| 252 | } |
| 253 | |
| 254 | void InitializeShiva(short itemNumber) |
| 255 | { |
| 256 | auto& item = g_Level.Items[itemNumber]; |
| 257 | item.Status = ITEM_NOT_ACTIVE; // Draw the statue from the start. |
| 258 | |
| 259 | InitializeCreature(itemNumber); |
| 260 | SetAnimation(item, SHIVA_ANIM_INACTIVE); |
| 261 | item.ItemFlags[0] = 0; // Joint index when swapping mesh. |
| 262 | item.ItemFlags[1] = 1; // Immune state. true = immune to damage. |
| 263 | item.ItemFlags[2] = 1; // If 1, swap to stone. If 2, swap to normal. |
| 264 | item.ItemFlags[3] = 0; // If mesh is swapped to stone, then it's true. Otherwise false. |
| 265 | |
| 266 | const auto& object = Objects[item.ObjectNumber]; |
| 267 | for (int jointIndex = 0; jointIndex < object.nmeshes; jointIndex++) |
| 268 | SwapShivaMeshToStone(item, jointIndex, false); |
| 269 | } |
| 270 | |
| 271 | void ShivaControl(short itemNumber) |
| 272 | { |
nothing calls this directly
no test coverage detected