TombEngine/TR5Main/Objects/Generic/Switches/jump_switch.cpp

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#include "framework.h"
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#include "Objects/Generic/Switches/jump_switch.h"
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#include "Game/control/control.h"
#include "Specific/input.h"
#include "Game/Lara/lara.h"
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#include "Objects/Generic/Switches/generic_switch.h"
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#include "Specific/level.h"
#include "Game/collision/collide_item.h"
#include "Game/items.h"
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namespace TEN::Entities::Switches
{
OBJECT_COLLISION_BOUNDS JumpSwitchBounds =
{
-128, 128,
-256, 256,
384, 512,
-ANGLE(10), ANGLE(10),
-ANGLE(30), ANGLE(30),
-ANGLE(10), ANGLE(10)
};
PHD_VECTOR JumpSwitchPos = { 0, -208, 256 };
void JumpSwitchCollision(short itemNum, ITEM_INFO* l, COLL_INFO* coll)
{
ITEM_INFO* item = &g_Level.Items[itemNum];
if ((TrInput & IN_ACTION)
&& Lara.Control.HandStatus == HandStatus::Free
&& (l->ActiveState == LS_REACH || l->ActiveState == LS_JUMP_UP)
&& (l->Status || l->Airborne)
&& l->VerticalVelocity > 0
&& !item->ActiveState)
{
if (TestLaraPosition(&JumpSwitchBounds, item, l))
{
AlignLaraPosition(&JumpSwitchPos, item, l);
l->ActiveState = LS_SWITCH_DOWN;
l->AnimNumber = LA_JUMPSWITCH_PULL;
l->VerticalVelocity = 0;
l->FrameNumber = g_Level.Anims[l->AnimNumber].frameBase;
l->Airborne = false;
Lara.Control.HandStatus = HandStatus::Busy;
item->TargetState = SWITCH_ON;
item->Status = ITEM_ACTIVE;
AddActiveItem(itemNum);
}
}
}
}