This section contains reference catalogues of different game assets. Primarily it’s entity types, but in the future this section may be extended to include audiotracks, sound samples, animations, state numbers, and so on.
There are some guidelines to entity table:
-
Pick-up items will be marked in blue.
-
Nullmeshes (service entities with no render and collision) will be marked in red.
-
Helper entities never placed in map (e.g. additional Lara animations) will be marked in green.
-
Unused entities (with no code attached to them) will be marked in purple.
-
Sprite entities will be marked as bold.
-
Menu items will be marked as italic.
Note
|
In all games, Lara is always an entity with ID #0. |
ID | Entity Name | Notes |
---|---|---|
0 |
Lara |
Including Lara skin |
1 |
Lara pistols animation |
Animations used for pistol shooting |
2 |
Lara shotgun animation |
As above, for shotgun |
3 |
Lara magnums animation |
As above, for magnums |
4 |
Lara uzis animation |
As above, for uzis |
5 |
Lara misc |
Various additional anims and models used across the game (Home suit, wounded Lara, Gold Lara etc.) |
6 |
Doppelganger |
Mirrors Lara behaviour |
7 |
Wolf |
|
8 |
Bear |
|
9 |
Bat |
|
10 |
Crocodile (on land) |
|
11 |
Crocodile (in water) |
|
12 |
Lion (male) |
|
13 |
Lion (female) |
|
14 |
Panther |
|
15 |
Gorilla |
|
16 |
Rat (on land) |
|
17 |
Rat (in water) |
|
18 |
T-Rex |
|
19 |
Raptor |
|
20 |
Mutant |
Flying Atlantean mutant |
21 |
Mutant spawn point 1 |
Requires model ID #20 present. Spawns same ID, but with on-land and shooting behaviour. |
22 |
Mutant spawn point 2 |
As above, but without shooting behaviour. |
23 |
Centaur mutant |
|
24 |
Mummy |
|
25 |
DinoWarrior |
Leftover from beta versions, unused in final game |
26 |
Fish |
Leftover from beta versions, unused in final game |
27 |
Larson |
Full name: Larson Conway |
28 |
Pierre |
Full name: Pierre Dupont |
29 |
Skateboard |
Linked to entity ID# 30 at runtime |
30 |
Skateboard Kid |
Full name: Jerome Johnson |
31 |
The Cowboy |
|
32 |
Kold |
Full name: Kin Kade, previously known as Mr. T |
33 |
Winged Natla |
|
34 |
Torso Boss |
|
35 |
Falling block |
Hard collision above floor level, trigger should be in sector to activate |
36 |
Swinging blade |
|
37 |
Teeth spikes |
|
38 |
Rolling ball |
|
39 |
Dart |
Projectile, dynamically generated by entity ID #40 |
40 |
Dart emitter |
|
41 |
Lifting door |
Acts in reverse with activation mask set on start-up |
42 |
Slamming doors |
|
43 |
Sword of Damocles |
|
44 |
Thor’s hammer’s handle |
|
45 |
Thor’s hammer’s block |
Linked to handle at runtime |
46 |
Thor’s lightning ball |
Only first mesh is rendered, others are nullmesh pointers for lighting strikes |
47 |
Barricade |
Used to block final door in LEVEL4.PHD |
48 |
Pushable block 1 |
Adds value of (4 x 256 = 1024) to floordata height below |
49 |
Pushable block 2 |
As above |
50 |
Pushable block 3 |
As above |
51 |
Pushable block 4 |
As above |
52 |
Moving block |
Adds value of (8 x 256 = 2048) to floordata height below |
53 |
Falling ceiling |
|
54 |
Sword of Damocles |
Duplicate of entity ID #43 |
55 |
Wall switch |
|
56 |
Underwater switch |
|
57 |
Door 1 |
