#include #include "constants.h" #include "game/setuputils.h" #include "game/propobj.h" #include "bss.h" #include "data.h" #include "types.h" void objsStop(void) { u32 *ptr = g_StageSetup.props; if (ptr) { while ((u8)ptr[0] != OBJTYPE_END) { switch ((u8)ptr[0]) { case OBJTYPE_DOOR: case OBJTYPE_BASIC: case OBJTYPE_KEY: case OBJTYPE_ALARM: case OBJTYPE_CCTV: case OBJTYPE_AMMOCRATE: case OBJTYPE_WEAPON: case OBJTYPE_SINGLEMONITOR: case OBJTYPE_MULTIMONITOR: case OBJTYPE_HANGINGMONITORS: case OBJTYPE_AUTOGUN: case OBJTYPE_HAT: case OBJTYPE_MULTIAMMOCRATE: case OBJTYPE_SHIELD: case OBJTYPE_GASBOTTLE: case OBJTYPE_TRUCK: case OBJTYPE_HELI: case OBJTYPE_29: case OBJTYPE_GLASS: case OBJTYPE_SAFE: case OBJTYPE_TANK: case OBJTYPE_TINTEDGLASS: case OBJTYPE_LIFT: case OBJTYPE_HOVERBIKE: case OBJTYPE_HOVERPROP: case OBJTYPE_FAN: case OBJTYPE_HOVERCAR: case OBJTYPE_CHOPPER: case OBJTYPE_ESCASTEP: objFreePermanently((struct defaultobj *) ptr, true); break; case OBJTYPE_DOORSCALE: case OBJTYPE_CHR: case OBJTYPE_LINKGUNS: case OBJTYPE_DEBRIS: case OBJTYPE_10: case OBJTYPE_GRENADEPROB: case OBJTYPE_LINKLIFTDOOR: case OBJTYPE_TAG: case OBJTYPE_BEGINOBJECTIVE: case OBJTYPE_ENDOBJECTIVE: case OBJECTIVETYPE_DESTROYOBJ: case OBJECTIVETYPE_COMPFLAGS: case OBJECTIVETYPE_FAILFLAGS: case OBJECTIVETYPE_COLLECTOBJ: case OBJECTIVETYPE_THROWOBJ: case OBJECTIVETYPE_HOLOGRAPH: case OBJECTIVETYPE_1F: case OBJECTIVETYPE_ENTERROOM: case OBJECTIVETYPE_THROWINROOM: case OBJTYPE_22: case OBJTYPE_BRIEFING: case OBJTYPE_RENAMEOBJ: case OBJTYPE_PADLOCKEDDOOR: case OBJTYPE_SAFEITEM: case OBJTYPE_CAMERAPOS: case OBJTYPE_CONDITIONALSCENERY: case OBJTYPE_BLOCKEDPATH: case OBJTYPE_END: case OBJTYPE_PADEFFECT: case OBJTYPE_MINE: break; } ptr = ptr + setupGetCmdLength(ptr); } } }