Open Source Tomb Raider Engine
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TombRaider1.h 20KB

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  1. /*!
  2. * \file include/TombRaider1.h
  3. * \brief Tomb Raider 1 items and states.
  4. *
  5. * Based on TR Rosetta Stone
  6. *
  7. * \author Mongoose
  8. * \author xythobuz
  9. */
  10. #ifndef _TOMBRAIDER1_H_
  11. #define _TOMBRAIDER1_H_
  12. /*!
  13. * \brief Tomb Raider 1 items and states
  14. */
  15. class TombRaider1 {
  16. public:
  17. /*!
  18. * \brief States of a Wolf (Item 7)
  19. */
  20. enum WolfStates {
  21. WolfState_Walking = 1,
  22. WolfState_Running = 2,
  23. WolfState_Jumping = 3,
  24. WolfState_Stalking = 5,
  25. WolfState_JumpingAttack = 6,
  26. WolfState_Attacking = 7,
  27. WolfState_Lying = 8, //!< Lying down
  28. WolfState_Getting = 9, //!< Getting ready to strike
  29. WolfState_RunningJump = 10,
  30. WolfState_Dying = 11,
  31. WolfState_Biting = 12
  32. };
  33. /*!
  34. * \brief States of a Bear (Item 8)
  35. */
  36. enum BearStates {
  37. BearState_Walking = 0, //!< Walking on all fours
  38. BearState_Getting = 1, //!< Getting back to all fours
  39. BearState_WalkingHind = 2, //!< Walking on hind legs
  40. BearState_Running = 3, //!< Running on all fours
  41. BearState_Rearing = 4, //!< Rearing up on hind legs
  42. BearState_Growling = 5, //!< ?
  43. BearState_RunningAttack = 6, //!< Running and attacking
  44. BearState_Standing = 7, //!< Standing on hind legs
  45. BearState_Biting = 8,
  46. BearState_Dying = 9
  47. };
  48. /*!
  49. * \brief States of a Bat (Item 9)
  50. */
  51. enum BatStates {
  52. BatState_Starting = 1, //!< Starting to fly
  53. BatState_Flying = 2, //!< Flying straight
  54. BatState_Biting = 3,
  55. BatState_Circling = 4,
  56. BatState_Dying = 5
  57. };
  58. /*!
  59. * \brief States of a Crocodile on land (Item 10)
  60. */
  61. enum CrocodileLandStates {
  62. CrocodileLandState_Stationary = 1,
  63. CrocodileLandState_Walking1 = 2,
  64. CrocodileLandState_Walking2 = 3,
  65. CrocodileLandState_Turning = 4,
  66. CrocodileLandState_Biting = 5,
  67. CrocodileLandState_Dying = 7
  68. };
  69. /*!
  70. * \brief States of a Crocodile in water (Item 11)
  71. */
  72. enum CrocodileWaterStates {
  73. CrocodileWaterState_Swimming = 1,
  74. CrocodileWaterState_Biting = 2,
  75. CrocodileWaterState_Dying = 3
  76. };
  77. /*!
  78. * \brief States of a Lion (Male & Female) and a Panther (Items 12, 13, 14)
  79. */
  80. enum LionStates {
  81. LionState_Standing = 1,
  82. LionState_Walking = 2,
  83. LionState_Leaping = 3,
  84. LionState_LeapBite = 4,
  85. LionState_Dying = 5,
  86. LionState_Biting1 = 6,
  87. LionState_Biting2 = 7
  88. };
  89. /*!
  90. * \brief States of a Gorilla (Item 15)
  91. */
  92. enum GorillaStates {
  93. GorillaState_Standing = 1, //!< Standing on all fours
  94. GorillaState_Running = 3, //!< Running on all fours
  95. GorillaState_Walking = 4, //!< Walking on legs (attacking?)
  96. GorillaState_Dying = 5,
  97. GorillaState_Thumping = 6, //!< Thumping on chest
  98. GorillaState_Waving = 7, //!< Waving arms
  99. GorillaState_TurningL = 8, //!< Turning leftward?
  100. GorillaState_TurningR = 9, //!< Turning rightward?
  101. GorillaState_Jumping = 10, //!< Jumping up and waving arms
  102. GorillaState_Climbing = 11
  103. };
  104. /*!
