TombEngine/TR5Main/Objects/Generic/Object/generic_bridge.h

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#pragma once
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#include "Specific/phd_global.h"
#include "Specific/level.h"
#include "Game/items.h"
#include "Game/collision/floordata.h"
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using namespace TEN::Floordata;
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void InitialiseBridge(short itemNumber);
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int GetOffset(short angle, int x, int z);
template <int tilt>
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std::optional<int> BridgeFloor(short itemNumber, int x, int y, int z)
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{
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auto* item = &g_Level.Items[itemNumber];
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auto bboxHeight = GetBridgeItemIntersect(itemNumber, x, y, z, false);
if (bboxHeight.has_value() && tilt != 0)
{
const auto height = item->Position.yPos + tilt * (GetOffset(item->Position.yRot, x, z) / 4 + SECTOR(1) / 8);
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return std::optional{ height };
}
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return bboxHeight;
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}
template <int tilt>
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std::optional<int> BridgeCeiling(short itemNumber, int x, int y, int z)
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{
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auto* item = &g_Level.Items[itemNumber];
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auto bboxHeight = GetBridgeItemIntersect(itemNumber, x, y, z, true);
if (bboxHeight.has_value() && tilt != 0)
{
const auto height = item->Position.yPos + tilt * (GetOffset(item->Position.yRot, x, z) / 4 + SECTOR(1) / 8);
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return std::optional{ height + CLICK(1) }; // To be customized with Lua
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}
return bboxHeight;
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}
template <int tilt>
int BridgeFloorBorder(short itemNumber)
{
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return GetBridgeBorder(itemNumber, false);
}
template <int tilt>
int BridgeCeilingBorder(short itemNumber)
{
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return GetBridgeBorder(itemNumber, true);
}