TombEngine/TR5Main/Game/Lara/lara.cpp

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#include "framework.h"
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#include "Lara.h"
#include "lara_basic.h"
#include "lara_tests.h"
#include "lara_monkey.h"
#include "lara_crawl.h"
#include "lara_objects.h"
#include "lara_hang.h"
#include "lara_slide.h"
#include "lara_fire.h"
#include "lara_surface.h"
#include "lara_swim.h"
#include "lara_one_gun.h"
#include "lara_two_guns.h"
#include "lara_cheat.h"
#include "lara_climb.h"
#include "lara_initialise.h"
#include "motorbike.h"
#include "biggun.h"
#include "quad.h"
#include "snowmobile.h"
#include "jeep.h"
#include "boat.h"
#include "upv.h"
#include "kayak.h"
#include "minecart.h"
#include "animation.h"
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#include "GameFlowScript.h"
#include "health.h"
#include "flipeffect.h"
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#include "Sound\sound.h"
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#include "savegame.h"
#include "rope.h"
#include "rubberboat.h"
#include "misc.h"
#include "control\volume.h"
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#include "Renderer11.h"
#include "camera.h"
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#include "items.h"
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#ifdef NEW_INV
#include "newinv2.h"
#else
#include "inventory.h"
#endif
#include "Game/rope.h"
using namespace TEN::Game::Rope;
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using std::function;
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using TEN::Renderer::g_Renderer;
using namespace TEN::Control::Volumes;
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#ifndef NEW_INV
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extern Inventory g_Inventory;
#endif
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LaraInfo Lara;
ITEM_INFO* LaraItem;
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COLL_INFO LaraCollision = {};
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byte LaraNodeUnderwater[NUM_LARA_MESHES];
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function<LaraRoutineFunction> lara_control_routines[NUM_LARA_STATES + 1] =
{
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lara_as_walk,
lara_as_run,
lara_as_stop,
lara_as_forwardjump,
lara_void_func,//4
lara_as_fastback,//5
lara_as_turn_r,//6
lara_as_turn_l,//7
lara_as_death,//8
lara_as_fastfall,
lara_as_hang,
lara_as_reach,
lara_as_splat,
lara_as_tread,
lara_void_func,
lara_as_compress,//15
lara_as_back,//16
lara_as_swim,//17
lara_as_glide,//18
lara_as_null,//19
lara_as_fastturn,//20
lara_as_stepright,//21
lara_as_stepleft,//22
lara_void_func,
lara_as_slide,//24
lara_as_backjump,//25
lara_as_rightjump,//26
lara_as_leftjump,//27
lara_as_upjump,//28
lara_as_fallback,//29
lara_as_hangleft,//30
lara_as_hangright,//31
lara_as_slideback,//32
lara_as_surftread,
lara_as_surfswim,
lara_as_dive,
lara_as_pushblock,//36
lara_as_pullblock,//37
lara_as_ppready,//38
lara_as_pickup,//39
lara_as_switchon,//40
lara_as_switchoff,//41
lara_as_usekey,//42
lara_as_usepuzzle,//43
lara_as_uwdeath,//44
lara_void_func,//45
lara_as_special,//46
lara_as_surfback,//47
lara_as_surfleft,//48
lara_as_surfright,//49
lara_void_func,//50
lara_void_func,//51
lara_as_swandive,//52
lara_as_fastdive,//53
lara_as_gymnast,//54
lara_as_waterout,
lara_as_climbstnc,
lara_as_climbing,
lara_as_climbleft,
lara_as_climbend,
lara_as_climbright,
lara_as_climbdown,//
lara_void_func,
lara_void_func,
lara_void_func,
lara_as_wade,//65
lara_as_waterroll,//66
lara_as_pickupflare,//67
lara_void_func,//68
lara_void_func,//69
lara_as_deathslide,//70
lara_as_duck,//71
lara_as_crouch_roll,//72
lara_as_dash,
lara_as_dashdive,
lara_as_hang2,
lara_as_monkeyswing,
lara_as_monkeyl,
lara_as_monkeyr,
lara_as_monkey180,
lara_as_all4s,//80
lara_as_crawl,//81
lara_as_hangturnl,
lara_as_hangturnr,
lara_as_all4turnl,//84
lara_as_all4turnr,//85
lara_as_crawlb,//86
lara_as_null,
lara_as_null,
lara_as_controlled,
lara_as_ropel,
lara_as_roper,
lara_as_controlled,
lara_as_controlled,
lara_as_controlled,
lara_as_controlledl,
lara_as_controlledl,
lara_as_controlled,
lara_as_pickup,//98
lara_as_null,//99
lara_as_null,//100
lara_as_null,//101