  105. * \brief States of a Giant Rat on land (Item 16)
  106. */
  107. enum GiantRatLandStates {
  108. GiantRatLandState_Standing = 1,
  109. GiantRatLandState_JumpBite = 2,
  110. GiantRatLandState_Running = 3,
  111. GiantRatLandState_Biting = 4,
  112. GiantRatLandState_Dying = 5,
  113. GiantRatLandState_RearingUp = 6
  114. };
  115. /*!
  116. * \brief States of a Giant Rat in the water (Item 17)
  117. */
  118. enum GiantRatWaterStates {
  119. GiantRatWaterState_Swimming = 1,
  120. GiantRatWaterState_Biting = 2,
  121. GiantRatWaterState_Dying = 3
  122. };
  123. /*!
  124. * \brief States of a Tyrannosaur (Item 18)
  125. */
  126. enum TyrannosaurStates {
  127. TyrannosaurState_Standing = 1,
  128. TyrannosaurState_Walking = 2,
  129. TyrannosaurState_Running = 3,
  130. TyrannosaurState_Dying = 5,
  131. TyrannosaurState_Bellowing = 6,
  132. TyrannosaurState_Biting = 7,
  133. TyrannosaurState_Shaking = 8 //!< Shaking Head and Spitting Out
  134. };
  135. /*!
  136. * \brief States of a Raptor (Item 19)
  137. */
  138. enum RaptorStates {
  139. RaptorState_Dying = 0,
  140. RaptorState_Standing = 1,
  141. RaptorState_Walking = 2,
  142. RaptorState_Running = 3,
  143. RaptorState_JumpBite = 4,
  144. RaptorState_Bellowing = 6,
  145. RaptorState_RunBellow = 7,
  146. RaptorState_Biting = 8
  147. };
  148. /*!
  149. * \brief States of a Winged Mutant (Item 20)
  150. */
  151. enum WingedMutantStates {
  152. WingedMutantState_Crouching = 1,
  153. WingedMutantState_Walking = 2,
  154. WingedMutantState_Running = 3,
  155. WingedMutantState_Biting = 4,
  156. WingedMutantState_Looking = 6,
  157. WingedMutantState_Jumping = 7,
  158. WingedMutantState_Clawing = 8,
  159. WingedMutantState_Aiming = 9, //!< Aiming Right-Hand Gun
  160. WingedMutantState_AimFire = 10, //!< Aiming and Firing Left-Hand Gun
  161. WingedMutantState_Firing = 11, //!< Firing Right-Hand Gun
  162. WingedMutantState_Standing = 12,
  163. WingedMutantState_Flying = 13
  164. };
  165. /*!
  166. * \brief States of a Centaur Mutant (Item 23)
  167. */
  168. enum CentaurMutantStates {
  169. CentaurMutantState_Standing = 1,
  170. CentaurMutantState_Firing = 2,
  171. CentaurMutantState_Galloping = 3,
  172. CentaurMutantState_Aiming = 4,
  173. CentaurMutantState_Dying = 5,
  174. CentaurMutantState_Rearing = 6 //!< Rearing up
  175. };
  176. /*!
  177. * \brief States of a Mummy (Item 24)
  178. */
  179. enum MummyStates {
  180. MummyState_Standing = 1,
  181. MummyState_Falling = 2 //!< Falling forward
  182. };
  183. /*!
  184. * \brief States of Larson (Item 27)
  185. */
  186. enum LarsonStates {
  187. LarsonState_Walking1 = 0,
  188. LarsonState_StandingGun = 1,
  189. LarsonState_Walking2 = 2,
  190. LarsonState_Running = 3,
  191. LarsonState_Aiming = 4,
  192. LarsonState_Injured = 5, //!< Injured by gunshot / Dying
  193. LarsonState_Standing = 6,
  194. LarsonState_Firing = 7
  195. };
  196. /*!
