TombEngine/TR5Main/Game/Lara/lara_crawl.cpp

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#include "framework.h"
#include "lara.h"
#include "input.h"
#include "lara_tests.h"
#include "lara_slide.h"
#include "lara_collide.h"
#include "draw.h"
#include <Game/Lara/lara_flare.h>
/*this file has all the related functions to ducking and crawling*/
/*crouch/duck start*/
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void lara_as_duck(ITEM_INFO* item, COLL_INFO* coll)
{
/*state 71*/
/*collision: lara_col_duck*/
short roomNum;
coll->enableSpaz = false;
coll->enableBaddiePush = true;
Lara.isDucked = true;
if (item->hitPoints <= 0)
{
item->goalAnimState = LS_CRAWL_IDLE;
return;
}
roomNum = LaraItem->roomNumber;
if (TrInput & IN_LOOK)
LookUpDown();
GetFloor(LaraItem->pos.xPos, LaraItem->pos.yPos, LaraItem->pos.zPos, &roomNum);
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// FOR DEBUG PURPOSES UNTIL SCRIPTING IS FINISHED- ## LUA
Lara.NewAnims.CrouchRoll = 1;
if ((TrInput & IN_FORWARD || TrInput & IN_BACK)
&& (TrInput & IN_DUCK || Lara.keepDucked)
&& Lara.gunStatus == LG_NO_ARMS
&& Lara.waterStatus != LW_WADE
|| Lara.waterSurfaceDist == 256
&& !(Lara.waterSurfaceDist > 256))
{
if ((item->animNumber == LA_CROUCH_IDLE
|| item->animNumber == LA_STAND_TO_CROUCH_END)
&& !(TrInput & IN_FLARE || TrInput & IN_DRAW)
&& (Lara.gunType != WEAPON_FLARE || Lara.flareAge < FLARE_AGE && Lara.flareAge != 0))
{
Lara.torsoYrot = 0;
Lara.torsoXrot = 0;
item->goalAnimState = LS_CRAWL_IDLE;
}
}
else if ((TrInput & IN_SPRINT) /*crouch roll*/
&& (TrInput & IN_DUCK || Lara.keepDucked)
&& Lara.gunStatus == LG_NO_ARMS
&& Lara.waterStatus != LW_WADE
|| Lara.waterSurfaceDist == 256
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&& !(Lara.waterSurfaceDist > 256)
&& Lara.NewAnims.CrouchRoll)
{
if (LaraFloorFront(item, item->pos.yRot, 1024) >= 384 || //4 clicks away from holes in the floor
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TestWall(item, WALL_SIZE / 2, 0, -256)) //2 clicks away from walls + added a fix in lara_col_crouch_roll, better this way
return;
if (!(TrInput & IN_FLARE || TrInput & IN_DRAW) //avoids some flare spawning/wep stuff
&& (Lara.gunType != WEAPON_FLARE || Lara.flareAge < FLARE_AGE && Lara.flareAge != 0))
{
Lara.torsoYrot = 0;
Lara.torsoXrot = 0;
item->goalAnimState = LS_CROUCH_ROLL;
}
}
}
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void lara_col_duck(ITEM_INFO* item, COLL_INFO* coll)
{
/*state 71*/
/*state code: lara_as_duck*/
item->gravityStatus = false;
item->fallspeed = 0;
Lara.moveAngle = item->pos.yRot;
coll->facing = item->pos.yRot;
coll->badPos = 384;
coll->badNeg = -STEPUP_HEIGHT;
coll->badCeiling = 0;
coll->slopesAreWalls = true;
GetCollisionInfo(coll, item->pos.xPos, item->pos.yPos, item->pos.zPos, item->roomNumber, 400);
if (LaraFallen(item, coll))
{
Lara.gunStatus = LG_NO_ARMS;
}
else if (!TestLaraSlide(item, coll))
{
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Lara.keepDucked = coll->middle.Ceiling >= -362;
ShiftItem(item, coll);
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if (coll->middle.Floor != NO_HEIGHT)
item->pos.yPos += coll->middle.Floor;
if (TrInput & IN_DUCK && Lara.waterStatus != LW_WADE ||
Lara.keepDucked ||
item->animNumber != LA_CROUCH_IDLE)
{
if (TrInput & IN_LEFT)
{
item->goalAnimState = LS_CROUCH_TURN_LEFT;
}
else if (TrInput & IN_RIGHT)
{
item->goalAnimState = LS_CROUCH_TURN_RIGHT;
}
}
else
{
item->goalAnimState = LS_STOP;
}
}
}
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void lara_as_crouch_roll(ITEM_INFO* item, COLL_INFO* coll)//horrible name.
