| 127 | } |
| 128 | |
| 129 | static void InitializeDragonBack(ItemInfo& frontItem) |
| 130 | { |
| 131 | int backItemNumber = SpawnItem(frontItem, ID_DRAGON_BACK); |
| 132 | |
| 133 | if (backItemNumber == NO_VALUE) |
| 134 | { |
| 135 | TENLog("Failed to create dragon back body segment.", LogLevel::Warning); |
| 136 | return; |
| 137 | } |
| 138 | |
| 139 | auto& backItem = g_Level.Items[backItemNumber]; |
| 140 | backItem.Status = ITEM_INVISIBLE; |
| 141 | |
| 142 | // Mark the bone meshes 21, 23 and 23 for they don't be rendered. |
| 143 | backItem.MeshBits.Clear(DragonBackSpineJoints); |
| 144 | |
| 145 | // Store back body segment item number. |
| 146 | frontItem.ItemFlags[0] = backItemNumber; |
| 147 | backItem.ItemFlags[0] = NO_VALUE; |
| 148 | } |
| 149 | |
| 150 | void InitializeDragon(short itemNumber) |
| 151 | { |
no test coverage detected