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tr2/objects/switch: fix switch collision test
The collision test for switches was referencing Lara's status rather than her gravity status, as is done in TR1. Resolves #2184.
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2 changed files with 2 additions and 1 deletions
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@ -31,6 +31,7 @@
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- fixed assault course timer not paused in the inventory (#2153, regression from 0.6)
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- fixed Lara spawning air bubbles above water surfaces during the fly cheat (#2115, regression from 0.3)
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- fixed demos playing too eagerly (#2068, regression from 0.3)
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- fixed Lara sometimes being unable to use switches (#2184, regression from 0.6)
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- improved the animation of Lara's braid (#2094)
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## [0.7.1](https://github.com/LostArtefacts/TRX/compare/tr2-0.7...tr2-0.7.1) - 2024-12-17
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@ -125,7 +125,7 @@ void Switch_Collision(
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{
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ITEM *const item = &g_Items[item_num];
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if (!g_Input.action || item->status != IS_INACTIVE
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|| g_Lara.gun_status != LGS_ARMLESS || lara_item->status
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|| g_Lara.gun_status != LGS_ARMLESS || lara_item->gravity
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|| lara_item->current_anim_state != LS_STOP
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|| !Item_TestPosition(m_SwitchBounds, &g_Items[item_num], lara_item)) {
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return;
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