void inituserapobjects() { if (newacq) { BOBreg0 = ObjectNew(AP_Device, "BreakOut Board register 0"); BOBreg1 = ObjectNew(AP_Device, "BreakOut Board register 1"); BOBreg2 = ObjectNew(AP_Device, "BreakOut Board register 2"); BOBreg3 = ObjectNew(AP_Device, "BreakOut Board register 3"); APall = ObjectNew(AP_Device, "Generic APdevice object"); APbyte = ObjectNew(AP_Device, "Generic APdevice object"); SetAPAttr(BOBreg0, SET_APADR, BOB_APADDR, SET_APREG, BOB_REG, SET_APBYTES, 1, SET_APMODE, 1, NULL); SetAPAttr(BOBreg1, SET_APADR, BOB_APADDR, SET_APREG, BOB_REG+1, SET_APBYTES, 1, SET_APMODE, 1, NULL); SetAPAttr(BOBreg2, SET_APADR, BOB_APADDR, SET_APREG, BOB_REG+2, SET_APBYTES, 1, SET_APMODE, 1, NULL); SetAPAttr(BOBreg3, SET_APADR, BOB_APADDR, SET_APREG, BOB_REG+3, SET_APBYTES, 1, SET_APMODE, 1, NULL); SetAPAttr(APall, SET_APADR, 0, SET_APREG, 0, SET_APBYTES, 2, SET_APMODE, 1, NULL); SetAPAttr(APbyte, SET_APADR, 0, SET_APREG, 0, SET_APBYTES, 1, SET_APMODE, 1, NULL); } }
// // ObjectNewOnMap // // Creates a new object of 'type' and places on the map using 'matrix' // MapObj* ObjectNewOnMap(MapObjType *type, const Matrix &matrix, U32 id, Bool zip, Bool complete) { ASSERT(type); // Create the new object MapObj *newObj = ObjectNew(type, id, complete); // Set the object transform newObj->SetSimCurrent(matrix); // Add to the map AddToMap(newObj); // Zip if required if (zip) { newObj->ToggleFootPrint(TRUE); } return (newObj); }
// // ObjectNew // // Overload for using a string type identifier // MapObj* ObjectNew(U32 typeCrc, U32 id, Bool complete) { MapObjType *type = GameObjCtrl::FindType<MapObjType>(typeCrc); return (type ? ObjectNew(type, id, complete) : NULL); }