lara_as_poleleft,//102
lara_as_poleright,//103
lara_as_pulley,//104
lara_as_duckl,//105
lara_as_duckr,//106
lara_as_extcornerl,//107
lara_as_extcornerr,//108
lara_as_intcornerl,//109
lara_as_intcornerr,//110
lara_as_rope,//111
lara_as_climbrope,//112
lara_as_climbroped,//113
lara_as_rope,//114
lara_as_rope,//115
lara_void_func,
lara_as_controlled,
lara_as_swimcheat,
lara_as_trpose,//119
lara_as_null,//120
lara_as_trwalk,//121
lara_as_trfall,//122
lara_as_trfall,//123
lara_as_null,//124
#ifdef NEW_TIGHTROPE
lara_as_trexit,//125
#else // !NEW_TIGHTROPE
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lara_as_null,//125
#endif
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lara_as_switchon,//126
lara_as_null,//127
lara_as_parallelbars,//128
lara_as_pbleapoff,//129
lara_as_null,//130
lara_as_null,//131
lara_as_null,//132
lara_as_null,//133
lara_as_null,//134
lara_as_null,//135
lara_as_null,//136
lara_as_null,//137
lara_as_null,//138
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lara_as_null,//ara_as_hang_feet,//139
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lara_as_hang_feet_shimmyr,//140
lara_as_hang_feet_shimmyl,//141
lara_as_hang_feet_inRcorner,//142
lara_as_hang_feet_inLcorner,//143
lara_as_hang_feet_outRcorner,//144
lara_as_hang_feet_outLcorner,//145
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lara_as_controlledl,
lara_as_null,
lara_as_null,
lara_as_null,
lara_as_stepoff_left,
lara_as_stepoff_right
};
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function<LaraRoutineFunction> lara_collision_routines[NUM_LARA_STATES + 1] = {
lara_col_walk,
lara_col_run,
lara_col_stop,
lara_col_forwardjump,
lara_col_pose,
lara_col_fastback,
lara_col_turn_r,
lara_col_turn_l,
lara_col_death,
lara_col_fastfall,
lara_col_hang,
lara_col_reach,
lara_col_splat,
lara_col_tread,
lara_col_land,
lara_col_compress,
lara_col_back,
lara_col_swim,
lara_col_glide,
lara_default_col,
lara_col_fastturn,
lara_col_stepright,
lara_col_stepleft,
lara_col_roll2,
lara_col_slide,
lara_col_backjump,
lara_col_rightjump,
lara_col_leftjump,
lara_col_upjump,
lara_col_fallback,
lara_col_hangleft,
lara_col_hangright,
lara_col_slideback,
lara_col_surftread,
lara_col_surfswim,
lara_col_dive,
lara_default_col,
lara_default_col,
lara_default_col,
lara_default_col,
lara_default_col,
lara_default_col,
lara_default_col,
lara_default_col,
lara_col_uwdeath,
lara_col_roll,
lara_void_func,
lara_col_surfback,
lara_col_surfleft,
lara_col_surfright,
lara_void_func,
lara_void_func,
lara_col_swandive,
lara_col_fastdive,
lara_default_col,
lara_default_col,
lara_col_climbstnc,
lara_col_climbing,
lara_col_climbleft,
lara_col_climbend,
lara_col_climbright,
lara_col_climbdown,
lara_void_func,
lara_void_func,
lara_void_func,
lara_col_wade,
lara_col_waterroll,
lara_default_col,
lara_void_func,
lara_void_func,
lara_void_func,
lara_col_duck,
lara_col_crouch_roll,
lara_col_dash,
lara_col_dashdive,
lara_col_hang2,
lara_col_monkeyswing,
lara_col_monkeyl,
lara_col_monkeyr,
lara_col_monkey180,
lara_col_all4s,
lara_col_crawl,
lara_col_hangturnlr,
lara_col_hangturnlr,
lara_col_all4turnlr,
lara_col_all4turnlr,
lara_col_crawlb,
lara_void_func,
lara_col_crawl2hang,
lara_default_col,
lara_void_func,
lara_void_func,
lara_default_col,
lara_void_func,
lara_void_func,
lara_col_turnswitch,
lara_void_func,
lara_void_func,
lara_default_col,
lara_col_polestat,
lara_col_poleup,
lara_col_poledown,
lara_void_func,
lara_void_func,
lara_default_col,
lara_col_ducklr,
lara_col_ducklr,
lara_default_col,
lara_default_col,
lara_default_col,
lara_default_col,
lara_col_rope,
lara_void_func,
lara_void_func,
lara_col_ropefwd,
lara_col_ropefwd,
lara_void_func,
lara_void_func,
lara_col_swim,
lara_default_col,
lara_default_col,
lara_default_col,
lara_default_col,
lara_default_col,
lara_default_col,
lara_default_col,
lara_default_col,
lara_default_col,
lara_default_col,
lara_default_col,
lara_void_func,
lara_void_func,
lara_void_func,
lara_void_func,
lara_void_func,
lara_void_func,
lara_void_func,
lara_void_func,
lara_void_func,
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lara_col_hang_feet,
lara_col_hang_feet_shimmyr,
lara_col_hang_feet_shimmyl,
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lara_default_col,
lara_default_col,
lara_default_col,
