#include "framework.h" #include "Objects/Effects/effect_objects.h" #include "Objects/Effects/flame_emitters.h" #include "Objects/Effects/enemy_missile.h" #include "Specific/setup.h" using namespace TEN::Entities::Effects; void InitialiseEffectsObjects() { OBJECT_INFO* obj; // Flame is always loaded obj = &Objects[ID_FLAME]; { obj->control = FlameControl; obj->drawRoutine = nullptr; obj->saveFlags = true; obj->usingDrawAnimatingItem = false; } obj = &Objects[ID_FLAME_EMITTER]; if (obj->loaded) { obj->initialise = InitialiseFlameEmitter; obj->collision = FlameEmitterCollision; obj->control = FlameEmitterControl; obj->drawRoutine = nullptr; obj->saveFlags = true; obj->usingDrawAnimatingItem = false; } obj = &Objects[ID_FLAME_EMITTER2]; if (obj->loaded) { obj->initialise = InitialiseFlameEmitter2; obj->collision = FlameEmitterCollision; obj->control = FlameEmitter2Control; obj->drawRoutine = nullptr; obj->saveFlags = true; obj->usingDrawAnimatingItem = false; } obj = &Objects[ID_FLAME_EMITTER3]; if (obj->loaded) { obj->initialise = InitialiseFlameEmitter3; obj->control = FlameEmitter3Control; obj->drawRoutine = nullptr; obj->saveFlags = true; obj->usingDrawAnimatingItem = false; } obj = &Objects[ID_ENERGY_BUBBLES]; { obj->initialise = nullptr; obj->collision = nullptr; obj->control = ControlEnemyMissile; obj->savePosition = true; obj->saveFlags = true; obj->saveAnim = true; } }