  197. * \brief States of Pierre (Item 28)
  198. */
  199. enum PierreStates {
  200. PierreState_Standing = 1,
  201. PierreState_Walking = 2,
  202. PierreState_Running = 3,
  203. PierreState_Aiming = 4,
  204. PierreState_Dying = 5,
  205. PierreState_Holstering = 6,
  206. PierreState_Firing = 7
  207. };
  208. /*!
  209. * \brief States of the Skateboard (Item 29)
  210. */
  211. enum SkateboardStates {
  212. SkateboardState_BeingTurned = 0,
  213. SkateboardState_Stationary1 = 1,
  214. SkateboardState_Stationary2 = 2,
  215. SkateboardState_Stationary3 = 3,
  216. SkateboardState_Stationary4 = 4
  217. };
  218. /*!
  219. * \brief States of the Skateboard Kid (Item 30)
  220. */
  221. enum SkateboardKidStates {
  222. SkateboardKidState_Turning = 0, //!< Turning and Aiming?
  223. SkateboardKidState_Firing1 = 1,
  224. SkateboardKidState_Skating = 2,
  225. SkateboardKidState_Aiming = 3,
  226. SkateboardKidState_Firing2 = 4,
  227. SkateboardKidState_Dying = 5
  228. };
  229. /*!
  230. * \brief States of the Cowboy (Item 31)
  231. */
  232. enum CowboyStates {
  233. CowboyState_Aiming1 = 1,
  234. CowboyState_Walking = 2,
  235. CowboyState_Running = 3,
  236. CowboyState_Aiming2 = 4,
  237. CowboyState_Dying = 5,
  238. CowboyState_Firing = 6
  239. };
  240. /*!
  241. * \brief States of Mr. T (Item 32)
  242. */
  243. enum MrTStates {
  244. MrTState_Dying = 0,
  245. MrTState_Standing = 1,
  246. MrTState_Walking = 2,
  247. MrTState_Running = 3,
  248. MrTState_Aiming = 4,
  249. MrTState_Firing = 6
  250. };
  251. /*!
  252. * \brief States of Winged Natla (Item 33)
  253. */
  254. enum WingedNatlaStates {
  255. WingedNatlaState_Standing1 = 1,
  256. WingedNatlaState_Flying = 2,
  257. WingedNatlaState_Running = 3,
  258. WingedNatlaState_Aiming = 4, //!< Aiming and Firing
  259. WingedNatlaState_Dying1 = 5, //!< "Dying" the first time
  260. WingedNatlaState_Spinning = 7, //!< Spinning around in air
  261. WingedNatlaState_Standing2 = 8,
  262. WingedNatlaState_Dying2 = 9 //!< Dying for real
  263. };
  264. /*!
  265. * \brief States of the Giant Mutant (Item 34)
  266. */
  267. enum GiantMutantStates {
  268. GiantMutantState_Dying = 0,
  269. GiantMutantState_Sitting = 1, //!< Sitting on floor
  270. GiantMutantState_Pulling = 2, //!< Pulling self forward
  271. GiantMutantState_SlappingRight = 4, //!< Slapping with right hand
  272. GiantMutantState_SlappingBoth = 5, //!< Slapping with both hands
  273. GiantMutantState_MakingWave = 6, //!< Making big wave with right hand
  274. GiantMutantState_Dropping = 8, //!< Dropping to floor after hatching
  275. GiantMutantState_RaisingArms = 9,
  276. GiantMutantState_Shaking = 11 //!< Shaking victim with right hand
  277. };
  278. /*!
  279. * \brief States of a piece of Collapsible Floor (Item 35)
  280. */
  281. enum CollapsibleFloorStates {
  282. CollapsibleFloorState_Stationary = 0,
  283. CollapsibleFloorState_Shaking = 1,
  284. CollapsibleFloorState_Falling = 2,
  285. CollapsibleFloorState_Settling = 3 //!< Settling down
  286. };
  287. /*!
  288. * \brief States of a Swinging Blade (Item 36)
  289. */
  290. enum SwingingBladeStates {
  291. SwingingBladeState_Stationary = 0,
  292. SwingingBladeState_Swinging = 2
  293. };
  294. /*!
