TombEngine/TR5Main/Specific/setup.h
TokyoSU 2c3fbae02f Decompiled InitialiseHair() and InitialiseSpecialEffects()
- added macro for getting mesh: MESHES(slot, mesh).
- fixed duplicate array in vars.h.
- fixed lara left hand flare mesh.
2019-12-04 13:20:21 +01:00

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1.2 KiB
C

#pragma once
#include "..\Global\global.h"
void BaddyObjects();
void ObjectObjects();
void TrapObjects();
void InitialiseHair();
void InitialiseSpecialEffects();
void CustomObjects();
void InitialiseObjects();
void Inject_Setup();
#define INIT_PICKUP(obid) \
obj = &Objects[obid]; \
if (obj->loaded) \
{ \
obj->initialise = InitialisePickup; \
obj->collision = PickupCollision; \
obj->control = PickupControl; \
}
#define INIT_KEYHOLE(obid) \
obj = &Objects[obid]; \
if (obj->loaded) \
{ \
obj->collision = KeyHoleCollision; \
}
#define INIT_PUZZLEHOLE(obid) \
obj = &Objects[obid]; \
if (obj->loaded) \
{ \
obj->collision = PuzzleHoleCollision; \
obj->control = AnimatingControl; \
}
#define INIT_PUZZLEDONE(obid) \
obj = &Objects[obid]; \
if (obj->loaded) \
{ \
obj->collision = PuzzleDoneCollision; \
obj->control = AnimatingControl; \
}
// normally INIT_ANIMATING have:
//Bones[obj->boneIndex] |= ROT_Y;
//Bones[obj->boneIndex + 4] |= ROT_X;
#define INIT_ANIMATING(obid) \
obj = &Objects[obid]; \
if (obj->loaded) \
{ \
obj->initialise = InitialiseAnimating; \
obj->control = AnimatingControl; \
obj->collision = ObjectCollision; \
}