When closed, puts WALL (0x81) property to sector(s) behind, recursively including sector in neighbour room, if collisional portal is present |
58 |
Door 2 |
As above |
59 |
Door 3 |
As above |
60 |
Door 4 |
As above |
61 |
Door 5 |
As above |
62 |
Door 6 |
As above |
63 |
Door 7 |
As above |
64 |
Door 8 |
As above |
65 |
Trapdoor 1 |
When closed, blocks portal below, if exists |
66 |
Trapdoor 2 |
As above |
68 |
Bridge (flat) |
Trigger should be in sector to be standable |
69 |
Bridge tilt 1 |
Trigger should be in sector to be standable |
70 |
Bridge tilt 2 |
Trigger should be in sector to be standable |
71 |
Passport (opening) |
|
72 |
Compass |
|
73 |
Lara’s Home photo |
|
74 |
Animating 1 |
Used as cogs in LEVEL3A.PHD |
75 |
Animating 2 |
As above |
76 |
Animating 3 |
As above |
77 |
Cutscene actor 1 |
|
78 |
Cutscene actor 2 |
|
79 |
Cutscene actor 3 |
|
80 |
Cutscene actor 4 |
|
81 |
Passport (closed) |
|
82 |
Map |
Present only in beta versions |
83 |
Savegame crystal |
Unused in PC versions |
84 |
Pistols |
|
85 |
Shotgun |
|
86 |
Magnums |
|
87 |
Uzis |
|
88 |
Pistol ammo |
No actual effect on inventory |
89 |
Shotgun ammo |
|
90 |
Magnum ammo |
|
91 |
Uzi ammo |
|
92 |
Explosive |
Present only in beta versions |
93 |
Small medipack |
Restores 1/2 of Lara HP |
94 |
Large medipack |
Restores Lara HP to maximum |
95 |
Sunglasses |
|
96 |
Cassette player |
|
97 |
Direction keys |
|
98 |
Flashlight |
|
99 |
Pistols |
|
100 |
Shotgun |
|
101 |
Magnums |
|
102 |
Uzis |
|
103 |
Pistol ammo |
|
104 |
Shotgun ammo |
|
105 |
Magnum ammo |
|
106 |
Uzi ammo |
|
107 |
Explosive |
Present only in beta versions |
108 |
Small medipack |
|
109 |
Large medipack |
|
110 |
Puzzle 1 |
|
111 |
Puzzle 2 |
|
112 |
Puzzle 3 |
|
113 |
Puzzle 4 |
|
114 |
Puzzle 1 |
|
115 |
Puzzle 2 |
|
116 |
Puzzle 3 |
|
117 |
Puzzle 4 |
|
118 |
Puzzle hole 1 |
Swaps to entity ID #122 when entity ID #114 is used |
119 |
Puzzle hole 2 |
Swaps to entity ID #123 when entity ID #115 is used |
120 |
Puzzle hole 3 |
Swaps to entity ID #124 when entity ID #116 is used |
121 |
Puzzle hole 4 |
Swaps to entity ID #125 when entity ID #117 is used |
122 |
Puzzle done 1 |
|
123 |
Puzzle done 2 |
|
124 |
Puzzle done 3 |
|
125 |
Puzzle done 4 |
|
126 |
Lead bar |
Used against entity ID #128 to transform into entity ID #110 |
127 |
Lead bar |
|
128 |
Midas gold touch |
When Lara is standing in same sector, turns her to gold. When entity ID #127 applied in radius of ~1/2 sector, perform transformation to entity ID #114 |
129 |
Key 1 |
|
130 |
Key 2 |
|
131 |
Key 3 |
|
132 |
Key 4 |
|
133 |
Key 1 |
|
134 |
Key 2 |
|
135 |
Key 3 |
|
136 |
Key 4 |
|
137 |
Keyhole 1 |
Used with entity ID #129 |
138 |
Keyhole 2 |
Used with entity ID #130 |
139 |
Keyhole 3 |
Used with entity ID #131 |
140 |
Keyhole 4 |
Used with entity ID #132 |
143 |
Scion piece |
Special way (next to, not below) and animation for pick-up |
145 |
Scion (shootable) |
Used in LEVEL10C.PHD |
146 |
Scion |
Used in LEVEL10B.PHD |
147 |
Scion holder |
|
150 |
Scion piece |
|
151 |
Explosion |
|
153 |
Water ripples |
Emitted by entity ID #170 and Lara going underwater |
155 |
Bubbles |
Emitted by Lara underwater |
158 |
Blood |
|
160 |
Smoke |
|
161 |
Centaur statue |