{
/*state 72*/
/*collision: lara_col_crouch_roll*/
Camera.targetElevation = -ANGLE(20.0f);
item->goalAnimState = LS_CROUCH_IDLE;
}
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void lara_col_crouch_roll(ITEM_INFO* item, COLL_INFO* coll)//horrible name.
{
/*state 72*/
/*state code: lara_as_crouch_roll*/
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item->gravityStatus = 0;
item->fallspeed = 0;
Lara.moveAngle = item->pos.yRot;
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coll->badPos = 384;
coll->facing = item->pos.yRot;
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coll->badNeg = -384;
coll->badCeiling = 0;
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coll->slopesAreWalls = 1;
GetCollisionInfo(coll, item->pos.xPos, item->pos.yPos, item->pos.zPos, item->roomNumber, 400);
if (LaraFallen(item, coll))
Lara.gunStatus = LG_NO_ARMS;
else if (!TestLaraSlide(item, coll))
{
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if (coll->middle.Ceiling >= -362)
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Lara.keepDucked = 1;
else
Lara.keepDucked = 0;
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if (coll->middle.Floor < coll->badNeg)//hit a wall, stop
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{
item->pos.xPos = coll->old.x;
item->pos.yPos = coll->old.y;
item->pos.zPos = coll->old.z;
return;
}
ShiftItem(item, coll);
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if (!LaraHitCeiling(item, coll))
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item->pos.yPos += coll->middle.Floor;
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}
}
/*crouch/duck end*/
/*-*/
/*crawl start*/
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void lara_as_all4s(ITEM_INFO* item, COLL_INFO* coll)
{
/*state 80*/
/*collision: lara_col_all4s*/
if (item->hitPoints <= 0)
{
item->goalAnimState = LS_DEATH;
return;
}
// FOR DEBUG PURPOSES UNTIL SCRIPTING IS FINISHED
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// Lara.NewAnims.Crawl1clickdown = 1;
// Lara.NewAnims.Crawl1clickup = 1;
// Lara.NewAnims.CrawlExit1click = 1;
// Lara.NewAnims.CrawlExit2click = 1;
// Lara.NewAnims.CrawlExit3click = 1;
Lara.NewAnims.CrawlExitJump = 1;
if (TrInput & IN_JUMP && Lara.NewAnims.CrawlExitJump)
{
GAME_VECTOR s, d;
MESH_INFO* StaticMesh;
PHD_VECTOR v;
if (LaraFloorFront(item, item->pos.yRot, 512) > 768 &&
LaraCeilingFront(item, item->pos.yRot, 768, 512) != NO_HEIGHT &&
LaraCeilingFront(item, item->pos.yRot, 768, 512) <= 0)
{
s.x = LaraItem->pos.xPos;
s.y = LaraItem->pos.yPos - 96;
s.z = LaraItem->pos.zPos;
s.roomNumber = LaraItem->roomNumber;
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d.x = s.x + 768 * phd_sin(LaraItem->pos.yRot);
d.y = s.y + 160;
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d.z = s.z + 768 * phd_cos(LaraItem->pos.yRot);
if (LOS(&s, &d) && item->animNumber != LA_CROUCH_TO_CRAWL_START && item->animNumber != LA_CROUCH_TO_CRAWL_CONTINUE)
{
// TODO: fix ObjectOnLOS2
/*if (ObjectOnLOS2(&s, &d, &v, (PHD_VECTOR*)&StaticMesh) == 999)
