SetOnCollidedWithRoom(LevelFuncs.roomCollided)</pre>
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<ol>
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<span class="types"><a class="type" href="../4 enums/Effects.EffectID.html#">EffectID</a></span>
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Sffect type currently assigned.
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Effect type currently assigned.
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</ol>
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@ -1116,7 +1116,7 @@ baddy:SetOnCollidedWithRoom(LevelFuncs.roomCollided)</pre>
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<ul>
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<li><span class="parameter">index</span>
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<span class="types"><span class="type">int</span></span>
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of the ItemFlags, can be between 0 and 7.
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Index of the ItemFlag, can be between 0 and 7.
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</li>
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</ul>
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@ -1144,11 +1144,11 @@ baddy:SetOnCollidedWithRoom(LevelFuncs.roomCollided)</pre>
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<ul>
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<li><span class="parameter">value</span>
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<span class="types"><span class="type">short</span></span>
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to store in the moveable's ItemFlags[index]
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Value to store in the moveable's ItemFlags[index].
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</li>
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<li><span class="parameter">index</span>
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<span class="types"><span class="type">int</span></span>
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of the ItemFlags where store the value.
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Index of the ItemFlag where to store the value.
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</li>
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</ul>
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@ -1191,7 +1191,7 @@ baddy:SetOnCollidedWithRoom(LevelFuncs.roomCollided)</pre>
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<ul>
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<li><span class="parameter">value</span>
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<span class="types"><span class="type">short</span></span>
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to store.
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Value to store.
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</li>
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</ul>
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@ -1248,18 +1248,22 @@ baddy:SetOnCollidedWithRoom(LevelFuncs.roomCollided)</pre>
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<strong>Moveable:GetAIBits()</strong>
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</dt>
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<dd>
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Get AIBits of object
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<p>Get AIBits of object
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This will return a table with six values, each corresponding to
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an active behaviour. If the object is in a certain AI mode, the table will
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have a <em>1</em> in the corresponding cell. Otherwise, the cell will hold
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a <em>0</em>.</p>
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<p> <br />1 - guard
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<br />2 - ambush
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<br />3 - patrol 1
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<br />4 - modify
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<br />5 - follow
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<br />6 - patrol 2
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<pre><code>1 - Guard
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2 - Ambush
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3 - Patrol 1
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4 - Modify
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5 - Follow
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6 - Patrol 2
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</code></pre>
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@ -1681,7 +1685,7 @@ sas:SetPosition(newPos, <span class="keyword">false</span>)</pre>
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<strong>Moveable:GetStatus()</strong>
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</dt>
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<dd>
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Get the moveable's status. ()
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Get the moveable's status.
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@ -1702,7 +1706,7 @@ sas:SetPosition(newPos, <span class="keyword">false</span>)</pre>
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<strong>Moveable:SetStatus(status)</strong>
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</dt>
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<dd>
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Set the moveable's status. ()
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Set the moveable's status.
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@ -2103,15 +2107,15 @@ sas:SetPosition(newPos, <span class="keyword">false</span>)</pre>
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<ul>
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<li><span class="parameter">mesh</span>
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<span class="types"><span class="type">int</span></span>
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of a target moveable to use as a camera target
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Mesh of a target moveable to use as a camera target.
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</li>
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<li><span class="parameter">target</span>
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<span class="types"><a class="type" href="../2 classes/Objects.Moveable.html#Moveable">Moveable</a></span>
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moveable to attach camera to
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Target moveable to attach camera to.
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</li>
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<li><span class="parameter">mesh</span>
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<span class="types"><span class="type">int</span></span>
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of a target moveable to use as a camera target
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Mesh of a target moveable to use as a camera target.