|
162 |
Natla’s Mines shack |
Produces no actual collision, which is done via flipmaps |
163 |
Mutant egg (small) |
Spawns different mutant types, according to own’s initial activation mask |
164 |
Ricochet |
|
165 |
Sparkles |
Used for Midas golden effect |
166 |
Gunflare |
Rendered when shooting |
169 |
Camera target |
|
170 |
Waterfall mist |
Generates water ripples below |
172 |
Mutant bullet |
Projectile, dynamically generated by mutant |
173 |
Mutant grenade |
As above |
176 |
Lava particles |
|
177 |
Lava particle emitter |
Produces sound and bouncing sprite bubbles |
178 |
Flame |
|
179 |
Flame emitter |
Generates flame sprite sequence, sets Lara on fire in radius of ~1/2 sector |
180 |
Flowing Atlantean lava |
When activated, moves until stopped by wall or slope |
181 |
Mutant egg (big) |
For Torso Boss |
182 |
Motorboat |
Produces no actual collision, which is done via flipmaps |
183 |
Earthquake |
Shakes camera and plays several rumble sound FXs |
189 |
Lara’s ponytail |
Never finished and never used in game, present in LEVEL3A.PHD |
190 |
Font graphics |
|
191 |
Plant 1 |
|
192 |
Plant 2 |
|
193 |
Plant 3 |
|
194 |
Plant 4 |
|
195 |
Plant 5 |
|
200 |
Bag 1 |
|
204 |
Bag 2 |
|
212 |
Rock 1 |
|
213 |
Rock 2 |
|
214 |
Rock 3 |
|
215 |
Bag 3 |
|
216 |
Debris 1 |
|
217 |
Debris 2 |
|
231 |
Debris 3 |
|
233 |
Inca mummy |
|
236 |
Debris 4 |
|
237 |
Debris 5 |
|
238 |
Debris 6 |
|
239 |
Debris 7 |
ID | Entity Name | Notes |
---|---|---|
0 |
Lara |
Including Lara skin |
1 |
Lara pistols animation |
Same action as in TR1 |
2 |
Lara’s ponytail |
Hardcoded to attach to Lara’s head |
3 |
Lara shotgun animation |
Same action as in TR1 |
4 |
Lara automags animation |
As above, for automags |
5 |
Lara uzis animation |
As above, for uzis |
6 |
Lara M16 animation |
As above, for M16 |
7 |
Lara grenade gun animation |
As above, for grenade gun |
8 |
Lara harpoon gun animation |
As above, for harpoon gun |
9 |
Lara flare animation |
As above, for flare |
10 |
Lara snowmobile animation |
Used with snowmobile vehicles |
11 |
Lara boat animation |
Used with boat vehicles |
12 |
Lara misc animations |
Various additional anims used across the game (Talion gong anim, custom die anims) |
13 |
Red snowmobile |
Vehicle; goes faster than black one, but can’t shoot |
14 |
Boat |
Vehicle |
15 |
Doberman |
|
16 |
Masked goon 1 |
|
17 |
Masked goon 2 |
Borrows animations from entity ID #16 |
18 |
Masked goon 3 |
As above |
19 |
Knifethrower |
|
20 |
Shotgun goon |
|
21 |
Rat |
|
22 |
Dragon (front) |
|
23 |
Dragon (back) |
Attaches to entity ID #22 at runtime |
24 |
Gondola |
Shatterable by boat vehicle |
25 |
Shark |
|
26 |
Yellow moray eel |
|
27 |
Black moray eel |
|
28 |
Barracuda |
|
29 |
Scuba diver |
|
30 |
Gunman 1 |
|
31 |
Gunman 2 |
|
32 |
Stick-wielding goon 1 |
|
33 |
Stick-wielding goon 2 |
Can’t climb |
34 |
Flamethrower goon |
|
36 |
Spider |
|
37 |
Giant spider |
|
38 |
Crow |
|
39 |
Tiger / Snow leopard |
|
40 |
Marco Bartoli |
Not real NPC, laying still in Dragon’s Lair |
41 |
Xian Guard w/spear |
|
42 |
Xian Guard w/spear statue |
Transforms to entity #41 on activation |
43 |
Xian Guard w/sword |
|
44 |
Xian Guard w/sword statue |