lara_default_col,
lara_void_func,
lara_void_func,
lara_void_func,
lara_void_func,
lara_default_col,
lara_default_col
};
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void LaraControl(short itemNumber)
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{
ITEM_INFO* item = LaraItem;
LaraCheatyBits();
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if (Lara.hasFired)
{
AlertNearbyGuards(LaraItem);
Lara.hasFired = false;
}
if (Lara.poisoned)
{
if (Lara.poisoned > 4096)
Lara.poisoned = 4096;
if (Lara.poisoned >= 256 && !(Wibble & 0xFF))
LaraItem->hitPoints -= Lara.poisoned >> 8;
}
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if (Lara.isMoving)
{
if (Lara.moveCount > 90)
{
Lara.isMoving = false;
Lara.gunStatus = LG_NO_ARMS;
}
++Lara.moveCount;
}
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if (!Lara.uncontrollable)
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Lara.locationPad = 128;
int oldX = LaraItem->pos.xPos;
int oldY = LaraItem->pos.yPos;
int oldZ = LaraItem->pos.zPos;
if (Lara.gunStatus == LG_HANDS_BUSY &&
LaraItem->currentAnimState == LS_STOP &&
LaraItem->goalAnimState == LS_STOP &&
LaraItem->animNumber == LA_STAND_IDLE &&
!LaraItem->gravityStatus)
{
Lara.gunStatus = LG_NO_ARMS;
}
if (item->currentAnimState != LS_SPRINT && DashTimer < 120)
DashTimer++;
Lara.isDucked = false;
bool isWater = g_Level.Rooms[item->roomNumber].flags & (ENV_FLAG_WATER | ENV_FLAG_SWAMP);
int wd = GetWaterDepth(item->pos.xPos, item->pos.yPos, item->pos.zPos, item->roomNumber);
int wh = GetWaterHeight(item->pos.xPos, item->pos.yPos, item->pos.zPos, item->roomNumber);
int hfw;
if (wh != NO_HEIGHT)
hfw = item->pos.yPos - wh;
else
hfw = NO_HEIGHT;
Lara.waterSurfaceDist = -hfw;
if (Lara.Vehicle == NO_ITEM)
WadeSplash(item, wh, wd);
short roomNumber;
if (Lara.Vehicle == NO_ITEM && Lara.ExtraAnim == -1)
{
switch (Lara.waterStatus)
{
case LW_ABOVE_WATER:
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if (hfw != NO_HEIGHT && hfw >= WADE_DEPTH)
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{
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if (wd <= SWIM_DEPTH - STEP_SIZE)
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{
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Lara.waterStatus = LW_WADE;
if (!(item->gravityStatus))
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{
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item->goalAnimState = LS_STOP;
}
else if (isWater & ENV_FLAG_SWAMP)
{
if (item->currentAnimState == LS_SWANDIVE_START
|| item->currentAnimState == LS_SWANDIVE_END) // Is Lara swan-diving?
item->pos.yPos = wh + 1000;
item->goalAnimState = LS_WADE_FORWARD;
item->currentAnimState = LS_WADE_FORWARD;
item->animNumber = LA_WADE;
item->frameNumber = GF(LA_WADE, 0);
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}
}
else if (!(isWater & ENV_FLAG_SWAMP))
{
Lara.air = 1800;
Lara.waterStatus = LW_UNDERWATER;
item->gravityStatus = false;
item->pos.yPos += 100;
UpdateItemRoom(LaraItem, 0);
StopSoundEffect(SFX_TR4_LARA_FALL);
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if (item->currentAnimState == LS_SWANDIVE_START)
{
item->pos.xRot = -ANGLE(45);
item->goalAnimState = LS_DIVE;
AnimateLara(item);
item->fallspeed *= 2;
}
else if (item->currentAnimState == LS_SWANDIVE_END)
{
item->pos.xRot = -ANGLE(85);
item->goalAnimState = LS_DIVE;
AnimateLara(item);
item->fallspeed *= 2;
}
else
{
item->pos.xRot = -ANGLE(45);
item->animNumber = LA_FREEFALL_DIVE;
item->frameNumber = g_Level.Anims[item->animNumber].frameBase;
item->currentAnimState = LS_DIVE;
item->goalAnimState = LS_UNDERWATER_FORWARD;
item->fallspeed = 3 * item->fallspeed / 2;
}
Lara.torsoYrot = 0;
Lara.torsoXrot = 0;
Lara.headYrot = 0;
Lara.headXrot = 0;
Splash(LaraItem);
}
Camera.targetElevation = -ANGLE(22);
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if (hfw >= WADE_DEPTH)
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{
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if (hfw > SWIM_DEPTH)
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{
Lara.waterStatus = LW_SURFACE;
item->pos.yPos += 1 - hfw;
switch (item->currentAnimState)
{
case LS_WALK_BACK:
item->animNumber = LA_ONWATER_IDLE_TO_SWIM_BACK;
item->frameNumber = g_Level.Anims[item->animNumber].frameBase;