{*/
item->animNumber = LA_CRAWL_JUMP_FLIP_DOWN;
item->frameNumber = g_Level.Anims[item->animNumber].frameBase;
item->goalAnimState = LS_MISC_CONTROL;
item->currentAnimState = LS_MISC_CONTROL;
Lara.gunStatus = LG_HANDS_BUSY;
/*}*/
}
}
else if (LaraFloorFront(item, item->pos.yRot, 256) == 768 &&
LaraCeilingFront(item, item->pos.yRot, 768, 512) != NO_HEIGHT &&
LaraCeilingFront(item, item->pos.yRot, 768, 512) <= 0)
{
s.x = LaraItem->pos.xPos;
s.y = LaraItem->pos.yPos - 96;
s.z = LaraItem->pos.zPos;
s.roomNumber = LaraItem->roomNumber;
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d.x = s.x + 768 * phd_sin(LaraItem->pos.yRot);
d.y = s.y + 160;
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d.z = s.z + 768 * phd_cos(LaraItem->pos.yRot);
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if (LOS(&s, &d) && item->animNumber != LA_CROUCH_TO_CRAWL_START && item->animNumber != LA_CROUCH_TO_CRAWL_CONTINUE && Lara.NewAnims.CrawlExit3click)
{
item->animNumber = LA_CRAWL_JUMP_DOWN_23CLICK;
item->frameNumber = g_Level.Anims[item->animNumber].frameBase;
item->goalAnimState = LS_MISC_CONTROL;
item->currentAnimState = LS_MISC_CONTROL;
Lara.gunStatus = LG_HANDS_BUSY;
}
}
else if (LaraFloorFront(item, item->pos.yRot, 256) == 512 &&
LaraCeilingFront(item, item->pos.yRot, 768, 512) != NO_HEIGHT &&
LaraCeilingFront(item, item->pos.yRot, 768, 512) <= 0)
{
s.x = LaraItem->pos.xPos;
s.y = LaraItem->pos.yPos - 96;
s.z = LaraItem->pos.zPos;
s.roomNumber = LaraItem->roomNumber;
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d.x = s.x + 768 * phd_sin(LaraItem->pos.yRot);
d.y = s.y + 160;
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d.z = s.z + 768 * phd_cos(LaraItem->pos.yRot);
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if (LOS(&s, &d) && item->animNumber != LA_CROUCH_TO_CRAWL_START && item->animNumber != LA_CROUCH_TO_CRAWL_CONTINUE && Lara.NewAnims.CrawlExit2click)
{
item->animNumber = LA_CRAWL_JUMP_DOWN_23CLICK;
item->frameNumber = g_Level.Anims[item->animNumber].frameBase;
item->goalAnimState = LS_MISC_CONTROL;
item->currentAnimState = LS_MISC_CONTROL;
Lara.gunStatus = LG_HANDS_BUSY;
}
}
else if (LaraFloorFront(item, item->pos.yRot, 256) == 256 &&
LaraCeilingFront(item, item->pos.yRot, 768, 512) != NO_HEIGHT &&
LaraCeilingFront(item, item->pos.yRot, 768, 512) <= 0)
{
s.x = LaraItem->pos.xPos;
s.y = LaraItem->pos.yPos - 96;
s.z = LaraItem->pos.zPos;
s.roomNumber = LaraItem->roomNumber;
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d.x = s.x + 768 * phd_sin(LaraItem->pos.yRot);
d.y = s.y + 160;
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d.z = s.z + 768 * phd_cos(LaraItem->pos.yRot);
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if (LOS(&s, &d) && item->animNumber != LA_CROUCH_TO_CRAWL_START && item->animNumber != LA_CROUCH_TO_CRAWL_CONTINUE && Lara.NewAnims.CrawlExit1click)
{
item->animNumber = LA_CRAWL_JUMP_DOWN_1CLICK;
item->frameNumber = g_Level.Anims[item->animNumber].frameBase;
item->goalAnimState = LS_MISC_CONTROL;
