#include "newobjects.h" #include "../Game/Box.h" #include "../Game/items.h" #include "../Game/lot.h" #include "../Game/control.h" #include "../Game/people.h" #include "../Game/effects.h" #include "../Game/effect2.h" #include "../Game/draw.h" #include "../Game/sphere.h" #include "../Game/inventory.h" #include "../Game/collide.h" #include "../Game/draw.h" void InitialiseJeanYves(short itemNum) { ITEM_INFO* item = &Items[itemNum]; OBJECT_INFO* obj = &Objects[item->objectNumber]; item->goalAnimState = 1; item->currentAnimState = 1; item->animNumber = obj->animIndex; item->frameNumber = Anims[item->animNumber].frameBase; } void JeanYvesControl(short itemNum) { ITEM_INFO* item = &Items[itemNum]; if (item->triggerFlags >= Lara.highestLocation) { short state = 0; if (GetRandomControl() & 3) { state = (GetRandomControl() & 1) + 1; } else { state = 3 * (GetRandomControl() & 1); } item->goalAnimState = (((byte)(item->currentAnimState) - 1) & 0xC) + state + 1; AnimateItem(item); } else { if (Lara.highestLocation > 3) Lara.highestLocation = 3; short state = (GetRandomControl() & 3) + 4 * Lara.highestLocation; short animNumber = Objects[item->objectNumber].animIndex + state; state++; item->goalAnimState = item->currentAnimState = state; item->animNumber = animNumber; item->frameNumber = Anims[item->animNumber].frameBase; item->triggerFlags = Lara.highestLocation; AnimateItem(item); } }