mirror of
https://github.com/TombEngine/TombEngine.git
synced 2025-05-02 01:37:59 +03:00
404 lines
9.1 KiB
C++
404 lines
9.1 KiB
C++
#include "framework.h"
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#include "generic_objects.h"
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// objects
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#include "generic_trapdoor.h"
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#include "generic_bridge.h"
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// switches
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#include "cog_switch.h"
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#include "rail_switch.h"
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#include "jump_switch.h"
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#include "generic_switch.h"
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#include "crowbar_switch.h"
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#include "underwater_switch.h"
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#include "pulley_switch.h"
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#include "fullblock_switch.h"
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#include "turn_switch.h"
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// Doors
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#include "generic_doors.h"
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#include "double_doors.h"
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#include "pushpull_kick_door.h"
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#include "sequence_door.h"
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#include "steel_door.h"
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#include "underwater_door.h"
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/// necessary import
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#include "setup.h"
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using namespace TEN::Entities::Switches;
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using namespace TEN::Entities::Doors;
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static void StartObject()
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{
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auto obj = &Objects[ID_TRAPDOOR1];
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if (obj->loaded)
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{
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obj->initialise = InitialiseTrapDoor;
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obj->collision = TrapDoorCollision;
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obj->control = TrapDoorControl;
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obj->floorBorder = TrapDoorFloorBorder;
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obj->ceilingBorder = TrapDoorCeilingBorder;
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obj->floor = TrapDoorFloor;
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obj->ceiling = TrapDoorCeiling;
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obj->saveAnim = true;
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obj->saveFlags = true;
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}
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obj = &Objects[ID_TRAPDOOR2];
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if (obj->loaded)
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{
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obj->initialise = InitialiseTrapDoor;
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obj->collision = TrapDoorCollision;
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obj->control = TrapDoorControl;
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obj->floorBorder = TrapDoorFloorBorder;
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obj->ceilingBorder = TrapDoorCeilingBorder;
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obj->floor = TrapDoorFloor;
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obj->ceiling = TrapDoorCeiling;
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obj->saveAnim = true;
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obj->saveFlags = true;
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}
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obj = &Objects[ID_TRAPDOOR3];
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if (obj->loaded)
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{
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obj->initialise = InitialiseTrapDoor;
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obj->collision = TrapDoorCollision;
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obj->control = TrapDoorControl;
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obj->floorBorder = TrapDoorFloorBorder;
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obj->ceilingBorder = TrapDoorCeilingBorder;
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obj->floor = TrapDoorFloor;
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obj->ceiling = TrapDoorCeiling;
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obj->saveAnim = true;
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obj->saveFlags = true;
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}
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obj = &Objects[ID_FLOOR_TRAPDOOR1];
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if (obj->loaded)
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{
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obj->initialise = InitialiseTrapDoor;
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obj->collision = FloorTrapDoorCollision;
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obj->control = TrapDoorControl;
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obj->floorBorder = TrapDoorFloorBorder;
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obj->ceilingBorder = TrapDoorCeilingBorder;
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obj->floor = TrapDoorFloor;
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obj->ceiling = TrapDoorCeiling;
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obj->saveAnim = true;
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obj->saveFlags = true;
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}
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obj = &Objects[ID_FLOOR_TRAPDOOR2];
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if (obj->loaded)
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{
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obj->initialise = InitialiseTrapDoor;
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obj->collision = FloorTrapDoorCollision;
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obj->control = TrapDoorControl;
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obj->floorBorder = TrapDoorFloorBorder;
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obj->ceilingBorder = TrapDoorCeilingBorder;
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obj->floor = TrapDoorFloor;
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obj->ceiling = TrapDoorCeiling;
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obj->saveAnim = true;
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obj->saveFlags = true;
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}
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obj = &Objects[ID_CEILING_TRAPDOOR1];
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if (obj->loaded)
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{
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obj->initialise = InitialiseTrapDoor;
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obj->collision = CeilingTrapDoorCollision;
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obj->control = TrapDoorControl;
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obj->floorBorder = TrapDoorFloorBorder;
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obj->ceilingBorder = TrapDoorCeilingBorder;
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obj->floor = TrapDoorFloor;
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obj->ceiling = TrapDoorCeiling;
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obj->saveAnim = true;
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obj->saveFlags = true;
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}
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obj = &Objects[ID_CEILING_TRAPDOOR2];
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if (obj->loaded)
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{
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obj->initialise = InitialiseTrapDoor;
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obj->collision = CeilingTrapDoorCollision;
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obj->control = TrapDoorControl;
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obj->floorBorder = TrapDoorFloorBorder;
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obj->ceilingBorder = TrapDoorCeilingBorder;
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obj->floor = TrapDoorFloor;
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obj->ceiling = TrapDoorCeiling;
