79 lines
1.9 KiB
C
79 lines
1.9 KiB
C
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/**
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* Behavior for bhvBetaHoldableObject.
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* This is a simple implementation of a holdable object, probably used
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* for testing. This was previously assumed to be a beta shell, as there
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* are unused shell models left in the game; however, there is no evidence
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* to support this theory.
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*/
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/**
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* Initialization function for bhvBetaHoldableObject.
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* Just sets various physics constants for the object.
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*/
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void bhv_beta_holdable_object_init(void) {
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o->oGravity = 2.5;
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o->oFriction = 0.8;
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o->oBuoyancy = 1.3;
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}
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/**
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* Drop the object.
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*/
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static void beta_holdable_object_drop(void) {
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// Re-enable rendering
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obj_enable_rendering();
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obj_get_dropped();
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o->oHeldState = HELD_FREE;
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o->oForwardVel = 0;
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o->oVelY = 0;
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}
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/**
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* Throw the object.
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*/
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static void beta_holdable_object_throw(void) {
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// obj_enable_rendering_2 just calls obj_enable_rendering and does
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// nothing else; it's useless here. Maybe it originally did more?
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obj_enable_rendering_2();
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obj_enable_rendering();
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o->oHeldState = HELD_FREE;
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// This flag is never set, why is it cleared?
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o->oFlags &= ~OBJ_FLAG_SET_FACE_YAW_TO_MOVE_YAW;
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// Set initial velocity
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o->oForwardVel = 40.0;
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o->oVelY = 20.0;
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}
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/**
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* Update function for bhvBetaHoldableObject.
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* Apply standard physics to the object if not held;
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* otherwise, handle holding logic.
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*/
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void bhv_beta_holdable_object_loop(void) {
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switch (o->oHeldState) {
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case HELD_FREE:
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// Apply standard physics
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ObjectStep();
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break;
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case HELD_HELD:
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// Disable rendering to hide the object while it's held
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obj_disable_rendering();
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break;
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case HELD_THROWN:
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beta_holdable_object_throw();
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break;
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case HELD_DROPPED:
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beta_holdable_object_drop();
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break;
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}
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}
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