#include "newobjects.h" #include "..\Global\global.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 __cdecl InitialiseJeanYves(__int16 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 __cdecl JeanYvesControl(__int16 itemNum) { ITEM_INFO* item = &Items[itemNum]; if (item->triggerFlags >= Lara.highestLocation) { __int16 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; __int16 state = (GetRandomControl() & 3) + 4 * Lara.highestLocation; __int16 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); } }