| 532 | } |
| 533 | |
| 534 | short CreateNewEffect(short roomNumber) |
| 535 | { |
| 536 | short fxNumber = NextFxFree; |
| 537 | |
| 538 | if (NextFxFree != NO_VALUE) |
| 539 | { |
| 540 | auto* fx = &EffectList[NextFxFree]; |
| 541 | |
| 542 | // HACK: Overcome a self-referencing deadlock by checking if nextFx points to the same index. |
| 543 | if (fxNumber == fx->nextFx) |
| 544 | return NO_VALUE; |
| 545 | |
| 546 | NextFxFree = fx->nextFx; |
| 547 | |
| 548 | auto* room = &g_Level.Rooms[roomNumber]; |
| 549 | |
| 550 | fx->roomNumber = roomNumber; |
| 551 | fx->nextFx = room->fxNumber; |
| 552 | fx->nextActive = NextFxActive; |
| 553 | |
| 554 | NextFxActive = fxNumber; |
| 555 | room->fxNumber = fxNumber; |
| 556 | |
| 557 | fx->speed = 0; |
| 558 | fx->color = Vector4::One; |
| 559 | fx->fallspeed = 0; |
| 560 | fx->frameNumber = 0; |
| 561 | fx->counter = 0; |
| 562 | fx->flag1 = 0; |
| 563 | fx->flag2 = 0; |
| 564 | fx->DisableInterpolation = true; |
| 565 | } |
| 566 | |
| 567 | return fxNumber; |
| 568 | } |
| 569 | |
| 570 | void InitializeFXArray() |
| 571 | { |
no outgoing calls
no test coverage detected