item->currentAnimState = LS_MISC_CONTROL;
Lara.gunStatus = LG_HANDS_BUSY;
}
}
}
if ((TrInput & IN_ACTION) && (TrInput & IN_FORWARD) && item->animNumber != LA_CROUCH_TO_CRAWL_START && item->animNumber != LA_CROUCH_TO_CRAWL_CONTINUE)
{
if (LaraFloorFront(item, item->pos.yRot, 256) == -256 &&
LaraCeilingFront(item, item->pos.yRot, 256, 256) != NO_HEIGHT &&
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LaraCeilingFront(item, item->pos.yRot, 256, 256) <= -512 &&
Lara.NewAnims.Crawl1clickup)
{
item->animNumber = LA_CRAWL_UP_STEP;
item->frameNumber = g_Level.Anims[item->animNumber].frameBase;
item->goalAnimState = LS_MISC_CONTROL;
item->currentAnimState = LS_MISC_CONTROL;
}
else
if (LaraFloorFront(item, item->pos.yRot, 256) == 256 &&
LaraCeilingFront(item, item->pos.yRot, 256, 256) != NO_HEIGHT &&
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LaraCeilingFront(item, item->pos.yRot, 256, -256) <= -512 &&
Lara.NewAnims.Crawl1clickdown)
{
item->animNumber = LA_CRAWL_DOWN_STEP;
item->frameNumber = g_Level.Anims[item->animNumber].frameBase;
item->goalAnimState = LS_MISC_CONTROL;
item->currentAnimState = LS_MISC_CONTROL;
}
}
Lara.gunStatus = LG_HANDS_BUSY;
if (TrInput & IN_LOOK)
LookUpDown();
Lara.torsoXrot = 0;
Lara.torsoYrot = 0;
coll->enableSpaz = false;
coll->enableBaddiePush = true;
if (item->animNumber == LA_CROUCH_TO_CRAWL_START)
Lara.gunStatus = LG_HANDS_BUSY;
Camera.targetElevation = -ANGLE(23.0f);
if (g_Level.Rooms[LaraItem->roomNumber].flags & ENV_FLAG_WATER)
{
item->goalAnimState = LS_CROUCH_IDLE;
item->requiredAnimState = LS_STOP;
}
}
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void lara_col_all4s(ITEM_INFO* item, COLL_INFO* coll)
{
/*state 80*/
/*state code: lara_as_all4s*/
item->fallspeed = 0;
item->gravityStatus = false;
if (item->goalAnimState != LS_CRAWL_TO_HANG)
{
Lara.moveAngle = item->pos.yRot;
coll->facing = Lara.moveAngle;
coll->radius = 200;
coll->badPos = 255;
coll->badNeg = -127;
coll->badCeiling = 400;
coll->slopesAreWalls = true;
coll->slopesArePits = true;
GetCollisionInfo(coll, item->pos.xPos, item->pos.yPos, item->pos.zPos, item->roomNumber, 400);
if (LaraFallen(item, coll))
{
Lara.gunStatus = LG_NO_ARMS;
}
else if (!TestLaraSlide(item, coll))
{
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int slope = abs(coll->frontLeft.Floor - coll->frontRight.Floor);
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Lara.keepDucked = coll->middle.Ceiling >= -362;
ShiftItem(item, coll);
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if (coll->middle.Floor != NO_HEIGHT && coll->middle.Floor > -256)
item->pos.yPos += coll->middle.Floor;
if (TrInput & IN_DUCK || Lara.keepDucked &&
(!(TrInput & IN_FLARE) && !(TrInput & IN_DRAW) || TrInput & IN_FORWARD) &&
Lara.waterStatus != LW_WADE)
{
if (item->animNumber == LA_CRAWL_IDLE ||
item->animNumber == LA_CROUCH_TO_CRAWL_END ||
item->animNumber == LA_CRAWL_TO_IDLE_END_RIGHT_POINTLESS ||
item->animNumber == LA_CRAWL_TO_IDLE_END_LEFT_POINTLESS)
{
if (TrInput & IN_FORWARD)
{
