TombEngine/TR5Main/Objects/Effects/effect_objects.cpp
2021-12-24 03:32:19 +03:00

63 lines
No EOL
1.4 KiB
C++

#include "framework.h"
#include "Objects/Effects/effect_objects.h"
#include "Objects/Effects/flame_emitters.h"
#include "Objects/Effects/enemy_missile.h"
#include "Specific/setup.h"
using namespace TEN::Entities::Effects;
void InitialiseEffectsObjects()
{
OBJECT_INFO* obj;
// Flame is always loaded
obj = &Objects[ID_FLAME];
{
obj->control = FlameControl;
obj->drawRoutine = nullptr;
obj->saveFlags = true;
obj->usingDrawAnimatingItem = false;
}
obj = &Objects[ID_FLAME_EMITTER];
if (obj->loaded)
{
obj->initialise = InitialiseFlameEmitter;
obj->collision = FlameEmitterCollision;
obj->control = FlameEmitterControl;
obj->drawRoutine = nullptr;
obj->saveFlags = true;
obj->usingDrawAnimatingItem = false;
}
obj = &Objects[ID_FLAME_EMITTER2];
if (obj->loaded)
{
obj->initialise = InitialiseFlameEmitter2;
obj->collision = FlameEmitterCollision;
obj->control = FlameEmitter2Control;
obj->drawRoutine = nullptr;
obj->saveFlags = true;
obj->usingDrawAnimatingItem = false;
}
obj = &Objects[ID_FLAME_EMITTER3];
if (obj->loaded)
{
obj->initialise = InitialiseFlameEmitter3;
obj->control = FlameEmitter3Control;
obj->drawRoutine = nullptr;
obj->saveFlags = true;
obj->usingDrawAnimatingItem = false;
}
obj = &Objects[ID_ENERGY_BUBBLES];
{
obj->initialise = nullptr;
obj->collision = nullptr;
obj->control = ControlEnemyMissile;
obj->savePosition = true;
obj->saveFlags = true;
obj->saveAnim = true;
}
}