item->goalAnimState = LS_ONWATER_BACK;
item->currentAnimState = LS_ONWATER_BACK;
break;
case LS_STEP_RIGHT:
item->animNumber = LA_ONWATER_SWIM_RIGHT;
item->frameNumber = g_Level.Anims[item->animNumber].frameBase;
item->goalAnimState = LS_ONWATER_RIGHT;
item->currentAnimState = LS_ONWATER_RIGHT;
break;
case LS_STEP_LEFT:
item->animNumber = LA_ONWATER_SWIM_LEFT;
item->frameNumber = g_Level.Anims[item->animNumber].frameBase;
item->goalAnimState = LS_ONWATER_LEFT;
item->currentAnimState = LS_ONWATER_LEFT;
break;
default:
item->animNumber = LA_ONWATER_SWIM;
item->frameNumber = g_Level.Anims[item->animNumber].frameBase;
item->goalAnimState = LS_ONWATER_FORWARD;
item->currentAnimState = LS_ONWATER_FORWARD;
break;
}
item->gravityStatus = false;
item->fallspeed = 0;
Lara.diveCount = 0;
LaraItem->pos.zRot = 0;
LaraItem->pos.xRot = 0;
Lara.torsoYrot = 0;
Lara.torsoXrot = 0;
Lara.headYrot = 0;
Lara.headXrot = 0;
UpdateItemRoom(item, 0);
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}
}
else
{
LaraItem->roomNumber;
Lara.waterStatus = LW_ABOVE_WATER;
if (item->currentAnimState == LS_WADE_FORWARD)
item->goalAnimState = LS_RUN_FORWARD;
}
}
break;
case LW_UNDERWATER:
roomNumber = item->roomNumber;
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GetFloor(item->pos.xPos, item->pos.yPos - STEP_SIZE, item->pos.zPos, &roomNumber);
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if (wd == DEEP_WATER
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|| abs(hfw) >= STEP_SIZE
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|| g_Level.Rooms[roomNumber].flags & ENV_FLAG_WATER
|| item->animNumber == LA_UNDERWATER_RESURFACE
|| item->animNumber == LA_ONWATER_DIVE)
{
if (!isWater)
{
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if (wd == DEEP_WATER || abs(hfw) >= STEP_SIZE)
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{
Lara.waterStatus = LW_ABOVE_WATER;
item->animNumber = LA_FALL_START;
item->frameNumber = g_Level.Anims[item->animNumber].frameBase;
item->goalAnimState = LS_JUMP_FORWARD;
item->currentAnimState = LS_JUMP_FORWARD;
item->speed = item->fallspeed / 4;
item->gravityStatus = true;
item->fallspeed = 0;
LaraItem->pos.zRot = 0;
LaraItem->pos.xRot = 0;
Lara.torsoYrot = 0;
Lara.torsoXrot = 0;
Lara.headYrot = 0;
Lara.headXrot = 0;
}
else
{
Lara.waterStatus = LW_SURFACE;
item->pos.yPos = wh;
item->animNumber = LA_UNDERWATER_RESURFACE;
item->frameNumber = g_Level.Anims[item->animNumber].frameBase;
item->goalAnimState = LS_ONWATER_STOP;
item->currentAnimState = LS_ONWATER_STOP;
item->fallspeed = 0;
Lara.diveCount = 11;
LaraItem->pos.zRot = 0;
LaraItem->pos.xRot = 0;
Lara.torsoYrot = 0;
Lara.torsoXrot = 0;
Lara.headYrot = 0;
Lara.headXrot = 0;
UpdateItemRoom(item, -381);
SoundEffect(SFX_TR4_LARA_BREATH, &LaraItem->pos, 2);
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}
}
}
else
{
Lara.waterStatus = LW_SURFACE;
item->pos.yPos = wh + 1;
item->animNumber = LA_UNDERWATER_RESURFACE;
item->frameNumber = g_Level.Anims[item->animNumber].frameBase;
item->goalAnimState = LS_ONWATER_STOP;
item->currentAnimState = LS_ONWATER_STOP;
item->fallspeed = 0;
Lara.diveCount = 11;
LaraItem->pos.zRot = 0;
LaraItem->pos.xRot = 0;
Lara.torsoYrot = 0;
Lara.torsoXrot = 0;
Lara.headYrot = 0;
Lara.headXrot = 0;
UpdateItemRoom(item, 0);
SoundEffect(SFX_TR4_LARA_BREATH, &LaraItem->pos, 2);
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}
break;
case LW_SURFACE:
if (!isWater)
{
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if (hfw <= WADE_DEPTH)
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{
Lara.waterStatus = LW_ABOVE_WATER;
item->animNumber = LA_FALL_START;
item->frameNumber = g_Level.Anims[item->animNumber].frameBase;
item->goalAnimState = LS_JUMP_FORWARD;
item->currentAnimState = LS_JUMP_FORWARD;
item->speed = item->fallspeed / 4;
item->gravityStatus = true;
}
else
{
Lara.waterStatus = LW_WADE;
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item->animNumber = LA_STAND_IDLE;
item->frameNumber = g_Level.Anims[item->animNumber].frameBase;
item->goalAnimState = LS_WADE_FORWARD;
item->currentAnimState = LS_STOP;
AnimateItem(item);
}
item->fallspeed = 0;
LaraItem->pos.zRot = 0;
LaraItem->pos.xRot = 0;
Lara.torsoYrot = 0;
Lara.torsoXrot = 0;
Lara.headYrot = 0;
Lara.headXrot = 0;
}
