mirror of
https://github.com/TombEngine/TombEngine.git
synced 2025-05-02 17:57:59 +03:00
481 lines
11 KiB
C++
481 lines
11 KiB
C++
#include "framework.h"
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#include "tr4_senet.h"
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#include "sound.h"
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#include "items.h"
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#include "control.h"
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#include "setup.h"
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#include "tomb4fx.h"
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#include "lara.h"
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#include "lara_struct.h"
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#include "input.h"
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short SenetPiecesNumber[6];
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char SenetDisplacement, ActiveSenetPieces[6], SenetBoard[17];
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int SenetTargetX, SenetTargetZ;
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char ActivePiece = -1;
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OBJECT_COLLISION_BOUNDS GameStixBounds =
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{
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0xFF00, 0x0100, 0xFF38, 0x00C8, 0xFF00, 0x0100, 0xF8E4, 0x071C, 0xEAAC, 0x1554, 0x0, 0x0
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};
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static PHD_VECTOR GameStixPosition = { 0, 0, -100 };
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void InitialiseGameStix(short itemNumber)
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{
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ITEM_INFO* item;
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item = &g_Level.Items[itemNumber];
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item->triggerFlags = -1;
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item->data = &item->itemFlags;
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}
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void GameStixControl(short itemNumber)
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{
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ITEM_INFO* item, *item2, *item3;
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int i, number, x, z;
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bool flag;
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short piece, roomNumber;
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item = &g_Level.Items[itemNumber];
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if (item->triggerFlags > -1)
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{
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if (item->hitPoints == 100)
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SoundEffect(SFX_TR4_SPINNING_PUZZLE, &item->pos, 0);
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for (i = 0; i < 4; ++i)
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{
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if (item->hitPoints < 100 - 2 * i)
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{
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item->itemFlags[i] -= 128 * item->hitPoints;
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if (item->hitPoints < 40 - 2 * i)
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{
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if (abs(item->itemFlags[i]) < 4096 && item->triggerFlags & 1 << i)
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{
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item->itemFlags[i] = 0;
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}
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else if ((item->itemFlags[i] > 28672 || item->itemFlags[i] < -28672) && !(item->triggerFlags & 1 << i))
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{
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item->itemFlags[i] = -32768;
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}
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}
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}
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}
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--item->hitPoints;
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if (!item->hitPoints)
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{
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for (i = 0; i < 3; ++i)
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g_Level.Items[SenetPiecesNumber[i]].triggerFlags = 0;
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item->triggerFlags = -1;
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if (ActivePiece == -1 && !SenetDisplacement)
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{
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RemoveActiveItem(itemNumber);
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item->status = ITEM_NOT_ACTIVE;
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}
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}
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}
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else if (ActivePiece > -1)
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{
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number = ActivePiece >= 3 ? 2 : 1;
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item2 = &g_Level.Items[SenetPiecesNumber[ActivePiece]];
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item2->flags |= 32;
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item2->afterDeath = 48;
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piece = ActiveSenetPieces[ActivePiece];
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if (piece == -1 || piece >= 5)
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{
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if (piece == -1)
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piece = 16;
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x = SenetTargetX + SECTOR(1);
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z = SenetTargetZ + SECTOR(piece - 5);
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}
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else
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{
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x = SenetTargetX + SECTOR(2 * number - 2);
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z = SenetTargetZ + SECTOR(4 - piece);
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}
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if (abs(x - item2->pos.xPos) < 128)
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{
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item2->pos.xPos = x;
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}
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else if (x > item2->pos.xPos)
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{
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item2->pos.xPos += 128;
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}
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else
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{
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item2->pos.xPos -= 128;
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}
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if (abs(z - item2->pos.zPos) < 128)
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{
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item2->pos.zPos = z;
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}
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else if (z > item2->pos.zPos)
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{
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item2->pos.zPos += 128;
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}
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else
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{
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item2->pos.zPos -= 128;
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}
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roomNumber = item2->roomNumber;
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GetFloor(item2->pos.xPos, item2->pos.yPos - 32, item2->pos.zPos, &roomNumber);