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obj->saveAnim = true;
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obj->saveFlags = true;
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}
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obj = &Objects[ID_BRIDGE_FLAT];
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if (obj->loaded)
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{
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obj->initialise = InitialiseBridge;
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obj->floor = BridgeFloor<0>;
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obj->ceiling = BridgeCeiling<0>;
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obj->floorBorder = BridgeFloorBorder<0>;
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obj->ceilingBorder = BridgeCeilingBorder<0>;
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}
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obj = &Objects[ID_BRIDGE_TILT1];
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if (obj->loaded)
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{
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obj->initialise = InitialiseBridge;
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obj->floor = BridgeFloor<1>;
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obj->ceiling = BridgeCeiling<1>;
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obj->floorBorder = BridgeFloorBorder<1>;
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obj->ceilingBorder = BridgeCeilingBorder<1>;
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}
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obj = &Objects[ID_BRIDGE_TILT2];
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if (obj->loaded)
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{
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obj->initialise = InitialiseBridge;
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obj->floor = BridgeFloor<2>;
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obj->ceiling = BridgeCeiling<2>;
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obj->floorBorder = BridgeFloorBorder<2>;
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obj->ceilingBorder = BridgeCeilingBorder<2>;
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}
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obj = &Objects[ID_BRIDGE_TILT3];
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if (obj->loaded)
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{
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obj->initialise = InitialiseBridge;
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obj->floor = BridgeFloor<3>;
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obj->ceiling = BridgeCeiling<3>;
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obj->floorBorder = BridgeFloorBorder<3>;
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obj->ceilingBorder = BridgeCeilingBorder<3>;
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}
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obj = &Objects[ID_BRIDGE_TILT4];
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if (obj->loaded)
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{
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obj->initialise = InitialiseBridge;
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obj->floor = BridgeFloor<4>;
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obj->ceiling = BridgeCeiling<4>;
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obj->floorBorder = BridgeFloorBorder<4>;
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obj->ceilingBorder = BridgeCeilingBorder<4>;
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}
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}
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void StartSwitches()
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{
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OBJECT_INFO* obj;
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obj = &Objects[ID_COG_SWITCH];
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if (obj->loaded)
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{
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obj->collision = CogSwitchCollision;
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obj->control = CogSwitchControl;
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obj->hitEffect = HIT_RICOCHET;
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obj->saveFlags = true;
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obj->saveAnim = true;
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}
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obj = &Objects[ID_LEVER_SWITCH];
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if (obj->loaded)
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{
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obj->collision = RailSwitchCollision;
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obj->control = SwitchControl;
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obj->saveFlags = true;
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obj->saveAnim = true;
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}
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obj = &Objects[ID_JUMP_SWITCH];
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if (obj->loaded)
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{
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obj->collision = JumpSwitchCollision;
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obj->control = SwitchControl;
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obj->saveFlags = true;
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obj->saveAnim = true;
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}
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for (int objNum = ID_SWITCH_TYPE1; objNum <= ID_SWITCH_TYPE16; objNum++)
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{
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obj = &Objects[objNum];
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if (obj->loaded)
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{
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obj->collision = SwitchCollision;
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obj->control = SwitchControl;
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obj->saveFlags = true;
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obj->saveAnim = true;
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obj->saveMesh = true;
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}
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}
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obj = &Objects[ID_CROWBAR_SWITCH];
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if (obj->loaded)
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{
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obj->collision = CrowbarSwitchCollision;
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obj->control = SwitchControl;
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obj->saveFlags = true;
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obj->saveAnim = true;
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}
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for (int objNum = ID_UNDERWATER_SWITCH1; objNum <= ID_UNDERWATER_SWITCH4; objNum++)
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{
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obj = &Objects[objNum];
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if (obj->loaded)
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{
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obj->control = SwitchControl;
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obj->collision = UnderwaterSwitchCollision;
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obj->saveFlags = true;
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obj->saveAnim = true;
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}
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}
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obj = &Objects[ID_PULLEY];
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if (obj->loaded)
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{
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obj->initialise = InitialisePulleySwitch;
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obj->control = SwitchControl;
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obj->collision = PulleySwitchCollision;
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obj->saveFlags = true;
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obj->saveAnim = true;
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}
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obj = &Objects[ID_TURN_SWITCH];
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if (obj->loaded)
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{
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obj->control = TurnSwitchControl;
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obj->collision = TurnSwitchCollision;
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obj->saveFlags = true;
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obj->saveAnim = true;