Transforms to entity #43 on activation |
45 |
Yeti |
|
46 |
Bird monster (guards Talion) |
|
47 |
Eagle |
|
48 |
Mercenary 1 |
|
49 |
Mercenary 2 |
Black ski mask, gray jacket |
50 |
Mercenary 3 |
Black ski mask, brown jacket |
51 |
Black snowmobile |
Vehicle; goes slower than red one, but can shoot |
52 |
Mercenary snowmobile driver |
|
53 |
Monk with long stick |
|
54 |
Monk with knife-end stick |
|
55 |
Falling block |
|
57 |
Loose boards |
Same action as entity ID #55 |
58 |
Swinging sandbag / Spiky ball |
|
59 |
Teeth spikes / Glass shards |
|
60 |
Rolling ball |
|
61 |
Disc |
Acts same way as dart in TR1 |
62 |
Discgun |
Acts same way as dart emitter in TR1 |
63 |
Drawbridge |
|
64 |
Slamming door |
|
65 |
Elevator |
Trigger should be in sector to be standable |
66 |
Minisub |
|
67 |
Pushable block 1 |
Same action as in TR1 |
68 |
Pushable block 2 |
As above |
69 |
Pushable block 3 |
As above |
70 |
Pushable block 4 |
As above |
71 |
Lava bowl |
|
72 |
Breakable window 1 |
Must be shot to break |
73 |
Breakable window 2 |
Must be jumped through to break |
76 |
Airplane propeller |
|
77 |
Power saw |
|
78 |
Overhead pulley hook |
|
79 |
Falling ceiling / Sandbag |
|
80 |
Rolling spindle |
|
81 |
Wall-mounted knife blade |
|
82 |
Statue with knife blade |
|
83 |
Multiple boulders / snowballs |
|
84 |
Detachable icicles |
|
85 |
Spiky wall |
|
86 |
Bounce pad |
Bounces Lara up |
87 |
Spiky ceiling |
|
88 |
Tibetan bell |
Activates when shot |
91 |
Snowmobile belt |
Two meshes are swapped at runtime according to current snowmobile state |
92 |
Wheel knob |
|
93 |
Small wall switch |
|
94 |
Underwater propeller |
|
95 |
Air fan |
|
96 |
Swinging box / spiky ball |
|
97 |
Cutscene actor 1 |
|
98 |
Cutscene actor 2 |
|
99 |
Cutscene actor 3 |
|
100 |
UI frame |
Used to create UI elements |
101 |
Rolling storage drums |
|
102 |
Zipline handle |
When used, slides until there’s an obstacle ~1.5 sectors ahead; position is reset on every triggering |
103 |
Push-button switch |
|
104 |
Wall switch |
|
105 |
Underwater switch |
|
106 |
Door 1 |
Same action as in TR1 |
107 |
Door 2 |
As above |
108 |
Door 3 |
As above |
109 |
Door 4 |
As above |
110 |
Door 5 |
As above |
111 |
Lifting door 1 |
Same action as in TR1 |
112 |
Lifting door 2 |
As above |
113 |
Lifting door 3 |
As above |
114 |
Trapdoor 1 |
Same action as in TR1 |
115 |
Trapdoor 2 |
As above |
116 |
Trapdoor 3 |
As above |
117 |
Bridge flat |
Same action as in TR1 |
118 |
Bridge tilt 1 |
Same action as in TR1 |
119 |
Bridge tilt 2 |
Same action as in TR1 |
120 |
Secret 1 |
Jade dragon |
121 |
Secret 2 |
Silver dragon |
122 |
Lara’s home photo |
|
123 |
Cutscene actor 4 |
|
124 |
Cutscene actor 5 |
|
125 |
Cutscene actor 6 |
|
126 |
Cutscene actor 7 |
|
127 |
Cutscene actor 8 |
|
128 |
Cutscene actor 9 |
|
129 |
Cutscene actor 10 |
|
130 |
Cutscene actor 11 |
|
133 |
Secret 3 |
Gold dragon |
134 |
Map |
|
135 |
Pistols |
|
136 |
Shotgun |
|
137 |
Automags |
|
138 |
Uzi |
|
139 |
Harpoon gun |
|
140 |
M16 |
|
141 |
Grenade gun |
|
142 |
Pistol ammo |
No actual effect on inventory |
143 |
Shotgun ammo |
|
144 |
Auto-pistol ammo |
|
145 |
Uzi ammo |
|
146 |
Harpoon gun ammo |
|
147 |
M16 ammo |