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</li>
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</ul>
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</dd>
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<dt>
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<a name = "Moveable:AnimFromObject"></a>
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<strong>Moveable:AnimFromObject(ObjectID, animNumber, stateID)</strong>
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<strong>Moveable:AnimFromObject(objectID, animNumber, stateID)</strong>
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</dt>
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<dd>
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Borrow animation from an object
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<h3>Parameters:</h3>
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<ul>
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<li><span class="parameter">ObjectID</span>
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<li><span class="parameter">objectID</span>
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<span class="types"><a class="type" href="../4 enums/Objects.ObjID.html#">ObjID</a></span>
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to take animation and stateID from,
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Object ID to take animation and stateID from.
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</li>
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<li><span class="parameter">animNumber</span>
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<span class="types"><span class="type">int</span></span>
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animation from object
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Animation from object.
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</li>
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<li><span class="parameter">stateID</span>
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<span class="types"><span class="type">int</span></span>
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state from object
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state State from object.
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</li>
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</ul>
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@ -106,7 +106,7 @@ These are:
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e.g. `myLevel.laraType = LaraType.Divesuit`
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__(not yet fully implemented)__
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__Not yet fully implemented.__ Only types `Normal` and `Young` are guaranteed to work.
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@mem laraType*/
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"laraType", &Level::Type,
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@ -244,7 +244,7 @@ void Moveable::Initialize()
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/// Retrieve the object ID
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// @function Moveable:GetObjectID
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// @treturn Objects.ObjID a number representing the ID of the object
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// @treturn Objects.ObjID a number representing the ID of the object.
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GAME_OBJECT_ID Moveable::GetObjectID() const
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{
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return _moveable->ObjectNumber;
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@ -252,7 +252,7 @@ GAME_OBJECT_ID Moveable::GetObjectID() const
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/// Change the object's ID. This will literally change the object.
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// @function Moveable:SetObjectID
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// @tparam Objects.ObjID ID the new ID
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// @tparam Objects.ObjID objectID the new ID
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// @usage
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// shiva = TEN.Objects.GetMoveableByName("shiva_60")
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// shiva:SetObjectID(TEN.Objects.ObjID.BIGMEDI_ITEM)
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@ -432,7 +432,7 @@ void Moveable::SetPosition(const Vec3& pos, sol::optional<bool> updateRoom)
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// @function Moveable:GetJointPosition
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// @tparam int jointID Joint ID.
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// @tparam[opt] Vec3 offset Offset relative to the joint.
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// @treturn Vec3 pos World position.
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// @treturn Vec3 World position.
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Vec3 Moveable::GetJointPos(int jointID, sol::optional<Vec3> offset) const
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{
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auto convertedOffset = offset.has_value() ? offset->ToVector3i() : Vector3i::Zero;
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/// Get the object's joint rotation
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// @function Moveable:GetJointRotation
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// @tparam int index of a joint to get rotation
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// @tparam int index Index of a joint to get rotation.
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// @treturn Rotation a calculated copy of the moveable's joint rotation
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Rotation Moveable::GetJointRot(int jointIndex) const
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{
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@ -606,9 +606,9 @@ void Moveable::SetEffect(EffectType effectType, sol::optional<float> timeout)
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/// Set custom colored burn effect to moveable
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// @function Moveable:SetCustomEffect
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// @tparam Color Color1 color the primary color of the effect (also used for lighting).
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// @tparam Color Color2 color the secondary color of the effect.
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// @tparam[opt] float timeout time (in seconds) after which effect turns off.
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// @tparam Color color1 The primary color of the effect (also used for lighting).
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// @tparam Color color2 The secondary color of the effect.
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// @tparam[opt] float timeout Time (in seconds) after which effect turns off.
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void Moveable::SetCustomEffect(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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/// Get current moveable effect
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// @function Moveable:GetEffect
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// @treturn Effects.EffectID Sffect type currently assigned.
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// @treturn Effects.EffectID Effect type currently assigned.
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EffectType Moveable::GetEffect() const
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{
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return _moveable->Effect.Type;
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@ -627,7 +627,7 @@ EffectType Moveable::GetEffect() const
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/// Get the value stored in ItemFlags[index]
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// @function Moveable:GetItemFlags
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// @tparam int index of the ItemFlags, can be between 0 and 7.
