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lara: test alignment position height validity in TR1
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This applies a fix introduced in TR2 to TR1 so that Lara doesn't become clamped under a steeply sloped ceiling if picking up an item there. Resolves #2879.
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3 changed files with 2 additions and 3 deletions
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@ -25,6 +25,7 @@
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- fixed the scale of the four keys in St. Francis' Folly (#2652)
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- fixed the panther at times not making a sound when it dies, and restored Skate Kid's death SFX (#2647)
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- fixed pushblocks being rotated when Lara grabs them, most noticeable if asymmetric textures have been used (#2776)
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- fixed Lara becoming clamped if she picks up an item under a steeply sloped ceiling (#2879)
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- fixed a crash when 3D pickups are disabled and Lara crosses a trigger to look at a pickup item (#2711, regression from 4.8)
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- fixed trapezoid filter warping on faces close to the camera (#2629, regression from 4.9)
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- fixed Mac builds crashing upon start (regression from 4.9)
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@ -485,6 +485,7 @@ Not all options are turned on by default. Refer to `TR1X_ConfigTool.exe` for det
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- fixed being able to shoot the scion multiple times if save/load is used while it blows up
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- fixed the game crashing if a cinematic is triggered but the level contains no cinematic frames
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- fixed pushblocks being rotated when Lara grabs them, most noticeable if asymmetric textures have been used
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- fixed Lara becoming clamped if she picks up an item under a steeply sloped ceiling
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#### Cheats
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- added a fly cheat
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@ -228,8 +228,6 @@ void Lara_AlignPosition(const ITEM *const item, const XYZ_32 *const vec)
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.z = item->pos.z + shift.z,
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};
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#if TR_VERSION == 2
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// TODO: check the significance of this in TR1
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int16_t room_num = lara->room_num;
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const SECTOR *const sector =
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Room_GetSector(new_pos.x, new_pos.y, new_pos.z, &room_num);
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@ -242,7 +240,6 @@ void Lara_AlignPosition(const ITEM *const item, const XYZ_32 *const vec)
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|| ABS(ceiling - lara->pos.y) < LARA_HEIGHT) {
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return;
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}
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#endif
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lara->pos = new_pos;
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}
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