|
148 |
Grenadegun ammo |
|
149 |
Small medipack |
|
150 |
Large medipack |
|
151 |
Flares |
|
152 |
Flare |
Spawns when Lara throws flare away, re-pickupable |
153 |
Sunglasses |
|
154 |
CD player |
|
155 |
Direction keys |
|
157 |
Pistols |
|
158 |
Shotgun |
|
159 |
Automags |
|
160 |
Uzi |
|
161 |
Harpoon gun |
|
162 |
M16 |
|
163 |
Grenade gun |
|
164 |
Pistol ammo |
|
165 |
Shotgun ammo |
|
166 |
Automag ammo |
|
167 |
Uzi ammo |
|
168 |
Harpoon gun ammo |
|
169 |
M16 ammo |
|
170 |
Grenadegun ammo |
|
171 |
Small medipack |
|
172 |
Large medipack |
|
173 |
Flares |
|
174 |
Puzzle 1 |
|
175 |
Puzzle 2 |
|
176 |
Puzzle 3 |
|
177 |
Puzzle 4 |
|
178 |
Puzzle 1 |
|
179 |
Puzzle 2 |
|
180 |
Puzzle 3 |
|
181 |
Puzzle 4 |
|
182 |
Puzzle hole 1 |
Swaps to entity ID #186 when entity ID #178 is used |
183 |
Puzzle hole 2 |
Swaps to entity ID #187 when entity ID #179 is used |
184 |
Puzzle hole 3 |
Swaps to entity ID #188 when entity ID #180 is used |
185 |
Puzzle hole 4 |
Swaps to entity ID #189 when entity ID #181 is used |
186 |
Puzzle done 1 |
|
187 |
Puzzle done 2 |
|
188 |
Puzzle done 3 |
|
189 |
Puzzle done 4 |
|
190 |
Secret 1 |
|
191 |
Secret 2 |
|
192 |
Secret 3 |
|
193 |
Key 1 |
|
194 |
Key 2 |
|
195 |
Key 3 |
|
196 |
Key 4 |
|
197 |
Key 1 |
|
198 |
Key 2 |
|
199 |
Key 3 |
|
200 |
Key 4 |
|
201 |
Keyhole 1 |
Used with entity ID #193 |
202 |
Keyhole 2 |
Used with entity ID #194 |
203 |
Keyhole 3 |
Used with entity ID #195 |
204 |
Keyhole 4 |
Used with entity ID #196 |
205 |
Quest item 1 |
|
206 |
Quest item 2 |
Talion |
207 |
Quest item 1 |
|
208 |
Quest item 2 |
|
209 |
Dragon explosion effect 1 |
|
210 |
Dragon explosion effect 2 |
|
211 |
Dragon explosion effect 3 |
|
212 |
Alarm |
Plays looped sound ID #332 |
213 |
Dripping water |
Randomly plays sound ID #329 |
214 |
T-Rex |
|
215 |
Singing birds |
Randomly plays sound ID #316 |
216 |
Bartoli’s Hideout clock |
|
217 |
Placeholder |
Purpose unknown |
218 |
Dragon bones (front) |
Transformed from entity ID #22 when dragon dies |
219 |
Dragon bones (back) |
Transformed from entity ID #23 when dragon dies |
220 |
Extra fire |
Used in Ice Palace |
222 |
Aquatic Mine (Venice) |
|
223 |
Menu background |
|
224 |
Gray disk |
Purpose unknown |
225 |
Gong stick |
Contains animation for gong stick itself, Lara anim is placed in ID #12 |
226 |
Gong |
Acts same way as ID #202, i.e. entity ID #194 can be used |
227 |
Detonator box |
|
228 |
Helicopter (Diving Area) |
Flies upwards and away |
229 |
Explosion |
Same action as in TR1 |
230 |
Water ripples |
As above |
231 |
Bubbles |
As above |
233 |
Blood |
As above |
235 |
Flare sparkles |
Used on activated flare, animation is done via randomized rotation |
236 |
Glow |
Overlay for M16 gunflare mesh |
238 |
Ricochet |
Same action as in TR1 |
240 |
Gunflare |
Same action as in TR1, except M16 |
241 |
M16 gunflare |
Used when shooting M16 only |
243 |
Camera target |
Same action as in TR1 |
244 |
Waterfall mist |
As above |
245 |
Harpoon |
|
247 |
Placeholder |
Purpose unknown |
248 |
Grenade (single) |
Projectile, generated when shooting grenadegun |
249 |
Harpoon (flying) |
Projectile, generated when shooting harpoon gun |
250 |
Lava particles |