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// @tparam int index Index of the ItemFlag, can be between 0 and 7.
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// @treturn int the value contained in the ItemFlags[index]
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short Moveable::GetItemFlags(int index) const
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{
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@ -636,8 +636,8 @@ short Moveable::GetItemFlags(int index) const
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/// Stores a value in ItemFlags[index]
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// @function Moveable:SetItemFlags
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// @tparam short value to store in the moveable's ItemFlags[index]
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// @tparam int index of the ItemFlags where store the value.
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// @tparam short value Value to store in the moveable's ItemFlags[index].
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// @tparam int index Index of the ItemFlag where to store the value.
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void Moveable::SetItemFlags(short value, int index)
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{
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_moveable->ItemFlags[index] = value;
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@ -660,7 +660,7 @@ short Moveable::GetLocationAI() const
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/// Updates the location in the enemy AI with the given value.
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// @function Moveable:SetLocationAI
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// @tparam short value to store.
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// @tparam short value Value to store.
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void Moveable::SetLocationAI(short value)
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{
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if (_moveable->IsCreature())
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@ -696,12 +696,13 @@ void Moveable::SetColor(const ScriptColor& color)
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// have a *1* in the corresponding cell. Otherwise, the cell will hold
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// a *0*.
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//
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// <br />1 - guard
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// <br />2 - ambush
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// <br />3 - patrol 1
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// <br />4 - modify
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// <br />5 - follow
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// <br />6 - patrol 2
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// 1 - Guard
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// 2 - Ambush
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// 3 - Patrol 1
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// 4 - Modify
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// 5 - Follow
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// 6 - Patrol 2
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//
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// @function Moveable:GetAIBits
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// @treturn table a table of AI bits
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aiBitsType Moveable::GetAIBits() const
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@ -934,7 +935,7 @@ void Moveable::SetRoomNumber(int roomNumber)
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}
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/// Get the moveable's status.
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// @function Moveable:GetStatus()
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// @function Moveable:GetStatus
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// @treturn Objects.MoveableStatus Status.
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short Moveable::GetStatus() const
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{
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@ -942,7 +943,7 @@ short Moveable::GetStatus() const
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}
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/// Set the moveable's status.
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// @function Moveable:SetStatus()
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// @function Moveable:SetStatus
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// @tparam Objects.MoveableStatus status The new status of the moveable.
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void Moveable::SetStatus(ItemStatus status)
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{
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@ -1234,9 +1235,9 @@ bool Moveable::MeshExists(int index) const
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/// Attach camera to an object.
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// @function Moveable:AttachObjCamera
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// @tparam int mesh of a moveable to use as a camera position
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// @tparam Moveable target moveable to attach camera to
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// @tparam int mesh of a target moveable to use as a camera target
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// @tparam int mesh Mesh of a moveable to use as a camera position.
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// @tparam Moveable target Target moveable to attach camera to.
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// @tparam int mesh Mesh of a target moveable to use as a camera target.
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void Moveable::AttachObjCamera(short camMeshId, Moveable& mov, short targetMeshId)
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{
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if ((_moveable->Active || _moveable->IsLara()) && (mov._moveable->Active || mov._moveable->IsLara()))
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@ -1245,9 +1246,9 @@ void Moveable::AttachObjCamera(short camMeshId, Moveable& mov, short targetMeshI
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/// Borrow animation from an object
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// @function Moveable:AnimFromObject
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// @tparam Objects.ObjID ObjectID to take animation and stateID from,
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// @tparam int animNumber animation from object
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// @tparam int stateID state from object
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// @tparam Objects.ObjID objectID Object ID to take animation and stateID from.
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// @tparam int animNumber Animation from object.
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// @tparam int stateID state State from object.
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void Moveable::AnimFromObject(GAME_OBJECT_ID objectID, int animNumber, int stateID)
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{
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_moveable->Animation.AnimObjectID = objectID;
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