auto collResult = LaraCollisionFront(item, item->pos.yRot, 256);
if (abs(collResult.FloorHeight < 127 && collResult.HeightType != BIG_SLOPE))
item->goalAnimState = LS_CRAWL_FORWARD;
}
else if (TrInput & IN_BACK)
{
short height = LaraCeilingFront(item, item->pos.yRot, -300, 128);
short heightl = 0;
short heightr = 0;
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if (height != NO_HEIGHT && height <= -256)
{
if (TrInput & IN_ACTION)
{
int x = item->pos.xPos;
int z = item->pos.zPos;
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item->pos.xPos += 128 * phd_sin(item->pos.yRot - ANGLE(90.0f));
item->pos.zPos += 128 * phd_cos(item->pos.yRot - ANGLE(90.0f));
heightl = LaraFloorFront(item, item->pos.yRot, -300);
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item->pos.xPos += 256 * phd_sin(item->pos.yRot + ANGLE(90.0f));
item->pos.zPos += 256 * phd_cos(item->pos.yRot + ANGLE(90.0f));
heightr = LaraFloorFront(item, item->pos.yRot, -300);
item->pos.xPos = x;
item->pos.zPos = z;
}
auto collResult = LaraCollisionFront(item, item->pos.yRot, -300);
if (abs(height) >= 255 || collResult.HeightType == BIG_SLOPE)
{
if (TrInput & IN_ACTION)
{
if (height > 768 &&
heightl > 768 &&
heightr > 768 &&
slope < 120)
{
int tmp;
int x = item->pos.xPos;
int z = item->pos.zPos;
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item->pos.xPos -= 100 * phd_sin(coll->facing);
item->pos.zPos -= 100 * phd_cos(coll->facing);
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tmp = GetCollidedObjects(item, 100, 1, CollidedItems, CollidedMeshes, 0);
item->pos.xPos = x;
item->pos.zPos = z;
if (!tmp)
{
switch (GetQuadrant(item->pos.yRot))
{
case 0:
item->pos.yRot = 0;
item->pos.zPos = (item->pos.zPos & 0xFFFFFC00) + 225;
break;
case 1:
item->pos.yRot = ANGLE(90.0f);
item->pos.xPos = (item->pos.xPos & 0xFFFFFC00) + 225;
break;
case 2:
item->pos.yRot = -ANGLE(180.0f);
item->pos.zPos = (item->pos.zPos | 0x3FF) - 225;
break;
case 3:
item->pos.yRot = -ANGLE(90.0f);
item->pos.xPos = (item->pos.xPos | 0x3FF) - 225;
break;
}
item->goalAnimState = LS_CRAWL_TO_HANG;
}
}
}
}
else if (!(abs(height) >= 127))
{
item->goalAnimState = LS_CRAWL_BACK;
}
}
}
else if (TrInput & IN_LEFT)
{
item->animNumber = LA_CRAWL_TURN_LEFT;
item->frameNumber = g_Level.Anims[item->animNumber].frameBase;
item->currentAnimState = LS_CRAWL_TURN_LEFT;
item->goalAnimState = LS_CRAWL_TURN_LEFT;
}
else if (TrInput & IN_RIGHT)
{
item->animNumber = LA_CRAWL_TURN_RIGHT;
item->frameNumber = g_Level.Anims[item->animNumber].frameBase;
item->currentAnimState = LS_CRAWL_TURN_RIGHT;
item->goalAnimState = LS_CRAWL_TURN_RIGHT;
}
}
}
else
{
item->goalAnimState = LS_CROUCH_IDLE;
}
}
}
}
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void lara_as_crawl(ITEM_INFO* item, COLL_INFO* coll)
{
/*state 81*/
/*collision: lara_col_crawl*/
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if (item->hitPoints <= 0)
{
item->goalAnimState = LS_CRAWL_IDLE;
return;
}
if (TrInput & IN_LOOK)
LookUpDown();
Lara.torsoXrot = 0;
Lara.torsoYrot = 0;
coll->enableSpaz = false;
coll->enableBaddiePush = true;