Same action as in TR1 |
251 |
Lava / air particle emitter |
As above |
252 |
Flame |
As above |
253 |
Flame emitter |
As above |
254 |
Skybox |
Rendered when any room with outside flag set is visible |
255 |
Font graphics |
|
256 |
Monk |
|
257 |
Door bell |
Plays sound ID #334 once |
258 |
Alarm bell |
Plays looped sound ID #335 |
259 |
Helicopter |
Travels around 30 sectors, then deactivates itself |
260 |
Winston |
|
262 |
Lara cutscene placement |
Used in last level to engage shower cutscene |
263 |
Shotgun animation |
Used in end game cutscene (shower) |
264 |
Dragon explosion emitter |
Activates when Lara at a close range, produces animation sequence using entity models ID #209-211, then spawns entity ID #22 at the end |
ID | Entity Name | Notes |
---|---|---|
0 |
Lara |
Animations only, skin is now placed in ID #315 |
1 |
Lara pistol animation |
Same action as in TR2 |
2 |
Lara’s ponytail |
As above |
3 |
Lara shotgun animation |
As above |
4 |
Lara Desert Eagle animation |
One-handed gun animation |
5 |
Lara Uzi animation |
Same action as in TR2 |
6 |
Lara MP5 animation |
As above |
7 |
Lara rocket launcher animation |
|
8 |
Lara grenade gun animation |
Same action as in TR2 |
9 |
Lara harpoon gun animation |
As above |
10 |
Lara flare animation |
As above |
11 |
Lara UPV animation |
Animations for UPV vehicle |
12 |
UPV |
Vehicle |
14 |
Kayak |
As above |
15 |
Inflatable boat |
As above |
16 |
Quadbike |
As above |
17 |
Mine cart |
As above |
18 |
Big gun |
Mannable gun (Lara can operate it) |
19 |
Hydro propeller (?) |
|
20 |
Tribesman with spiked axe |
|
21 |
Tribesman with poison-dart gun |
|
22 |
Dog |
|
23 |
Rat |
|
24 |
Kill All Triggers |
Deactivates all triggered entities, sometimes buggy |
25 |
Killer whale |
|
26 |
Scuba diver |
|
27 |
Crow |
|
28 |
Tiger |
|
29 |
Vulture |
|
30 |
Assault-course target |
|
31 |
Crawler mutant in closet |
|
32 |
Crocodile (in water) |
|
34 |
Compsognathus |
|
35 |
Lizard man |
|
36 |
Puna |
|
37 |
Mercenary |
|
38 |
Raptor hung by rope |
Used as fish bait in Crash Site (CRASH.TR2) |
39 |
RX-Tech guy in red jacket |
|
40 |
RX-Tech guy with gun |
Dressed like flamethrower guy (ID #50) |
41 |
Dog (Antarctica) |
|
42 |
Crawler mutant |
|
44 |
Tinnos wasp |
|
45 |
Tinnos monster |
|
46 |
Brute mutant (with claw) |
|
47 |
Tinnos wasp respawn point |
When activated, constantly generates specific number of wasps |
48 |
Raptor respawn point |
Hardcoded to respawn number of raptors previously unkilled in level |
49 |
Willard spider |
|
50 |
RX-Tech flamethrower guy |
|
51 |
London mercenary |
|
53 |
Punk |
"Damned" stick-wielding goon |
56 |
London guard |
|
57 |
Sophia Lee |
|
58 |
Cleaner robot |
Also called "Thames Wharf machine" |
60 |
MP with stick |
|
61 |
MP with gun |
|
62 |
Prisoner |
|
63 |
MP with sighted gun and night sight |
|
64 |
Gun turret |
|
65 |
Dam guard |
|
66 |
Tripwire |
|
67 |
Electrified wire |
|
68 |
Killer tripwire |
|
69 |
Cobra / Rattlesnake |
|
70 |
Shiva |
|
71 |
Monkey |
|
73 |
Tony Firehands |
|
74 |
AI Guard |
|
75 |
AI Ambush |
|
76 |
AI Patrol 1 |
|
77 |
AI Modify |
|
78 |
AI Follow |
|
79 |
AI Patrol 2 |
|
80 |
AI Path |
Used by Willard spider boss to circle around meteorite cavern |
