| 209 | }; |
| 210 | |
| 211 | void InitializeBaddy(short itemNumber) |
| 212 | { |
| 213 | auto* item = &g_Level.Items[itemNumber]; |
| 214 | |
| 215 | InitializeCreature(itemNumber); |
| 216 | |
| 217 | short objectNumber = (Objects[ID_BADDY2].loaded ? ID_BADDY2 : ID_BADDY1); |
| 218 | |
| 219 | if (item->ObjectNumber == ID_BADDY1) |
| 220 | { |
| 221 | item->SetMeshSwapFlags(MESHSWAPFLAGS_BADDY_GUN); |
| 222 | item->MeshBits = 0xFF81FFFF; |
| 223 | item->ItemFlags[2] = BADDY_UZI_AMMO; |
| 224 | } |
| 225 | else |
| 226 | { |
| 227 | item->SetMeshSwapFlags(MESHSWAPFLAGS_BADDY_SWORD_NINJA); |
| 228 | item->MeshBits = ALL_JOINT_BITS; |
| 229 | item->ItemFlags[2] = 0; |
| 230 | } |
| 231 | |
| 232 | item->ItemFlags[1] = NO_VALUE; |
| 233 | |
| 234 | short ocb = item->TriggerFlags % 1000; |
| 235 | |
| 236 | // To the same things of OCB 1, 2, 3, 4 but also drawing uzis |
| 237 | if (ocb > 9 && ocb < 20) |
| 238 | { |
| 239 | item->ItemFlags[2] += BADDY_UZI_AMMO; |
| 240 | item->TriggerFlags -= 10; |
| 241 | ocb -= 10; |
| 242 | } |
| 243 | |
| 244 | if (!ocb || ocb > 4 && ocb < 7) |
| 245 | { |
| 246 | item->Animation.AnimNumber = BADDY_ANIM_STAND_IDLE; |
| 247 | item->Animation.FrameNumber = 0; |
| 248 | item->Animation.TargetState = BADDY_STATE_IDLE; |
| 249 | item->Animation.ActiveState = BADDY_STATE_IDLE; |
| 250 | return; |
| 251 | } |
| 252 | |
| 253 | // OCB: roll right |
| 254 | if (ocb == 1) |
| 255 | { |
| 256 | item->Animation.AnimNumber = BADDY_ANIM_STAND_TO_JUMP_RIGHT; |
| 257 | item->Animation.FrameNumber = 0; |
| 258 | item->Animation.TargetState = BADDY_STATE_JUMP_RIGHT; |
| 259 | item->Animation.ActiveState = BADDY_STATE_JUMP_RIGHT; |
| 260 | item->ItemFlags[4] = 1; |
| 261 | return; |
| 262 | } |
| 263 | |
| 264 | // OCB: roll left |
| 265 | if (ocb == 2) |
| 266 | { |
| 267 | item->Animation.AnimNumber = BADDY_ANIM_STAND_TO_ROLL_LEFT; |
| 268 | item->Animation.FrameNumber = 0; |
nothing calls this directly
no test coverage detected