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if (item2->roomNumber != roomNumber)
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ItemNewRoom(SenetPiecesNumber[ActivePiece], roomNumber);
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if (x == item2->pos.xPos && z == item2->pos.zPos)
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{
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item2->afterDeath = 0;
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if (piece == 16)
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{
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if (number == 1)
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{
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SenetPieceExplosionEffect(item2, 0x6060E0, -32);
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SenetPieceExplosionEffect(item2, 0x6060E0, 48);
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}
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else
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{
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SenetPieceExplosionEffect(item2, 0xFF8020, -32);
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SenetPieceExplosionEffect(item2, 0xFF8020, 48);
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}
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KillItem(SenetPiecesNumber[ActivePiece]);
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if (CheckSenetWinner(number))
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{
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for (i = 0; i < g_Level.NumItems; ++i)
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{
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item3 = &g_Level.Items[i];
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if (item3->objectNumber >= ID_GAME_PIECE1 && item3->objectNumber <= ID_GAME_PIECE3 || item3->objectNumber == ID_ENEMY_PIECE || item3->objectNumber == ID_WHEEL_OF_FORTUNE)
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{
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item3->flags |= IFLAG_INVISIBLE | IFLAG_ACTIVATION_MASK;
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RemoveActiveItem(i);
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item3->status = ITEM_NOT_ACTIVE;
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item3->afterDeath = 1;
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}
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}
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}
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}
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else
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{
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for (i = 0; i < 6; ++i)
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{
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if (ActivePiece != i)
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{
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item2 = &g_Level.Items[SenetPiecesNumber[i]];
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if (x == item2->pos.xPos && z == item2->pos.zPos)
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{
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SenetPieceExplosionEffect(item2, number == 1 ? 0xFF8020 : 0x6060E0, -64);
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item2->pos.xPos = SenetTargetX - SECTOR(4 * number) + SECTOR(7);
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item2->pos.zPos = SenetTargetZ + SECTOR(i % 3);
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roomNumber = item2->roomNumber;
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GetFloor(item2->pos.xPos, item2->pos.yPos - 32, item2->pos.zPos, &roomNumber);
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if (item2->roomNumber != roomNumber)
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ItemNewRoom(SenetPiecesNumber[i], roomNumber);
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SenetPieceExplosionEffect(item2, number == 1 ? 0xFF8020 : 0x6060E0, -64);
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}
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}
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}
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}
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if (!SenetDisplacement)
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{
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RemoveActiveItem(itemNumber);
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item2->status = ITEM_NOT_ACTIVE;
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}
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ActivePiece = -1;
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}
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}
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else if (SenetDisplacement == -1)
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{
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_0x0040FAE0(item);
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for (i = 3; i < 6; ++i)
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{
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MakeMove(i, SenetDisplacement);
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if (SenetDisplacement == -1 || !SenetDisplacement)
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break;
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}
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if (SenetDisplacement && SenetDisplacement != 6)
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{
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SenetDisplacement = 0;
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}
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else
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{
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SenetDisplacement = -1;
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}
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}
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else if (!SenetDisplacement)
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{
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_0x0040FAE0(item);
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flag = false;
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for (i = 0; i < 3; ++i)
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{
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if (ActiveSenetPieces[i] != -1 && SenetDisplacement && ActiveSenetPieces[i] + SenetDisplacement < 17 && !(SenetBoard[ActiveSenetPieces[i] + SenetDisplacement] & 1))
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flag = true;
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}
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if (!flag)
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SenetDisplacement = SenetDisplacement == 6 ? 0 : -1;
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}
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}
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void _0x0040FAE0(ITEM_INFO* item)
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{
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SenetDisplacement = 0;
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item->triggerFlags = 0;
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for (int i = 0; i < 4; i++)
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{
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SenetDisplacement += GetRandomControl() & 1;
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if (GetRandomControl() & 1)
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item->triggerFlags |= (1 << i);
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}
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if (!SenetDisplacement)
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SenetDisplacement = 6;
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item->hitPoints = 120;
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for (int i = 0; i < 3; i++)
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{
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g_Level.Items[SenetPiecesNumber[i]].triggerFlags = 1;
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}
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}