81 |
AI Check |
Used by Willard spider boss to check if Lara is in artifact chamber and shoot if she’s in |
82 |
Unknown |
|
83 |
Falling block |
|
86 |
Swinging thing |
|
87 |
Teeth spikes / Barbed wire |
|
88 |
Rolling ball / Barrel |
|
89 |
Giant boulder |
Appears in Temple of Puna |
90 |
Disc |
Mesh is a leftover from TR2 discgun, engine uses wireframe darts instead |
91 |
Dart shooter |
|
94 |
Skeleton trap / Slamming door |
|
97 |
Pushable block 1 |
|
98 |
Pushable block 2 |
|
101 |
Destroyable boarded-up window |
|
102 |
Destroyable boarded-up window / wall |
|
106 |
Area 51 swinger |
|
107 |
Falling ceiling |
|
108 |
Rolling spindle |
|
110 |
Subway train |
|
111 |
Wall knife blade / Knife disk |
|
113 |
Detachable stalactites |
|
114 |
Spiky wall |
Same action as in TR2 |
116 |
Spiky vertical wall / Tunnel borer |
|
117 |
Valve wheel / Pulley |
|
118 |
Small wall switch |
|
119 |
Damaging animating 1 |
Underwater propeller / Diver sitting on block / Underwater rotating knives / Meteorite, causes damage on collision |
120 |
Damaging animating 2 |
Fan, causes damage on collision |
121 |
Damaging animating 3 |
Heavy stamper / Grinding drum / Underwater rotating knives, causes damage on collision |
122 |
Shiva statue |
Original petrified state, never activates |
123 |
Monkey medipack meshswap |
Monkey head gets replaced by this when it picks up medipack |
124 |
Monkey key meshswap |
Monkey head gets replaced by this when it picks up key |
125 |
UI frame |
Used to create UI elements |
127 |
Zipline handle |
Same action as in TR2 |
128 |
Push-button switch |
|
129 |
Wall switch |
|
130 |
Underwater switch |
|
131 |
Door 1 |
|
132 |
Door 2 |
|
133 |
Door 3 |
|
134 |
Door 4 |
|
135 |
Door 5 |
|
136 |
Door 6 |
|
137 |
Door 7 |
|
138 |
Door 8 |
|
139 |
Trapdoor 1 |
|
140 |
Trapdoor 2 |
|
141 |
Trapdoor 3 |
|
142 |
Bridge flat |
|
143 |
Bridge tilt 1 |
|
144 |
Bridge tilt 2 |
|
145 |
Passport (opening up) |
|
146 |
Stopwatch |
|
147 |
Lara’s Home photo |
|
148 |
Cutscene actor 1 |
|
149 |
Cutscene actor 2 |
|
150 |
Cutscene actor 3 |
|
151 |
Cutscene actor 4 |
|
152 |
Cutscene actor 5 |
|
153 |
Cutscene actor 6 |
|
154 |
Cutscene actor 7 |
|
155 |
Cutscene actor 8 |
|
156 |
Cutscene actor 9 |
|
158 |
Passport (closed) |
|
159 |
Map |
|
160 |
Pistols |
|
161 |
Shotgun |
|
162 |
Desert Eagle |
|
163 |
Uzis |
|
164 |
Harpoon gun |
|
165 |
MP5 |
|
166 |
Rocket launcher |
|
167 |
Grenade launcher |
|
168 |
Pistol ammo |
|
169 |
Shotgun ammo |
|
170 |
Desert Eagle ammo |
|
171 |
Uzi ammo |
|
172 |
Harpoons |
|
173 |
MP5 ammo |
|
174 |
Rockets |
|
175 |
Grenades |
|
176 |
Small medipack |
|
177 |
Large medipack |
|
178 |
Flares |
|
179 |
Flare |
Spawns when Lara throws flare away, re-pickupable |
180 |
Savegame crystal |
|
181 |
Sunglasses |
|
182 |
Portable CD Player |
|
183 |
Direction keys |
|
184 |
Globe |
For indicating destinations in "Select level" dialog |
185 |
Pistols |
|
186 |
Shotgun |
|
187 |
Desert Eagle |
|
188 |
Uzis |
|
189 |
Harpoon gun |
|
190 |
MP5 |
|
191 |
Rocket launcher |
|
192 |
Grenade gun |
|
193 |
Pistol ammo |
|
194 |
Shotgun ammo |
|
195 |
Desert Eagle ammo |
|
196 |
Uzi ammo |
|
197 |