Camera.targetElevation = -ANGLE(23.0f);
if (TrInput & IN_FORWARD
&& (TrInput & IN_DUCK || Lara.keepDucked)
&& Lara.waterStatus != LW_WADE)
{
if (TrInput & IN_LEFT)
{
Lara.turnRate -= LARA_TURN_RATE;
if (Lara.turnRate < -ANGLE(3.0f))
Lara.turnRate = -ANGLE(3.0f);
}
else if (TrInput & IN_RIGHT)
{
Lara.turnRate += LARA_TURN_RATE;
if (Lara.turnRate > ANGLE(3.0f))
Lara.turnRate = ANGLE(3.0f);
}
}
else
{
item->goalAnimState = LS_CRAWL_IDLE;
}
}
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void lara_col_crawl(ITEM_INFO* item, COLL_INFO* coll)
{
/*state 81*/
/*state code: lara_as_crawl*/
item->gravityStatus = false;
item->fallspeed = 0;
Lara.moveAngle = item->pos.yRot;
coll->radius = 200;
coll->badPos = 255;
coll->badNeg = -127;
coll->badCeiling = 400;
coll->slopesArePits = true;
coll->slopesAreWalls = true;
coll->facing = Lara.moveAngle;
GetCollisionInfo(coll, item->pos.xPos, item->pos.yPos, item->pos.zPos, item->roomNumber, -400);
if (LaraDeflectEdgeDuck(item, coll))
{
item->currentAnimState = LS_CRAWL_IDLE;
item->goalAnimState = LS_CRAWL_IDLE;
if (item->animNumber != LA_CRAWL_IDLE)
{
item->animNumber = LA_CRAWL_IDLE;
item->frameNumber = g_Level.Anims[item->animNumber].frameBase;
}
}
else if (LaraFallen(item, coll))
{
Lara.gunStatus = LG_NO_ARMS;
}
else if (!TestLaraSlide(item, coll))
{
ShiftItem(item, coll);
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if (coll->middle.Floor != NO_HEIGHT && coll->middle.Floor > -256)
item->pos.yPos += coll->middle.Floor;
}
}
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void lara_as_all4turnl(ITEM_INFO* item, COLL_INFO* coll)
{
/*state 84*/
/*collision: lara_col_all4turnlr*/
if (item->hitPoints <= 0)
{
item->goalAnimState = LS_CRAWL_IDLE;
return;
}
coll->enableSpaz = 0;
coll->enableBaddiePush = 1;
Lara.torsoYrot = 0;
Lara.torsoXrot = 0;
Camera.targetElevation = -ANGLE(23.0f);
item->pos.yRot -= ANGLE(1.5f);
if (!(TrInput & IN_LEFT))
item->goalAnimState = LS_CRAWL_IDLE;
}
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void lara_as_all4turnr(ITEM_INFO* item, COLL_INFO* coll)
{
/*state 85*/
/*collision: lara_col_all4turnlr*/
if (item->hitPoints <= 0)
{
item->goalAnimState = LS_CRAWL_IDLE;
return;
}
coll->enableSpaz = 0;
coll->enableBaddiePush = 1;
Lara.torsoYrot = 0;
Lara.torsoXrot = 0;
Camera.targetElevation = -ANGLE(23.0f);
item->pos.yRot += ANGLE(1.5f);
if (!(TrInput & IN_RIGHT))
item->goalAnimState = LS_CRAWL_IDLE;
}
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void lara_col_all4turnlr(ITEM_INFO* item, COLL_INFO* coll)
{
/*states 84 and 85*/
/*state code: lara_as_all4turnl(84) and lara_as_all4turnr(85)*/
GetCollisionInfo(coll, item->pos.xPos, item->pos.yPos, item->pos.zPos, item->roomNumber, 400);
if (!TestLaraSlide(item, coll))
{
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if (coll->middle.Floor != NO_HEIGHT && coll->middle.Floor > -256)
item->pos.yPos += coll->middle.Floor;
}
}
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void lara_as_crawlb(ITEM_INFO* item, COLL_INFO* coll)
{
