2020-05-27 09:21:20 +02:00
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#include "framework.h"
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2020-05-27 13:01:32 +02:00
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#include "tr2_silencer.h"
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2020-05-27 09:21:20 +02:00
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#include "box.h"
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#include "people.h"
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#include "setup.h"
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#include "level.h"
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#include "control.h"
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2021-08-29 10:04:49 +02:00
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#include "creature_info.h"
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2019-12-05 17:35:57 +01:00
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BITE_INFO silencerGun = { 3, 331, 56, 10 };
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void SilencerControl(short itemNum)
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{
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if (!CreatureActive(itemNum))
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return;
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2020-07-21 09:56:47 +02:00
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ITEM_INFO* item = &g_Level.Items[itemNum];
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2019-12-05 17:35:57 +01:00
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CREATURE_INFO* silencer = (CREATURE_INFO*)item->data;
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AI_INFO info;
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short angle = 0, torso_y = 0, torso_x = 0, head_y = 0, tilt = 0;
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if (item->hitPoints <= 0)
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{
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if (item->currentAnimState != 12 && item->currentAnimState != 13)
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{
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2021-03-24 20:06:37 +01:00
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item->animNumber = Objects[item->objectNumber].animIndex + 20;
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2020-07-21 09:56:47 +02:00
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item->frameNumber = g_Level.Anims[item->animNumber].frameBase;
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2019-12-05 17:35:57 +01:00
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item->currentAnimState = 13;
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}
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}
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else
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{
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CreatureAIInfo(item, &info);
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GetCreatureMood(item, &info, VIOLENT);
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CreatureMood(item, &info, VIOLENT);
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angle = CreatureTurn(item, silencer->maximumTurn);
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switch (item->currentAnimState)
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{
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case 3:
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if (info.ahead)
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head_y = info.angle;
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silencer->maximumTurn = 0;
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if (item->requiredAnimState)
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item->goalAnimState = item->requiredAnimState;
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break;
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case 4:
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if (info.ahead)
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head_y = info.angle;
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silencer->maximumTurn = 0;
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if (silencer->mood == ESCAPE_MOOD)
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{
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item->requiredAnimState = 2;
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item->goalAnimState = 3;
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}
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else
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{
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if (Targetable(item, &info))
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{
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item->requiredAnimState = (GetRandomControl() >= 0x4000 ? 10 : 6);
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item->goalAnimState = 3;
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}
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if (silencer->mood == ATTACK_MOOD || !info.ahead)
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{
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if (info.distance >= 0x400000)
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{
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item->requiredAnimState = 2;
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item->goalAnimState = 3;
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}
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else
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{
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item->requiredAnimState = 1;
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item->goalAnimState = 3;
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}
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}
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else
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{
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if (GetRandomControl() >= 1280)
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{
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if (GetRandomControl() < 2560)
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{
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item->requiredAnimState = 1;
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item->goalAnimState = 3;
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}
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}
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else
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{
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item->requiredAnimState = 5;
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item->goalAnimState = 3;
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}
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}
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}
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break;
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case 1:
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if (info.ahead)
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head_y = info.angle;
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silencer->maximumTurn = 910;
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if (silencer->mood == ESCAPE_MOOD)
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{
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item->goalAnimState = 2;
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}
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else if (Targetable(item, &info))
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{
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item->requiredAnimState = (GetRandomControl() >= 0x4000 ? 10 : 6);
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item->goalAnimState = 3;
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}
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else
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{
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if (info.distance > 0x400000 || !info.ahead)
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item->goalAnimState = 2;
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if (silencer->mood == BORED_MOOD && GetRandomControl() < 0x300)
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item->goalAnimState = 3;
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}
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break;
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case 2:
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if (info.ahead)
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head_y = info.angle;
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silencer->maximumTurn = 910;
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silencer->flags = 0;
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tilt = (angle / 4);
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if (silencer->mood == ESCAPE_MOOD)
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{
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if (Targetable(item, &info))
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item->goalAnimState = 9;
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break;
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}
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if (Targetable(item, &info))
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{
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if (info.distance >= 0x400000 && info.zoneNumber == info.enemyZone)
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item->goalAnimState = 9;
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break;
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}
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else if (silencer->mood == ATTACK_MOOD)
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item->goalAnimState = (GetRandomControl() >= 0x4000) ? 3 : 2;
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else
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item->goalAnimState = 3;
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break;
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case 5:
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if (info.ahead)
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head_y = info.angle;
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silencer->maximumTurn = 0;
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if (Targetable(item, &info))
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{
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item->requiredAnimState = 6;
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item->goalAnimState = 3;
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}
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else
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{
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if (silencer->mood == ATTACK_MOOD || GetRandomControl() < 0x100)
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item->goalAnimState = 3;
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if (!info.ahead)
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item->goalAnimState = 3;
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}
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break;
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case 6:
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case 10:
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silencer->maximumTurn = 0;
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silencer->flags = 0;
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if (info.ahead)
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{
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torso_y = info.angle;
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torso_x = info.xAngle;
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}
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else
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{
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head_y = info.angle;
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}
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if (silencer->mood == ESCAPE_MOOD)
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item->goalAnimState = 3;
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else if (Targetable(item, &info))
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item->goalAnimState = item->currentAnimState != 6 ? 11 : 7;
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else
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item->goalAnimState = 3;
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break;
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case 7:
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case 11:
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silencer->maximumTurn = 0;
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if (info.ahead)
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{
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torso_y = info.angle;
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torso_x = info.xAngle;
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}
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else
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{
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head_y = info.angle;
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}
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if (!silencer->flags)
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{
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ShotLara(item, &info, &silencerGun, torso_y, 50);
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silencer->flags = 1;
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}
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break;
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case 9:
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silencer->maximumTurn = 910;
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if (info.ahead)
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{
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torso_y = info.angle;
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torso_x = info.xAngle;
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}
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else
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{
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head_y = info.angle;
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}
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if (!item->requiredAnimState)
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{
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if (!ShotLara(item, &info, &silencerGun, torso_y, 50))
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item->goalAnimState = 2;
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item->requiredAnimState = 9;
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}
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break;
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}
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}
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CreatureTilt(item, tilt);
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CreatureJoint(item, 0, torso_y);
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CreatureJoint(item, 1, torso_x);
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CreatureJoint(item, 2, head_y);
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CreatureAnimation(itemNum, angle, tilt);
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}
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