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void SenetPieceExplosionEffect(ITEM_INFO* item, int color, int speed)
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{
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int radius = speed >= 0 ? 0xA00020 : 0x2000280;
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int clr = color | 0x18000000;
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item->pos.yPos -= STEPUP_HEIGHT;
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TriggerShockwave(&item->pos, radius & 0xFFFF, radius >> 16, speed, clr & 0xFF, (clr >> 8) & 0xFF, (clr >> 16) & 0xFF, 64, 0, 0);
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TriggerShockwave(&item->pos, radius & 0xFFFF, radius >> 16, speed, clr & 0xFF, (clr >> 8) & 0xFF, (clr >> 16) & 0xFF, 64, 0x2000, 0);
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TriggerShockwave(&item->pos, radius & 0xFFFF, radius >> 16, speed, clr & 0xFF, (clr >> 8) & 0xFF, (clr >> 16) & 0xFF, 64, 0x4000, 0);
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TriggerShockwave(&item->pos, radius & 0xFFFF, radius >> 16, speed, clr & 0xFF, (clr >> 8) & 0xFF, (clr >> 16) & 0xFF, 64, 0x6000, 0);
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item->pos.yPos += STEPUP_HEIGHT;
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}
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void trigger_item_in_room(short room_number, int object)//originally this is in deltapak
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{
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short num, nex;
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ITEM_INFO* item;
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num = g_Level.Rooms[room_number].itemNumber;
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while (num != NO_ITEM)
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{
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item = &g_Level.Items[num];
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nex = item->nextItem;
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if (item->objectNumber == object)
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{
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AddActiveItem(num);
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item->status = ITEM_ACTIVE;
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item->flags |= IFLAG_ACTIVATION_MASK;
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}
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num = nex;
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}
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}
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int CheckSenetWinner(short num)//original TR4 numbers :>
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{
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if (num == 1)
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{
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int i = 0;
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while (ActiveSenetPieces[i] == -1)
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{
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if (++i >= 3)
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{
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trigger_item_in_room(0, ID_RAISING_BLOCK2);
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trigger_item_in_room(19, ID_RAISING_BLOCK2);
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return 1;
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}
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}
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}
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else
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{
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int j = 3;
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while (ActiveSenetPieces[j] == -1)
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{
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if (++j >= 6)
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{
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trigger_item_in_room(20, ID_TRAPDOOR1);
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trigger_item_in_room(21, ID_TRAPDOOR1);
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trigger_item_in_room(22, ID_TRAPDOOR1);
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trigger_item_in_room(81, ID_TRAPDOOR1);
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return 1;
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}
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}
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}
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return 0;
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}
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void MakeMove(int piece, int displacement)
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{
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int number, i;
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number = piece >= 3 ? 2 : 1;
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if (ActiveSenetPieces[piece] != -1 && displacement && ActiveSenetPieces[piece] + displacement <= 16 && !(SenetBoard[ActiveSenetPieces[piece] + displacement] & number))
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{
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SenetBoard[ActiveSenetPieces[piece]] &= ~number;
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if (!ActiveSenetPieces[piece])
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{
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for (i = 3 * number - 3; i < 3 * number; ++i)
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{
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if (i != piece && !ActiveSenetPieces[i])
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SenetBoard[0] |= number;
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}
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}
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ActivePiece = piece;
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ActiveSenetPieces[ActivePiece] += displacement;
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if (ActiveSenetPieces[ActivePiece] > 4)
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{
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SenetBoard[ActiveSenetPieces[ActivePiece]] = 0;
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for (i = 6 - 3 * number; i < 9 - 3 * number; ++i)
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{
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if (ActiveSenetPieces[i] == ActiveSenetPieces[ActivePiece])
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{
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ActiveSenetPieces[i] = 0;
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SenetBoard[0] |= 3 - number;
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}
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}
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}
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if (ActiveSenetPieces[ActivePiece] < 16)
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{
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SenetBoard[ActiveSenetPieces[ActivePiece]] |= number;
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}
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else
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{
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ActiveSenetPieces[ActivePiece] = -1;
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}
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if (!(ActiveSenetPieces[ActivePiece] & 3) || SenetDisplacement == 6)
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{
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SenetDisplacement = 0;
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}
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else
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{
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SenetDisplacement = -1;
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}
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}
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}