break;
case LW_WADE:
Camera.targetElevation = -ANGLE(22);
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if (hfw >= WADE_DEPTH)
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{
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if (hfw > SWIM_DEPTH && !(isWater & ENV_FLAG_SWAMP))
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{
Lara.waterStatus = LW_SURFACE;
item->pos.yPos += 1 - hfw;
switch (item->currentAnimState)
{
case LS_WALK_BACK:
item->animNumber = LA_ONWATER_IDLE_TO_SWIM_BACK;
item->frameNumber = g_Level.Anims[item->animNumber].frameBase;
item->goalAnimState = LS_ONWATER_BACK;
item->currentAnimState = LS_ONWATER_BACK;
break;
case LS_STEP_RIGHT:
item->animNumber = LA_ONWATER_SWIM_RIGHT;
item->frameNumber = g_Level.Anims[item->animNumber].frameBase;
item->goalAnimState = LS_ONWATER_RIGHT;
item->currentAnimState = LS_ONWATER_RIGHT;
break;
case LS_STEP_LEFT:
item->animNumber = LA_ONWATER_SWIM_LEFT;
item->frameNumber = g_Level.Anims[item->animNumber].frameBase;
item->goalAnimState = LS_ONWATER_LEFT;
item->currentAnimState = LS_ONWATER_LEFT;
break;
default:
item->animNumber = LA_ONWATER_SWIM;
item->frameNumber = g_Level.Anims[item->animNumber].frameBase;
item->goalAnimState = LS_ONWATER_FORWARD;
item->currentAnimState = LS_ONWATER_FORWARD;
break;
}
item->gravityStatus = false;
item->fallspeed = 0;
Lara.diveCount = 0;
LaraItem->pos.zRot = 0;
LaraItem->pos.xRot = 0;
Lara.torsoYrot = 0;
Lara.torsoXrot = 0;
Lara.headYrot = 0;
Lara.headXrot = 0;
UpdateItemRoom(item, 0);
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}
}
else
{
Lara.waterStatus = LW_ABOVE_WATER;
if (item->currentAnimState == LS_WADE_FORWARD)
item->goalAnimState = LS_RUN_FORWARD;
}
break;
}
}
if (item->hitPoints <= 0)
{
item->hitPoints = -1;
if (Lara.deathCount == 0)
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StopSoundTracks();
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Lara.deathCount++;
if ((LaraItem->flags & 0x100))
{
Lara.deathCount++;
return;
}
}
switch (Lara.waterStatus)
{
case LW_ABOVE_WATER:
case LW_WADE:
if ((g_Level.Rooms[item->roomNumber].flags & ENV_FLAG_SWAMP)
&& Lara.waterSurfaceDist < -775)
{
if (item->hitPoints >= 0)
{
Lara.air -= 6;
if (Lara.air < 0)
{
Lara.air = -1;
item->hitPoints -= 10;
}
}
}
else if (Lara.air < 1800 && item->hitPoints >= 0)
{
if (Lara.Vehicle == NO_ITEM) // only for the upv !!
{
Lara.air += 10;
if (Lara.air > 1800)
Lara.air = 1800;
}
}
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LaraAboveWater(item, &LaraCollision);
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break;
case LW_UNDERWATER:
if (item->hitPoints >= 0)
{
if (LaraDrawType == LARA_TYPE::DIVESUIT)
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{
/* Hardcoded code */
}
else
{
Lara.air--;
}
if (Lara.air < 0)
{
// if (LaraDrawType == LARA_TYPE::DIVESUIT && Lara.anxiety < 251)
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// Lara.anxiety += 4;
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Lara.air = -1;
item->hitPoints -= 5;
}
}
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LaraUnderWater(item, &LaraCollision);
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break;
case LW_SURFACE:
if (item->hitPoints >= 0)
{
Lara.air += 10;
if (Lara.air > 1800)
Lara.air = 1800;
}
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LaraSurface(item, &LaraCollision);
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break;
case LW_FLYCHEAT:
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LaraCheat(item, &LaraCollision);
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break;
}
Savegame.Game.Distance += sqrt(
SQUARE(item->pos.xPos - oldX) +
SQUARE(item->pos.yPos - oldY) +
SQUARE(item->pos.zPos - oldZ));
}
void LaraAboveWater(ITEM_INFO* item, COLL_INFO* coll)
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{
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coll->Setup.OldPosition.x = item->pos.xPos;
coll->Setup.OldPosition.y = item->pos.yPos;
coll->Setup.OldPosition.z = item->pos.zPos;
coll->Setup.OldAnimState = item->currentAnimState;
coll->Setup.EnableObjectPush = true;
coll->Setup.EnableSpaz = true;
coll->Setup.SlopesAreWalls = false;
coll->Setup.SlopesArePits = false;
coll->Setup.DeathFlagIsPit = false;
