-- OPENTOMB LEVEL SCRIPT
-- FOR TOMB RAIDER 3, ANTARC.TR2

print("Level script loaded (ANTARC.lua)");

level_PostLoad = function()
    addCharacterHair(player, getHairSetup(HAIR_TR3));
    playStream(28);
end;

level_PreLoad = function()
    -- STATIC COLLISION FLAGS ------------------------------------------------------
    --------------------------------------------------------------------------------
    static_tbl[00] = {coll = COLLISION_GROUP_STATIC_OBLECT, shape = COLLISION_SHAPE_TRIMESH};        -- Rounded desk
    static_tbl[01] = {coll = COLLISION_GROUP_STATIC_OBLECT, shape = COLLISION_SHAPE_TRIMESH};        -- Chair
    static_tbl[02] = {coll = COLLISION_NONE,                shape = COLLISION_SHAPE_BOX};            -- Kitchen trash
    static_tbl[10] = {coll = COLLISION_GROUP_STATIC_OBLECT, shape = COLLISION_SHAPE_BOX};            -- Fence
    static_tbl[11] = {coll = COLLISION_GROUP_STATIC_OBLECT, shape = COLLISION_SHAPE_BOX};            -- Barrel
    static_tbl[12] = {coll = COLLISION_GROUP_STATIC_OBLECT, shape = COLLISION_SHAPE_BOX};            -- Crate
    static_tbl[13] = {coll = COLLISION_GROUP_STATIC_OBLECT, shape = COLLISION_SHAPE_BOX};            -- Computer desk
    static_tbl[14] = {coll = COLLISION_GROUP_STATIC_OBLECT, shape = COLLISION_SHAPE_BOX};            -- Door border 1
    static_tbl[15] = {coll = COLLISION_GROUP_STATIC_OBLECT, shape = COLLISION_SHAPE_BOX};            -- Door border 2
    static_tbl[16] = {coll = COLLISION_GROUP_STATIC_OBLECT, shape = COLLISION_SHAPE_BOX};            -- Vertical pipe
    static_tbl[17] = {coll = COLLISION_GROUP_STATIC_OBLECT, shape = COLLISION_SHAPE_BOX};            -- Horizontal pipe
    static_tbl[18] = {coll = COLLISION_GROUP_STATIC_OBLECT, shape = COLLISION_SHAPE_TRIMESH};        -- Bent horizontal pipe
    static_tbl[19] = {coll = COLLISION_GROUP_STATIC_OBLECT, shape = COLLISION_SHAPE_BOX};            -- Bent vertical pipe
    static_tbl[21] = {coll = COLLISION_GROUP_STATIC_OBLECT, shape = COLLISION_SHAPE_BOX};            -- Fence 2
    static_tbl[22] = {coll = COLLISION_GROUP_STATIC_OBLECT, shape = COLLISION_SHAPE_BOX};            -- Lamp
    static_tbl[23] = {coll = COLLISION_NONE,                shape = COLLISION_SHAPE_BOX};            -- Lamp light
    static_tbl[24] = {coll = COLLISION_GROUP_STATIC_OBLECT, shape = COLLISION_SHAPE_TRIMESH};        -- Diagonal panel
    static_tbl[25] = {coll = COLLISION_GROUP_STATIC_OBLECT, shape = COLLISION_SHAPE_BOX};            -- Door border 3
    static_tbl[26] = {coll = COLLISION_GROUP_STATIC_OBLECT, shape = COLLISION_SHAPE_BOX};            -- Door border 4
    static_tbl[30] = {coll = COLLISION_GROUP_STATIC_OBLECT, shape = COLLISION_SHAPE_BOX};            -- Diagonal fence
    static_tbl[31] = {coll = COLLISION_GROUP_STATIC_OBLECT, shape = COLLISION_SHAPE_BOX};            -- Ice piece (floating)
    static_tbl[32] = {coll = COLLISION_GROUP_STATIC_OBLECT, shape = COLLISION_SHAPE_BOX};            -- Metallic structure
    static_tbl[33] = {coll = COLLISION_NONE,                shape = COLLISION_SHAPE_BOX};            -- Kitchen trash 2
    static_tbl[34] = {coll = COLLISION_GROUP_STATIC_OBLECT, shape = COLLISION_SHAPE_TRIMESH};        -- Stairs
    static_tbl[35] = {coll = COLLISION_GROUP_STATIC_OBLECT, shape = COLLISION_SHAPE_BOX};            -- Door border 5
    static_tbl[36] = {coll = COLLISION_GROUP_STATIC_OBLECT, shape = COLLISION_SHAPE_BOX};            -- Door border 6
    static_tbl[37] = {coll = COLLISION_GROUP_STATIC_OBLECT, shape = COLLISION_SHAPE_BOX};            -- Wharf buoy
    static_tbl[38] = {coll = COLLISION_GROUP_STATIC_OBLECT, shape = COLLISION_SHAPE_BOX};            -- Wall mount
    static_tbl[39] = {coll = COLLISION_GROUP_STATIC_OBLECT, shape = COLLISION_SHAPE_TRIMESH};        -- Cardboxes (2)
end;