Harpoons |
|
198 |
MP5 ammo |
|
199 |
Rockets |
|
200 |
Grenades |
|
201 |
Small medipack |
|
202 |
Large medipack |
|
203 |
Flares |
|
204 |
Savegame crystal |
|
205 |
Puzzle 1 |
|
206 |
Puzzle 2 |
|
207 |
Puzzle 3 |
|
208 |
Puzzle 4 |
|
209 |
Puzzle 1 |
|
210 |
Puzzle 2 |
|
211 |
Puzzle 3 |
|
212 |
Puzzle 4 |
|
213 |
Slot 1 empty |
Swaps to entity ID #217 when entity ID #209 is used |
214 |
Slot 2 empty |
Swaps to entity ID #218 when entity ID #210 is used |
215 |
Slot 3 empty |
Swaps to entity ID #219 when entity ID #211 is used |
216 |
Slot 4 empty |
Swaps to entity ID #220 when entity ID #212 is used |
217 |
Slot 1 full |
|
218 |
Slot 2 full |
|
219 |
Slot 3 full |
|
220 |
Slot 4 full |
|
224 |
Key 1 |
|
225 |
Key 2 |
|
226 |
Key 3 |
|
227 |
Key 4 |
|
228 |
Key 1 |
|
229 |
Key 2 |
|
230 |
Key 3 |
|
231 |
Key 4 |
|
232 |
Keyhole 1 |
Used with entity ID #224 |
233 |
Keyhole 2 |
Used with entity ID #225 |
234 |
Keyhole 3 |
Used with entity ID #226 |
235 |
Keyhole 4 |
Used with entity ID #227 |
236 |
Quest item 1 |
|
237 |
Quest item 2 |
No effect on actual inventory |
238 |
Quest item 1 |
|
239 |
Quest item 2 |
No effect on actual inventory |
240 |
Infada stone |
|
241 |
Element 115 |
|
242 |
Eye of Isis |
|
243 |
Ora dagger |
|
244 |
Infada stone |
|
245 |
Element 115 |
|
246 |
Eye of Isis |
|
247 |
Ora dagger |
|
272 |
Keys (sprite) |
|
273 |
Keys (sprite) |
|
276 |
Infada stone |
|
277 |
Element 115 |
|
278 |
Eye of Isis |
|
279 |
Ora dagger |
|
282 |
Fire-breathing dragon statue |
|
285 |
Unknown visible 285 |
|
287 |
Tyrannosaur |
|
288 |
Raptor |
|
291 |
Laser sweeper |
|
292 |
Electrified Field |
|
294 |
Shadow sprite |
Applied as a blob shadow with subtractive blending |
295 |
Detonator switch box |
|
296 |
Misc sprites |
Sprites for different purposes merged into single object |
297 |
Bubble |
|
299 |
Glow |
|
300 |
Gunflare |
|
301 |
Gunflare (MP5) |
|
304 |
Look At item |
|
305 |
Waterfall mist |
|
306 |
Harpoon (single) |
|
309 |
Rocket (single) |
|
310 |
Harpoon (single) |
|
311 |
Grenade (single) |
|
312 |
Big missile |
|
313 |
Smoke |
|
314 |
Movable Boom |
|
315 |
Lara skin |
|
316 |
Glow 2 |
|
317 |
Unknown visible 317 |
|
318 |
Alarm light |
|
319 |
Light |
|
321 |
Light 2 |
|
322 |
Pulsating Light |
|
324 |
Red Light |
|
325 |
Green Light |
|
326 |
Blue Light |
|
327 |
Light 3 |
|
328 |
Light 4 |
|
330 |
Fire |
|
331 |
Alternate Fire |
|
332 |
Alternate Fire 2 |
|
333 |
Fire 2 |
|
334 |
Smoke 2 |
|
335 |
Smoke 3 |
|
336 |
Smoke 4 |
|
337 |
Greenish Smoke |
|
338 |
Pirahnas |
|
339 |
Fish |
|
347 |
Bat swarm |
|
349 |
Animating 1 |
|
350 |
Animating 2 |
|
351 |
Animating 3 |
|
352 |
Animating 4 |
|
353 |
Animating 5 |
|
354 |
Animating 6 |
|
355 |
Skybox |
|
356 |
Font graphics |
|
357 |
Doorbell |
Produces no actual sound |
358 |
Unknown id 358 |
|
360 |
Winston |
|
361 |
Winston in camo suit |
Deactivates entity ID #360 when triggered |
362 |
Timer font graphics |
Used in Assault Course and racetrack |
365 |
Earthquake |
|
366 |
Yellow shell casing |
Spawned when firing pistols, uzis, MP5 or Desert Eagle |
367 |
Red shell casing |
Spawned when firing shotgun |
370 |
Tinnos light shaft |
|
373 |
Electrical switch box |