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Function ProcessObjects

Source/objects.cpp:4289–4379  ·  view source on GitHub ↗

Source from the content-addressed store, hash-verified

4287}
4288
4289void ProcessObjects()
4290{
4291 for (int i = 0; i < ActiveObjectCount; ++i) {
4292 Object &object = Objects[ActiveObjects[i]];
4293 switch (object._otype) {
4294 case OBJ_L1LIGHT:
4295 case OBJ_SKFIRE:
4296 case OBJ_CANDLE1:
4297 case OBJ_CANDLE2:
4298 case OBJ_BOOKCANDLE:
4299 UpdateObjectLight(object, 5);
4300 break;
4301 case OBJ_STORYCANDLE:
4302 case OBJ_L5CANDLE:
4303 UpdateObjectLight(object, 3);
4304 break;
4305 case OBJ_CRUX1:
4306 case OBJ_CRUX2:
4307 case OBJ_CRUX3:
4308 case OBJ_BARREL:
4309 case OBJ_BARRELEX:
4310 case OBJ_POD:
4311 case OBJ_PODEX:
4312 case OBJ_URN:
4313 case OBJ_URNEX:
4314 case OBJ_SHRINEL:
4315 case OBJ_SHRINER:
4316 ObjectStopAnim(object);
4317 break;
4318 case OBJ_L1LDOOR:
4319 case OBJ_L1RDOOR:
4320 case OBJ_L2LDOOR:
4321 case OBJ_L2RDOOR:
4322 case OBJ_L3LDOOR:
4323 case OBJ_L3RDOOR:
4324 case OBJ_L5LDOOR:
4325 case OBJ_L5RDOOR:
4326 UpdateDoor(object);
4327 break;
4328 case OBJ_TORCHL:
4329 case OBJ_TORCHR:
4330 case OBJ_TORCHL2:
4331 case OBJ_TORCHR2:
4332 UpdateObjectLight(object, 8);
4333 break;
4334 case OBJ_SARC:
4335 case OBJ_L5SARC:
4336 UpdateSarcophagus(object);
4337 break;
4338 case OBJ_FLAMEHOLE:
4339 UpdateFlameTrap(object);
4340 break;
4341 case OBJ_TRAPL:
4342 case OBJ_TRAPR:
4343 OperateTrap(object);
4344 break;
4345 case OBJ_MCIRCLE1:
4346 case OBJ_MCIRCLE2:

Callers 1

GameLogicFunction · 0.85

Calls 9

UpdateObjectLightFunction · 0.85
ObjectStopAnimFunction · 0.85
UpdateDoorFunction · 0.85
UpdateSarcophagusFunction · 0.85
UpdateFlameTrapFunction · 0.85
OperateTrapFunction · 0.85
UpdateCircleFunction · 0.85
UpdateBurningCrossDamageFunction · 0.85
DeleteObjectFunction · 0.85

Tested by

no test coverage detected