/*state 86*/
/*collision: lara_col_crawlb*/
if (item->hitPoints <= 0 || Lara.waterStatus == 4)
{
item->goalAnimState = LS_CRAWL_IDLE;
return;
}
if (TrInput & IN_LOOK)
LookUpDown();
coll->enableSpaz = false;
coll->enableBaddiePush = true;
Lara.torsoYrot = 0;
Lara.torsoXrot = 0;
Camera.targetElevation = -ANGLE(23.0f);
if (TrInput & IN_BACK)
{
if (TrInput & IN_RIGHT)
{
Lara.turnRate -= LARA_TURN_RATE;
if (Lara.turnRate < -ANGLE(3.0f))
Lara.turnRate = -ANGLE(3.0f);
}
else if (TrInput & IN_LEFT)
{
Lara.turnRate += LARA_TURN_RATE;
if (Lara.turnRate > ANGLE(3.0f))
Lara.turnRate = ANGLE(3.0f);
}
}
else
{
item->goalAnimState = LS_CRAWL_IDLE;
}
}
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void lara_col_crawlb(ITEM_INFO* item, COLL_INFO* coll)
{
/*state 86*/
/*state code: lara_as_crawlb*/
item->gravityStatus = false;
item->fallspeed = 0;
coll->radius = 250;
coll->badPos = 255;
coll->badNeg = -127;
coll->badCeiling = 400;
coll->slopesArePits = true;
coll->slopesAreWalls = true;
Lara.moveAngle = item->pos.yRot + ANGLE(180);
coll->facing = Lara.moveAngle;
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GetCollisionInfo(coll, item->pos.xPos, item->pos.yPos, item->pos.zPos, item->roomNumber, -400);
if (LaraDeflectEdgeDuck(item, coll))
{
item->currentAnimState = LS_CRAWL_IDLE;
item->goalAnimState = LS_CRAWL_IDLE;
if (item->animNumber != LA_CRAWL_IDLE)
{
item->animNumber = LA_CRAWL_IDLE;
item->frameNumber = g_Level.Anims[item->animNumber].frameBase;
}
}
else if (LaraFallen(item, coll))
{
Lara.gunStatus = LG_NO_ARMS;
}
else if (!TestLaraSlide(item, coll))
{
ShiftItem(item, coll);
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if (coll->middle.Floor != NO_HEIGHT && coll->middle.Floor > -256)
item->pos.yPos += coll->middle.Floor;
Lara.moveAngle = item->pos.yRot;
}
}
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void lara_as_duckl(ITEM_INFO* item, COLL_INFO* coll)
{
/*state 105*/
/*collision: lara_col_ducklr*/
coll->enableSpaz = false;
if ((TrInput & (IN_DUCK | IN_LEFT)) != (IN_DUCK | IN_LEFT) || item->hitPoints <= 0)
item->goalAnimState = LS_CROUCH_IDLE;
item->pos.yRot -= ANGLE(1.5f);
}
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void lara_as_duckr(ITEM_INFO* item, COLL_INFO* coll)
{
/*state 106*/
/*collision: lara_col_ducklr*/
coll->enableSpaz = false;
if ((TrInput & (IN_DUCK | IN_RIGHT)) != (IN_DUCK | IN_RIGHT) || item->hitPoints <= 0)
item->goalAnimState = LS_CROUCH_IDLE;
item->pos.yRot += ANGLE(1.5f);
}
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void lara_col_ducklr(ITEM_INFO* item, COLL_INFO* coll)
{
/*state 105 and 106*/
/*state code: lara_as_duckl(105) and lara_col_ducklr(106)*/
// FIXED
Lara.isDucked = true;
if (TrInput & IN_LOOK)
LookUpDown();
item->gravityStatus = false;
item->fallspeed = 0;
Lara.moveAngle = item->pos.yRot;
coll->facing = item->pos.yRot;
coll->badPos = 384;
coll->badNeg = -STEPUP_HEIGHT;
coll->badCeiling = 0;
coll->slopesAreWalls = true;
GetCollisionInfo(coll, item->pos.xPos, item->pos.yPos, item->pos.zPos, item->roomNumber, 400);