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coll->Setup.OldAnimNumber = item->animNumber;
coll->Setup.OldFrameNumber = item->frameNumber;
coll->Setup.Radius = LARA_RAD;
coll->Setup.Height = LARA_HEIGHT;
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if ((TrInput & IN_LOOK) && Lara.ExtraAnim == NO_ITEM && Lara.look)
LookLeftRight();
else
ResetLook();
Lara.look = true;
UpdateItemRoom(item, -LARA_HEIGHT / 2);
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// Process Vehicles
if (Lara.Vehicle != NO_ITEM)
{
switch (g_Level.Items[Lara.Vehicle].objectNumber)
{
case ID_QUAD:
if (QuadBikeControl())
return;
break;
case ID_JEEP:
if (JeepControl())
return;
break;
case ID_MOTORBIKE:
if (MotorbikeControl())
return;
break;
case ID_KAYAK:
if (KayakControl())
return;
break;
case ID_SNOWMOBILE:
if (SkidooControl())
return;
break;
case ID_UPV:
if (SubControl())
return;
break;
case ID_MINECART:
if (MineCartControl())
return;
break;
case ID_BIGGUN:
if (BigGunControl(coll))
return;
break;
default:
// Boats are processed like normal items in loop
LaraGun();
return;
}
}
// Handle current Lara status
lara_control_routines[item->currentAnimState](item, coll);
if (item->pos.zRot >= -ANGLE(1.0f) && item->pos.zRot <= ANGLE(1.0f))
item->pos.zRot = 0;
else if (item->pos.zRot < -ANGLE(1.0f))
item->pos.zRot += ANGLE(1.0f);
else
item->pos.zRot -= ANGLE(1.0f);
if (Lara.turnRate >= -ANGLE(2.0f) && Lara.turnRate <= ANGLE(2.0f))
Lara.turnRate = 0;
else if (Lara.turnRate < -ANGLE(2.0f))
Lara.turnRate += ANGLE(2.0f);
else
Lara.turnRate -= ANGLE(2.0f);
item->pos.yRot += Lara.turnRate;
// Animate Lara
AnimateLara(item);
if (Lara.ExtraAnim == -1)
{
// Check for collision with items
DoObjectCollision(item, coll);
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// Handle Lara collision
if (Lara.Vehicle == NO_ITEM)
lara_collision_routines[item->currentAnimState](item, coll);
}
//if (Lara.gunType == WEAPON_CROSSBOW && !LaserSight)
// TrInput &= ~IN_ACTION;
// Handle weapons
LaraGun();
// Test for flags & triggers
ProcessSectorFlags(item);
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TestTriggers(item, false);
TestVolumes(item);
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}
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void LaraUnderWater(ITEM_INFO* item, COLL_INFO* coll)
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{
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coll->Setup.BadHeightDown = 32512;
coll->Setup.BadHeightUp = -400;
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coll->Setup.BadCeilingHeight = 400;
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coll->Setup.OldPosition.x = item->pos.xPos;
coll->Setup.OldPosition.y = item->pos.yPos;
coll->Setup.OldPosition.z = item->pos.zPos;
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coll->Setup.SlopesAreWalls = false;
coll->Setup.SlopesArePits = false;
coll->Setup.DeathFlagIsPit = false;
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coll->Setup.EnableObjectPush = true;
coll->Setup.EnableSpaz = false;
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coll->Setup.Radius = LARA_RAD_UNDERWATER;
coll->Setup.Height = LARA_HEIGHT;
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if (TrInput & IN_LOOK && Lara.look)
LookLeftRight();
else
ResetLook();
Lara.look = true;
lara_control_routines[item->currentAnimState](item, coll);
if (LaraDrawType == LARA_TYPE::DIVESUIT)
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{
if (Lara.turnRate < -ANGLE(0.5))
{
Lara.turnRate += ANGLE(0.5);
}
else if (Lara.turnRate > ANGLE(0.5))
{
Lara.turnRate -= ANGLE(0.5);
}
else
{
Lara.turnRate = 0;
}
}
else if (Lara.turnRate < -ANGLE(2))
{
Lara.turnRate += ANGLE(2);
}
else if (Lara.turnRate > ANGLE(2))
{
Lara.turnRate -= ANGLE(2);
}
else
{
Lara.turnRate = 0;
}
item->pos.yRot += Lara.turnRate;
if (LaraDrawType == LARA_TYPE::DIVESUIT)
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UpdateSubsuitAngles();
if (item->pos.zRot < -ANGLE(2))
item->pos.zRot += ANGLE(2);
else if (item->pos.zRot > ANGLE(2))
item->pos.zRot -= ANGLE(2);
else
item->pos.zRot = 0;
if (item->pos.xRot < -ANGLE(85))
item->pos.xRot = -ANGLE(85);
else if (item->pos.xRot > ANGLE(85))
item->pos.xRot = ANGLE(85);
if (LaraDrawType == LARA_TYPE::DIVESUIT)
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{