  295. * \brief States of a Boulder (Item 38)
  296. */
  297. enum BoulderStates {
  298. BoulderState_Stationary = 0,
  299. BoulderState_Rolling = 1
  300. };
  301. /*!
  302. * \brief States of a Dart Gun (Item 40)
  303. */
  304. enum DartGunStates {
  305. DartGunState_Idle = 0, //!< ?
  306. DartGunState_Firing = 1 //!< ?
  307. };
  308. /*!
  309. * \brief States of a Door opening upwards (Item 41)
  310. */
  311. enum DoorUpwardStates {
  312. DoorUpwardState_Upward = 0,
  313. DoorUpwardState_OnSide = 1
  314. };
  315. /*!
  316. * \brief States of a Slamming Door (Item 42)
  317. */
  318. enum SlammingDoorStates {
  319. SlammingDoorState_Open = 0,
  320. SlammingDoorState_Closed = 1
  321. };
  322. /*!
  323. * \brief States of the Handle of Thors Hammer (Item 44)
  324. */
  325. enum ThorHammerHandleStates {
  326. ThorHammerHandleState_Stationary = 0, //!< Stationary in up position
  327. ThorHammerHandleState_Moving1 = 1, //!< Moving down a little and returning
  328. ThorHammerHandleState_Moving2 = 2, //!< Moving down all the way
  329. ThorHammerHandleState_Stopped = 3 //!< Stopped at down position
  330. };
  331. /*!
  332. * \brief States of the Block of Thors Hammer (Item 45)
  333. */
  334. enum ThorHammerBlockStates {
  335. ThorHammerBlockState_Stationary = 0,
  336. ThorHammerBlockState_Moving1 = 1, //!< Moving down a little and returning
  337. ThorHammerBlockState_Moving2 = 2 //!< Moving down all the way
  338. };
  339. /*!
  340. * \brief States of a Metal Rod (Item 47)
  341. */
  342. enum MetalRodStates {
  343. MetalRodState_Stationary = 0,
  344. MetalRodState_Moving = 1
  345. };
  346. /*!
  347. * \brief States of a Pushable Cubical (Item 48 - 51)
  348. */
  349. enum PushableStates {
  350. PushableState_Stationary = 0,
  351. PushableState_Pulled = 1, //!< ?
  352. PushableState_Pushed = 2 //!< ?
  353. };
  354. /*!
  355. * \brief States of a Movable Tall Block (Item 52)
  356. */
  357. enum MovableTallBlockStates {
  358. MovableTallBlockState_Stationary = 0,
  359. MovableTallBlockState_MovingForward = 1, //!< ?
  360. MovableTallBlockState_MovingBackward = 2 //!< ?
  361. };
  362. /*!
  363. * \brief States of Falling Pieces (Item 53)
  364. */
  365. enum FallingPiecesStates {
  366. FallingPiecesState_Stationary = 0,
  367. FallingPiecesState_Falling = 1,
  368. FallingPiecesState_Settling = 2 //!< Settling down
  369. };
  370. /*!
  371. * \brief States of a Switch (Item 55, 56)
  372. */
  373. enum SwitchStates {
  374. SwitchState_Off = 0,
  375. SwitchState_On = 1 //!< States may be reversed
  376. };
  377. /*!
  378. * \brief States of a Door (Item 57 - 66)
  379. */
  380. enum DoorStates {
  381. DoorState_Closed = 0,
  382. DoorState_Open = 1
  383. };
  384. /*!
  385. * \brief States of a Cog (Item 74 - 76)
  386. */
  387. enum CogStates {
  388. CogState_Stationary = 0,
  389. CogState_Turning = 1
  390. };
  391. /*!
  392. * \brief States of a Shack (Item 162)
  393. */
  394. enum ShackStates {
  395. ShackState_StartingPosition = 0,
  396. ShackState_DroppingFirst = 1, //!< Dropping after first fuse
  397. ShackState_DroppingSecond = 2, //!< Dropping after second fuse
  398. ShackState_DroppingThird = 3, //!< Dropping to ground after third fuse
  399. ShackState_OnGround = 4
  400. };
  401. /*!