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void GameStixCollision(short item_num, ITEM_INFO* laraitem, COLL_INFO* coll)
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{
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ITEM_INFO* item = &g_Level.Items[item_num];
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if (TrInput & IN_ACTION && laraitem->currentAnimState == LS_STOP && laraitem->animNumber == LA_STAND_IDLE && Lara.gunStatus == LG_NO_ARMS &&
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!item->active || Lara.isMoving && Lara.generalPtr == (void*)item_num)
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{
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laraitem->pos.yRot ^= 0x8000;
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if (TestLaraPosition(&GameStixBounds, item, laraitem))
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{
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if (MoveLaraPosition(&GameStixPosition, item, laraitem))
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{
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laraitem->animNumber = LA_SENET_ROLL;
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laraitem->frameNumber = g_Level.Anims[LA_SENET_ROLL].frameBase;
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laraitem->currentAnimState = LS_MISC_CONTROL;
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Lara.isMoving = 0;
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Lara.torsoXrot = 0;
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Lara.torsoYrot = 0;
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Lara.torsoZrot = 0;
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Lara.gunStatus = LG_HANDS_BUSY;
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item->status = ITEM_ACTIVE;
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AddActiveItem(item_num);
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laraitem->pos.yRot ^= 0x8000;
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return;
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}
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Lara.generalPtr = (void*)item_num;
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}
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laraitem->pos.yRot ^= 0x8000;
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}
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else
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ObjectCollision(item_num, laraitem, coll);
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}
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void ControlGodHead(short itemNumber)
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{
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ITEM_INFO* item = &g_Level.Items[itemNumber];
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if (TriggerActive(item))
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{
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if (item->pos.yRot == 0)
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item->pos.zPos &= ~1023;
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else if (item->pos.yRot == 0x4000)
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item->pos.xPos &= ~1023;
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else if (item->pos.yRot == -0x4000)
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item->pos.xPos |= 1023;
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else if (item->pos.yRot == -0x8000)
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item->pos.zPos |= 1023;
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if (item->itemFlags[0])
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{
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if (item->itemFlags[2])
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item->itemFlags[2]--;
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else
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{
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if (item->itemFlags[1] < 128)
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KillItem(itemNumber);
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else
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item->itemFlags[1] -= 128;
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}
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}
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else
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{
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if (item->itemFlags[1] > 0x1000)
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{
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item->itemFlags[0] = 1;
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item->itemFlags[1] = 4096;
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item->itemFlags[2] = 210;
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}
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else
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item->itemFlags[1] += 128;
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}
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}
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}
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void InitialiseGamePiece(short itemNumber)
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{
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int i;
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ITEM_INFO* item;
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if (!SenetPiecesNumber[0])
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{
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for (i = 1; i < 17; ++i)
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SenetBoard[i] = 0;
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for (i = 0; i < 6; ++i)
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ActiveSenetPieces[i] = 0;
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SenetBoard[0] = 3;
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for (i = 0; i < g_Level.NumItems; ++i)
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{
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item = &g_Level.Items[i];
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if (item->objectNumber == ID_GAME_PIECE1)
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{
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SenetPiecesNumber[0] = i;
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SenetTargetX = item->pos.xPos + 1024;
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SenetTargetZ = item->pos.zPos;
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}
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else if (item->objectNumber == ID_GAME_PIECE2)
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{
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SenetPiecesNumber[1] = i;
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}
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else if (item->objectNumber == ID_GAME_PIECE3)
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{
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SenetPiecesNumber[2] = i;
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}
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else if (item->objectNumber == ID_ENEMY_PIECE)
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{
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SenetPiecesNumber[3 + item->triggerFlags] = i;
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}
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}
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}
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}
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void SenetControl(short itemNumber)
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{
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ITEM_INFO* item;
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item = &g_Level.Items[itemNumber];
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if (SenetDisplacement > 0 && item->triggerFlags != 1)
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MakeMove(item->objectNumber - ID_GAME_PIECE1, SenetDisplacement);
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RemoveActiveItem(itemNumber);
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}
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