if (item->pos.zRot > ANGLE(44))
item->pos.zRot = ANGLE(44);
else if (item->pos.zRot < -ANGLE(44))
item->pos.zRot = -ANGLE(44);
}
else
{
if (item->pos.zRot > ANGLE(22))
item->pos.zRot = ANGLE(22);
else if (item->pos.zRot < -ANGLE(22))
item->pos.zRot = -ANGLE(22);
}
if (Lara.currentActive && Lara.waterStatus != LW_FLYCHEAT)
LaraWaterCurrent(coll);
AnimateLara(item);
item->pos.xPos += phd_cos(item->pos.xRot) * item->fallspeed * phd_sin(item->pos.yRot) / 4;
item->pos.yPos -= item->fallspeed * phd_sin(item->pos.xRot) / 4;
item->pos.zPos += phd_cos(item->pos.xRot) * item->fallspeed * phd_cos(item->pos.yRot) / 4;
DoObjectCollision(item, coll);
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if (/*Lara.ExtraAnim == -1 &&*/ Lara.Vehicle == NO_ITEM)
lara_collision_routines[item->currentAnimState](item, coll);
UpdateItemRoom(item, 0);
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LaraGun();
ProcessSectorFlags(item);
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TestTriggers(item, false);
TestVolumes(item);
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}
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void LaraSurface(ITEM_INFO* item, COLL_INFO* coll)
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{
Camera.targetElevation = -ANGLE(22);
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coll->Setup.BadHeightDown = 32512;
coll->Setup.BadHeightUp = -128;
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coll->Setup.BadCeilingHeight = 100;
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coll->Setup.OldPosition.x = item->pos.xPos;
coll->Setup.OldPosition.y = item->pos.yPos;
coll->Setup.OldPosition.z = item->pos.zPos;
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coll->Setup.SlopesAreWalls = false;
coll->Setup.SlopesArePits = false;
coll->Setup.DeathFlagIsPit = false;
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coll->Setup.EnableObjectPush = false;
coll->Setup.EnableSpaz = false;
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coll->Setup.Radius = LARA_RAD;
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coll->Setup.Height = LARA_HEIGHT_SURFACE;
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if (TrInput & IN_LOOK && Lara.look)
LookLeftRight();
else
ResetLook();
Lara.look = true;
lara_control_routines[item->currentAnimState](item, coll);
if (item->pos.zRot >= -ANGLE(2) && item->pos.zRot <= ANGLE(2))
item->pos.zRot = 0;
else if (item->pos.zRot < 0)
item->pos.zRot += ANGLE(2);
else
item->pos.zRot -= ANGLE(2);
if (Lara.currentActive && Lara.waterStatus != LW_FLYCHEAT)
LaraWaterCurrent(coll);
AnimateLara(item);
item->pos.xPos += item->fallspeed * phd_sin(Lara.moveAngle) / 4;
item->pos.zPos += item->fallspeed * phd_cos(Lara.moveAngle) / 4;
DoObjectCollision(item, coll);
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if (Lara.Vehicle == NO_ITEM)
lara_collision_routines[item->currentAnimState](item, coll);
UpdateItemRoom(item, 100);
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LaraGun();
ProcessSectorFlags(item);
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TestTriggers(item, false);
TestVolumes(item);
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}
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void LaraCheat(ITEM_INFO* item, COLL_INFO* coll)
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{
LaraItem->hitPoints = 1000;
LaraUnderWater(item, coll);
if (TrInput & IN_WALK && !(TrInput & IN_LOOK))
{
if (g_Level.Rooms[item->roomNumber].flags & ENV_FLAG_WATER ||
(Lara.waterSurfaceDist > 0 &&
Lara.waterSurfaceDist != NO_HEIGHT))
{
Lara.waterStatus = LW_UNDERWATER;
item->animNumber = LA_UNDERWATER_IDLE;
item->frameNumber = g_Level.Anims[item->animNumber].frameBase;
item->currentAnimState = LS_UNDERWATER_STOP;
item->goalAnimState = LS_UNDERWATER_STOP;
Lara.torsoYrot = 0;
Lara.torsoXrot = 0;
Lara.headYrot = 0;
Lara.headXrot = 0;
}
else
{
Lara.waterStatus = LW_ABOVE_WATER;
item->animNumber = LA_STAND_SOLID;
item->frameNumber = g_Level.Anims[item->animNumber].frameBase;
item->pos.zRot = 0;
item->pos.xRot = 0;
Lara.torsoYrot = 0;
Lara.torsoXrot = 0;
Lara.headYrot = 0;
Lara.headXrot = 0;
}
Lara.gunStatus = LG_NO_ARMS;
LaraInitialiseMeshes();
LaraItem->hitPoints = 1000;
}
}
void AnimateLara(ITEM_INFO* item)