  402. * \brief States of a Mutant Egg & Holder (Item 163 & 181)
  403. */
  404. enum MutantEggStates {
  405. MutantEggState_Starting = 0,
  406. MutantEggState_Hatching = 1 //!< Is the fragmenting hardcoded?
  407. };
  408. /*!
  409. * \brief States of a Motorboat (Item 182)
  410. */
  411. enum MotorboatStates {
  412. MotorboatState_StationaryInitial = 1,
  413. MotorboatState_Moving = 2,
  414. MotorboatState_StationaryFinal = 3
  415. };
  416. /*!
  417. * \brief Items & IDs in Tomb Raider 1
  418. */
  419. enum Items {
  420. Lara = 0,
  421. PistolAnimation = 1,
  422. ShotgunAnimation = 2,
  423. MagnumAnimation = 3,
  424. LaraAlternate = 4, //!< Lara's home appearance, wounded, or turned to gold
  425. UziAnimation = 5,
  426. LaraMutant = 6,
  427. Wolf = 7,
  428. Bear = 8,
  429. Bat = 9,
  430. CrocodileLand = 10,
  431. CrocodileWater = 11,
  432. LionMale = 12,
  433. LionFemale = 13, //!< Same states as Male Lion
  434. Panther = 14, //!< Same states as Male and Female Lion
  435. Gorilla = 15,
  436. GiantRatLand = 16,
  437. GiantRatWater = 17,
  438. Tyrannosaur = 18,
  439. Raptor = 19,
  440. WingedMutant = 20, //!< Also winged mummy (unused)
  441. LaraHips1 = 21,
  442. LaraHips2 = 22,
  443. CentaurMutant = 23,
  444. Mummy = 24,
  445. Larson = 27,
  446. Pierre = 28,
  447. Skateboard = 29,
  448. SkateboardKid = 30,
  449. Cowboy = 31,
  450. MrT = 32,
  451. WingedNatla = 33, //!< Actually Natla with a winged mutant
  452. GiantMutant = 34,
  453. CollapsibleFloor = 35,
  454. SwingingBlade = 36,
  455. Spikes = 37,
  456. Boulder = 38,
  457. Dart = 39,
  458. DartGun = 40,
  459. DoorUpward = 41,
  460. SlammingDoor = 42,
  461. SwordOfDamocles1 = 43,
  462. ThorHammerHandle = 44,
  463. ThorHammerBlock = 45,
  464. HangingBall = 46, //!< Hanging ball? Some kind of box?
  465. MetalRod = 47, //!< Metal rod? / Powered mining cart
  466. PushableCubical1 = 48,
  467. PushableCubical2 = 49,
  468. PushableCubical3 = 50,
  469. PushableCubical4 = 51,
  470. MovableTallBlock = 52,
  471. FallingPieces = 53,
  472. SwordOfDamocles2 = 54,
  473. AboveWaterSwitch = 55,
  474. UnderWaterSwitch = 56,
  475. Door1 = 57,
  476. Door2 = 58,
  477. Door3 = 59,
  478. Door4 = 60,
  479. Door5 = 61,
  480. Door6 = 62,
  481. Door7 = 63,
  482. Door8 = 64,
  483. Trapdoor1 = 65, //!< Uses DoorStates
  484. Trapdoor2 = 66, //!< Uses DoorStates
  485. BridgeFlat = 68,
  486. BridgeSlope1 = 69,
  487. BridgeSlope2 = 70,
  488. PassportOpen = 71, //!< Passport opening up
  489. Compass = 72,
  490. Cogs1 = 74, //!< animated
  491. Cogs2 = 75, //!< animated
  492. Cogs3 = 76, //!< animated
  493. CS_Lara = 77, //!< Lara / Scion holder in Cut Scene
  494. CS_Larson = 78, //!< Larson / Natla / Scion holder in Cut Scene
  495. CS_LarsonGun = 79, //!< Larsons gun / Scion / Natla in Cut Scene
  496. CS_Scion = 80, //!< Scion in Cut Scene
  497. PassportClosed = 81, //!< Passport closed
  498. N = 82, //!< N-thingy, Playstation memory card?
  499. SaveCrystal = 83,
  500. _Pistols = 84,
  501. _Shotgun = 85,
  502. _Magnums = 86,
  503. _Uzis = 87,
  504. _PistolAmmo = 88, //!< ?
