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

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#include "framework.h"
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#include "Objects/Generic/Switches/pulley_switch.h"
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#include "Game/control/control.h"
#include "Specific/input.h"
#include "Game/Lara/lara.h"
#include "Game/Lara/lara_helpers.h"
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#include "Objects/Generic/Switches/generic_switch.h"
#include "Sound/sound.h"
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#include "Game/pickup/pickup.h"
#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 PulleyBounds =
{
-256, 256,
0, 0,
-512, 512,
-ANGLE(10), ANGLE(10),
-ANGLE(30), ANGLE(30),
-ANGLE(10), ANGLE(10)
};
PHD_VECTOR PulleyPos = { 0, 0, -148 };
void InitialisePulleySwitch(short itemNumber)
{
ITEM_INFO* item = &g_Level.Items[itemNumber];
item->ItemFlags[3] = item->TriggerFlags;
item->TriggerFlags = abs(item->TriggerFlags);
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if (item->Status == ITEM_INVISIBLE)
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{
item->ItemFlags[1] = 1;
item->Status = ITEM_NOT_ACTIVE;
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}
}
void PulleySwitchCollision(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_IDLE
&& l->AnimNumber == LA_STAND_IDLE
&& l->Airborne == false
|| Lara.Control.IsMoving && Lara.interactedItem == itemNum)
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{
short oldYrot = item->Position.yRot;
item->Position.yRot = l->Position.yRot;
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if (TestLaraPosition(&PulleyBounds, item, l))
{
if (item->ItemFlags[1])
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{
if (OldPickupPos.x != l->Position.xPos || OldPickupPos.y != l->Position.yPos || OldPickupPos.z != l->Position.zPos)
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{
OldPickupPos.x = l->Position.xPos;
OldPickupPos.y = l->Position.yPos;
OldPickupPos.z = l->Position.zPos;
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SayNo();
}
}
else if (MoveLaraPosition(&PulleyPos, item, l))
{
l->AnimNumber = LA_PULLEY_GRAB;
l->ActiveState = LS_PULLEY;
l->FrameNumber = g_Level.Anims[l->AnimNumber].frameBase;
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AddActiveItem(itemNum);
item->Position.yRot = oldYrot;
item->Status = ITEM_ACTIVE;
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Lara.Control.IsMoving = false;
ResetLaraFlex(l);
Lara.Control.HandStatus = HandStatus::Busy;
Lara.interactedItem = itemNum;
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}
else
{
Lara.interactedItem = itemNum;
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}
item->Position.yRot = oldYrot;
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}
else
{
if (Lara.Control.IsMoving && Lara.interactedItem == itemNum)
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{
Lara.Control.IsMoving = false;
Lara.Control.HandStatus = HandStatus::Free;
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}
item->Position.yRot = oldYrot;
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}
}
else if (l->ActiveState != LS_PULLEY)
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{
ObjectCollision(itemNum, l, coll);
}
}
}