#include "framework.h" #include "Game/Lara/lara.h" #include "Game/effects/effects.h" #include "Game/floordata.h" #include "Game/effects/lara_burn.h" #include "Game/items.h" #include "Game/control/control.h" namespace TEN::Effects::Fire { void LaraBurn() { if (!Lara.burn && !Lara.burnSmoke) { short fxNum = CreateNewEffect(LaraItem->roomNumber); if (fxNum != NO_ITEM) { EffectList[fxNum].objectNumber = ID_FLAME; Lara.burn = true; } } } void LavaBurn(ITEM_INFO* item) { if (item->hitPoints >= 0 && Lara.waterStatus != LW_FLYCHEAT) { short roomNumber = item->roomNumber; FLOOR_INFO* floor = GetFloor(item->pos.xPos, 32000, item->pos.zPos, &roomNumber); if (item->floor == GetFloorHeight(floor, item->pos.xPos, 32000, item->pos.zPos)) { // if (Objects[ID_KAYAK].loaded && Objects[ID_KAYAK_LARA_ANIMS].loaded) //TEMPORARILY ADDING THIS HACK FOR TESTING-// KayakLaraRapidsDrown works fine. // KayakLaraRapidsDrown(); // else // { item->hitPoints = -1; item->hitStatus = true; LaraBurn(); // } } } } }