  505. _ShotgunAmmo = 89,
  506. _MagnumAmmo = 90,
  507. _UziAmmo = 91,
  508. _SmallMedipack = 93,
  509. _LargeMedipack = 94,
  510. Sunglasses = 95,
  511. Cassette = 96, // Cassette player and headphones
  512. DirectionKeys = 97,
  513. Pistol = 99,
  514. Shotgun = 100,
  515. Magnum = 101,
  516. Uzi = 102,
  517. PistolAmmo = 103, //!< ?
  518. ShotgunAmmo = 104,
  519. MagnumAmmo = 105,
  520. UziAmmo = 106,
  521. SmallMedipack = 108,
  522. LargeMedipack = 109,
  523. _Puzzle1 = 110,
  524. _Puzzle2 = 111,
  525. _Puzzle3 = 112,
  526. _Puzzle4 = 113,
  527. Puzzle1 = 114,
  528. Puzzle2 = 115,
  529. Puzzle3 = 116,
  530. Puzzle4 = 117,
  531. Slot1Empty = 118,
  532. Slot2Empty = 119,
  533. Slot3Empty = 120,
  534. Slot4Empty = 121,
  535. Slot1Full = 122,
  536. Slot2Full = 123,
  537. Slot3Full = 124,
  538. Slot4Full = 125,
  539. _Pickup1 = 126,
  540. Pickup1 = 127,
  541. LaraHips3 = 128,
  542. _Key1 = 129,
  543. _Key2 = 130,
  544. _Key3 = 131,
  545. _Key4 = 132,
  546. Key1 = 133,
  547. Key2 = 134,
  548. Key3 = 135,
  549. Key4 = 136,
  550. Lock1 = 137,
  551. Lock2 = 138,
  552. Lock3 = 139,
  553. Lock4 = 140,
  554. _ScionPiece = 143,
  555. CompleteScion = 146,
  556. ScionHolder = 147,
  557. ScionPiece = 150,
  558. _Flare = 151, //!< Flare(?) / Explosion
  559. _Splash = 153,
  560. _Bubbles1 = 155,
  561. _Bubbles2 = 156,
  562. _BloodSplatter = 158,
  563. _FlyingDisk = 160,
  564. CentaurStatue = 161,
  565. Shack = 162, //!< Suspended from wire rope
  566. MutantEggNormal = 163, //!< Mutant Egg and Holder (Normal)
  567. _BulletHit = 164,
  568. _Sparkle = 165,
  569. Gunflare1 = 166,
  570. LaraHips4 = 169,
  571. LaraHips5 = 170,
  572. MutantBullet = 172,
  573. MutantGrenade = 173,
  574. _Splatter = 176,
  575. LaraHips6 = 177,
  576. _Fire = 178,
  577. LaraHips7 = 179,
  578. FlowingLava = 180, //!< Flowing Atlantean Lava
  579. MutantEggBig = 181, //!< Mutant Egg and Holder (Big)
  580. Motorboat = 182,
  581. LaraHips8 = 183,
  582. ShrinkingWedge = 189, //!< ?
  583. _StandardSymbols = 190,
  584. _Plant1 = 191,
  585. _Plant2 = 192,
  586. _Plant3 = 193,
  587. _Plant4 = 194,
  588. _Plant5 = 195,
  589. _Bag1 = 200,
  590. _Bag2 = 204,
  591. Gunflare2 = 207,
  592. _Rock1 = 212,
  593. _Rock2 = 213,
  594. _Rock3 = 214,
  595. _Bag3 = 215,
  596. _Pottery1 = 216,
  597. _Pottery2 = 217,
  598. _PaintedPot = 231,
  599. _IncaMummy = 233,
  600. _Pottery3 = 236,
  601. _Pottery4 = 237,
  602. _Pottery5 = 238,
  603. _Pottery6 = 239
  604. };
  605. };
  606. #endif