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* Tier 1 * Tier 2 * Remove old GetRoomList implementation and use CollectConnectedRooms one * Tier 3 * Tier 4 * Tier 5 * Tier 6 * Tier 7 Co-authored-by: Lwmte <initiator@nm.ru>
23 lines
No EOL
868 B
C
23 lines
No EOL
868 B
C
#pragma once
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struct ITEM_INFO;
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struct COLL_INFO;
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struct OBJECT_TEXTURE;
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extern OBJECT_TEXTURE* WaterfallTextures[6];
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extern float WaterfallY[6];
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void SmashObject(short itemNumber);
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void SmashObjectControl(short itemNumber);
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void ControlAnimatingSlots(short itemNumber);
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void ControlTriggerTriggerer(short itemNumber);
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void AnimateWaterfalls();
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void ControlWaterfall(short itemNumber);
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void TightRopeCollision(short itemNum, ITEM_INFO* l, COLL_INFO* coll);
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void ParallelBarsCollision(short itemNum, ITEM_INFO* l, COLL_INFO* coll);
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void CutsceneRopeControl(short itemNumber);
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void HybridCollision(short itemNum, ITEM_INFO* laraitem, COLL_INFO* coll);
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void InitialiseSmashObject(short itemNumber);
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void InitialiseTightRope(short itemNumber);
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void HighObject2Control(short itemNumber);
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void InitialiseAnimating(short itemNumber);
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void AnimatingControl(short itemNumber); |