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}
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obj = &Objects[ID_SEQUENCE_SWITCH1];
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if (obj->loaded)
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{
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obj->collision = FullBlockSwitchCollision;
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obj->control = FullBlockSwitchControl;
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obj->saveFlags = true;
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obj->saveAnim = true;
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}
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obj = &Objects[ID_SEQUENCE_SWITCH2];
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if (obj->loaded)
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{
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obj->collision = FullBlockSwitchCollision;
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obj->control = FullBlockSwitchControl;
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obj->saveFlags = true;
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obj->saveAnim = true;
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}
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obj = &Objects[ID_SEQUENCE_SWITCH3];
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if (obj->loaded)
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{
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obj->collision = FullBlockSwitchCollision;
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obj->control = FullBlockSwitchControl;
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obj->saveFlags = true;
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obj->saveAnim = true;
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}
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}
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void StartDoors()
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{
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OBJECT_INFO* obj;
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for (int objNum = ID_DOOR_TYPE1; objNum <= ID_DOOR_TYPE30; objNum++)
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{
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obj = &Objects[objNum];
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if (obj->loaded)
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{
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obj->initialise = InitialiseDoor;
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obj->control = DoorControl;
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obj->collision = DoorCollision;
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obj->hitEffect = HIT_RICOCHET;
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obj->saveAnim = true;
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obj->saveFlags = true;
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obj->saveMesh = true;
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}
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}
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obj = &Objects[ID_LIFT_DOORS1];
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if (obj->loaded)
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{
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obj->initialise = InitialiseDoor;
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obj->control = DoorControl;
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obj->hitEffect = HIT_RICOCHET;
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obj->saveFlags = true;
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}
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obj = &Objects[ID_LIFT_DOORS2];
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if (obj->loaded)
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{
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obj->initialise = InitialiseDoor;
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obj->control = DoorControl;
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obj->hitEffect = HIT_RICOCHET;
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obj->saveFlags = true;
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}
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obj = &Objects[ID_SEQUENCE_DOOR1];
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if (obj->loaded)
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{
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obj->initialise = InitialiseDoor;
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obj->collision = DoorCollision;
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obj->control = SequenceDoorControl;
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obj->hitEffect = HIT_RICOCHET;
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obj->saveAnim = true;
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obj->saveFlags = true;
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}
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for (int i = ID_DOUBLE_DOORS1; i <= ID_DOUBLE_DOORS4; i++)
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{
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obj = &Objects[i];
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if (obj->loaded)
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{
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obj->initialise = InitialiseDoor;
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obj->collision = DoubleDoorCollision;
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obj->control = PushPullKickDoorControl;
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obj->hitEffect = HIT_RICOCHET;
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obj->saveAnim = true;
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obj->saveFlags = true;
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}
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}
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for (int i = ID_UNDERWATER_DOOR1; i <= ID_UNDERWATER_DOOR4; i++)
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{
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obj = &Objects[i];
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if (obj->loaded)
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{
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obj->initialise = InitialiseDoor;
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obj->collision = UnderwaterDoorCollision;
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obj->control = PushPullKickDoorControl;
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obj->hitEffect = HIT_RICOCHET;
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obj->saveAnim = true;
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obj->saveFlags = true;
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}
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}
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for (int objNum = ID_PUSHPULL_DOOR1; objNum <= ID_KICK_DOOR4; objNum++)
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{
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obj = &Objects[objNum];
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if (obj->loaded)
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{
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obj->initialise = InitialiseDoor;
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obj->collision = PushPullKickDoorCollision;
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obj->control = PushPullKickDoorControl;
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obj->hitEffect = HIT_RICOCHET;
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obj->saveAnim = true;
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obj->saveFlags = true;
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}
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}
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obj = &Objects[ID_STEEL_DOOR];
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if (obj->loaded)
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{
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obj->initialise = InitialiseSteelDoor;
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obj->collision = SteelDoorCollision;
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obj->saveAnim = true;
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obj->saveFlags = true;
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obj->saveMesh = true;
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obj->savePosition = true;
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}
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}
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void InitialiseGenericObjects()
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{
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StartObject();
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StartSwitches();
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StartDoors();
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}
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