if (LaraFallen(item, coll))
{
Lara.gunStatus = LG_NO_ARMS;
}
else if (!TestLaraSlide(item, coll))
{
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if (coll->middle.Ceiling < -362)
Lara.keepDucked = false;
else
Lara.keepDucked = true;
ShiftItem(item, coll);
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if (coll->middle.Floor != NO_HEIGHT)
item->pos.yPos += coll->middle.Floor;
}
}
/*crawling end*/
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void lara_col_crawl2hang(ITEM_INFO* item, COLL_INFO* coll)
{
Camera.targetAngle = 0;
Camera.targetElevation = -ANGLE(45.0f);
coll->enableSpaz = false;
coll->enableBaddiePush = false;
if (item->animNumber == LA_CRAWL_TO_HANG_END)
{
int edgeCatch;
int edge;
item->fallspeed = 512;
item->pos.yPos += 255;
coll->badPos = NO_BAD_POS;
coll->badNeg = -STEPUP_HEIGHT;
coll->badCeiling = BAD_JUMP_CEILING;
Lara.moveAngle = item->pos.yRot;
coll->facing = Lara.moveAngle;
GetCollisionInfo(coll, item->pos.xPos, item->pos.yPos, item->pos.zPos, item->roomNumber, 870);
edgeCatch = LaraTestEdgeCatch(item, coll, &edge);
if (edgeCatch)
{
if (edgeCatch >= 0 || LaraTestHangOnClimbWall(item, coll))
{
short angle = item->pos.yRot;
if (SnapToQuadrant(angle, 35))
{
BOUNDING_BOX* bounds;
if (TestHangSwingIn(item, angle))
{
Lara.headYrot = 0;
Lara.headXrot = 0;
Lara.torsoYrot = 0;
Lara.torsoXrot = 0;
item->animNumber = LA_JUMP_UP_TO_MONKEYSWING;
item->frameNumber = g_Level.Anims[item->animNumber].frameBase;
item->currentAnimState = LS_MONKEYSWING_IDLE;
item->goalAnimState = LS_MONKEYSWING_IDLE;
}
else
{
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if (TestHangFeet(item, angle))
{
item->animNumber = LA_REACH_TO_HANG;
item->frameNumber = g_Level.Anims[item->animNumber].frameBase;
item->currentAnimState = LS_HANG;
item->goalAnimState = LS_HANG_FEET;
}
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else
{
item->animNumber = LA_REACH_TO_HANG;
item->frameNumber = g_Level.Anims[item->animNumber].frameBase;
item->currentAnimState = LS_HANG;
item->goalAnimState = LS_HANG;
}
}
bounds = GetBoundsAccurate(item);
if (edgeCatch <= 0)
{
item->pos.yPos = edge - bounds->Y1;
}
else
{
/* item->pos.xPos += coll->shift.x;
item->pos.zPos += coll->shift.z;
@ORIGINAL_BUG: these two caused teleportation when Lara performed crawl2hang on triangulated geometry. replacing with shifts to the edges of blocks solved it*/
short angl = (unsigned short)(item->pos.yRot + ANGLE(45.0f)) / ANGLE(90.0f);
switch (angl)
{
case NORTH:
item->pos.zPos = (item->pos.zPos | (WALL_SIZE - 1)) - LARA_RAD;
break;
case EAST:
item->pos.xPos = (item->pos.xPos | (WALL_SIZE - 1)) - LARA_RAD;
break;
case SOUTH:
item->pos.zPos = (item->pos.zPos & -WALL_SIZE) + LARA_RAD;
break;
case WEST:
item->pos.xPos = (item->pos.xPos & -WALL_SIZE) + LARA_RAD;
break;
}
}
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item->pos.yPos += coll->front.Floor - bounds->Y1;
item->pos.yRot = angle;
item->gravityStatus = true;
item->speed = 2;
item->fallspeed = 1;
Lara.gunStatus = LG_HANDS_BUSY;
}
}
}
}
}