{
item->frameNumber++;
ANIM_STRUCT* anim = &g_Level.Anims[item->animNumber];
if (anim->numberChanges > 0 && GetChange(item, anim))
{
anim = &g_Level.Anims[item->animNumber];
item->currentAnimState = anim->currentAnimState;
}
if (item->frameNumber > anim->frameEnd)
{
if (anim->numberCommands > 0)
{
short* cmd = &g_Level.Commands[anim->commandIndex];
for (int i = anim->numberCommands; i > 0; i--)
{
switch (*(cmd++))
{
case COMMAND_MOVE_ORIGIN:
TranslateItem(item, cmd[0], cmd[1], cmd[2]);
UpdateItemRoom(item, -LARA_HEIGHT / 2);
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cmd += 3;
break;
case COMMAND_JUMP_VELOCITY:
item->fallspeed = *(cmd++);
item->speed = *(cmd++);
item->gravityStatus = true;
if (Lara.calcFallSpeed)
{
item->fallspeed = Lara.calcFallSpeed;
Lara.calcFallSpeed = 0;
}
break;
case COMMAND_ATTACK_READY:
if (Lara.gunStatus != LG_SPECIAL)
Lara.gunStatus = LG_NO_ARMS;
break;
case COMMAND_SOUND_FX:
case COMMAND_EFFECT:
cmd += 2;
break;
default:
break;
}
}
}
item->animNumber = anim->jumpAnimNum;
item->frameNumber = anim->jumpFrameNum;
anim = &g_Level.Anims[item->animNumber];
item->currentAnimState = anim->currentAnimState;
}
if (anim->numberCommands > 0)
{
short* cmd = &g_Level.Commands[anim->commandIndex];
int flags;
int effectID = 0;
for (int i = anim->numberCommands; i > 0; i--)
{
switch (*(cmd++))
{
case COMMAND_MOVE_ORIGIN:
cmd += 3;
break;
case COMMAND_JUMP_VELOCITY:
cmd += 2;
break;
case COMMAND_SOUND_FX:
if (item->frameNumber != *cmd)
{
cmd += 2;
break;
}
flags = cmd[1] & 0xC000;
if (flags == SFX_LANDANDWATER ||
(flags == SFX_LANDONLY && (Lara.waterSurfaceDist >= 0 || Lara.waterSurfaceDist == NO_HEIGHT)) ||
(flags == SFX_WATERONLY && Lara.waterSurfaceDist < 0 && Lara.waterSurfaceDist != NO_HEIGHT && !(g_Level.Rooms[LaraItem->roomNumber].flags & ENV_FLAG_SWAMP)))
{
SoundEffect(cmd[1] & 0x3FFF, &item->pos, 2);
}
cmd += 2;
break;
case COMMAND_EFFECT:
if (item->frameNumber != *cmd)
{
cmd += 2;
break;
}
FXType = cmd[1] & 0xC000;
effectID = cmd[1] & 0x3FFF;
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DoFlipEffect(effectID, item);
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cmd += 2;
break;
default:
break;
}
}
}
int lateral = anim->Xvelocity;
if (anim->Xacceleration)
lateral += anim->Xacceleration * (item->frameNumber - anim->frameBase);
lateral >>= 16;
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if (item->gravityStatus) // If gravity ON (Do Up/Down movement)
{
if (g_Level.Rooms[item->roomNumber].flags & ENV_FLAG_SWAMP)
{
item->speed -= item->speed >> 3;
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if (abs(item->speed) < 8)
{
item->speed = 0;
item->gravityStatus = false;
}
if (item->fallspeed > 128)
item->fallspeed /= 2;
item->fallspeed -= item->fallspeed / 4;
if (item->fallspeed < 4)
item->fallspeed = 4;
item->pos.yPos += item->fallspeed;
}
else
{
int velocity = (anim->velocity + anim->acceleration * (item->frameNumber - anim->frameBase - 1));
item->speed -= velocity >> 16;
item->speed += (velocity + anim->acceleration) >> 16;
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item->fallspeed += (item->fallspeed >= 128 ? 1 : GRAVITY);
item->pos.yPos += item->fallspeed;
}
}
else // if on the Ground...
{
int velocity;
if (Lara.waterStatus == LW_WADE && g_Level.Rooms[item->roomNumber].flags & ENV_FLAG_SWAMP)
{
velocity = (anim->velocity >> 1);
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if (anim->acceleration)
velocity += (anim->acceleration * (item->frameNumber - anim->frameBase)) >> 2;
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}
else
{
velocity = anim->velocity;
if (anim->acceleration)
velocity += anim->acceleration * (item->frameNumber - anim->frameBase);
}
item->speed = velocity >> 16;
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}
if (Lara.ropePtr != -1)
DelAlignLaraToRope(item);
if (!Lara.isMoving) // TokyoSU: i dont know why but it's wreid, in TR3 only the 2 first line there is used and worked fine !
{
item->pos.xPos += item->speed * phd_sin(Lara.moveAngle);
item->pos.zPos += item->speed * phd_cos(Lara.moveAngle);
item->pos.xPos += lateral * phd_sin(Lara.moveAngle + ANGLE(90));
item->pos.zPos += lateral * phd_cos(Lara.moveAngle + ANGLE(90));
}
// Update matrices
g_Renderer.updateLaraAnimations(true);
}