#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\effects.h" #include "..\Game\draw.h" #include "..\Game\sphere.h" #include "..\Game\effect2.h" #include "..\Game\people.h" #include "..\Game\debris.h" void __cdecl InitialiseKnightTemplar(__int16 itemNum) { ITEM_INFO* item = &Items[itemNum]; ClearItem(itemNum); item->animNumber = Objects[ID_KNIGHT_TEMPLAR].animIndex + 2; item->goalAnimState = 1; item->currentAnimState = 1; item->frameNumber = Anims[item->animNumber].frameBase; item->meshBits &= 0xF700; } void __cdecl KnightTemplarControl(__int16 itemNum) { if (!CreatureActive(itemNum)) return; ITEM_INFO* item = &Items[itemNum]; OBJECT_INFO* obj = &Objects[item->objectNumber]; if (item->animNumber == obj->animIndex || item->animNumber - obj->animIndex == 1 || item->animNumber - obj->animIndex == 11 || item->animNumber - obj->animIndex == 12) { if (GetRandomControl() & 1) { PHD_VECTOR pos; pos.x = 0; pos.y = 48; pos.z = 448; GetJointAbsPosition(item, &pos, 10); /*v4 = (GetRandomControl() & 0x1FF) - 256; v5 = -128 - (GetRandomControl() & 0x7F); v6 = GetRandomControl(); sub_434200(v24, v25, v26, (v6 & 0x1FF) - 256, v5, v4, 0); */} } }