TombEngine/TR5Main/Game/control/trigger.cpp

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#include "framework.h"
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#include "Game/control/trigger.h"
#include "Game/camera.h"
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#include "Game/collision/floordata.h"
#include "Game/control/flipeffect.h"
#include "Game/control/box.h"
#include "Game/control/lot.h"
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#include "Game/effects/lara_fx.h"
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#include "Game/Lara/lara.h"
#include "Game/Lara/lara_climb.h"
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#include "Game/Lara/lara_tests.h"
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#include "Game/items.h"
#include "Game/room.h"
#include "Game/spotcam.h"
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#include "Objects/Generic/Switches/generic_switch.h"
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#include "Objects/objectslist.h"
#include "Sound/sound.h"
#include "Specific/setup.h"
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using namespace TEN::Effects::Lara;
using namespace TEN::Entities::Switches;
int TriggerTimer;
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int KeyTriggerActive;
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int TriggerActive(ITEM_INFO* item)
{
int flag;
flag = (~item->Flags & IFLAG_REVERSE) >> 14;
if ((item->Flags & IFLAG_ACTIVATION_MASK) != IFLAG_ACTIVATION_MASK)
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flag = !flag;
else
{
if (item->Timer)
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{
if (item->Timer > 0)
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{
--item->Timer;
if (!item->Timer)
item->Timer = -1;
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}
else if (item->Timer < -1)
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{
++item->Timer;
if (item->Timer == -1)
item->Timer = 0;
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}
if (item->Timer <= -1)
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flag = !flag;
}
}
return flag;
}
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bool GetKeyTrigger(ITEM_INFO* item)
{
auto triggerIndex = GetTriggerIndex(item);
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if (triggerIndex == 0)
return false;
short* trigger = triggerIndex;
if (*trigger & END_BIT)
return false;
for (short* j = &trigger[2]; (*j >> 8) & 0x3C || item != &g_Level.Items[*j & VALUE_BITS]; j++)
{
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if (*j & END_BIT)
return false;
}
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return true;
}
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int GetSwitchTrigger(ITEM_INFO* item, short* itemNos, int attatchedToSwitch)
{
auto triggerIndex = GetTriggerIndex(item);
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if (triggerIndex == 0)
return 0;
short* trigger = triggerIndex;
if (*trigger & END_BIT)
return 0;
trigger += 2;
short* current = itemNos;
int k = 0;
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do
{
if (TRIG_BITS(*trigger) == TO_OBJECT && item != &g_Level.Items[*trigger & VALUE_BITS])
{
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current[k] = *trigger & VALUE_BITS;
++k;
}
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if (*trigger & END_BIT)
break;
++trigger;
} while (true);
return k;
return 0;
}
int SwitchTrigger(short itemNumber, short timer)
{
auto* item = &g_Level.Items[itemNumber];
if (item->Status == ITEM_DEACTIVATED)
{
if ((!item->Animation.ActiveState && item->ObjectNumber != ID_JUMP_SWITCH || item->Animation.ActiveState == 1 && item->ObjectNumber == ID_JUMP_SWITCH) && timer > 0)
{
item->Timer = timer;
item->Status = ITEM_ACTIVE;
if (timer != 1)
item->Timer = 30 * timer;
return 1;
}
if (item->TriggerFlags != 6 || item->Animation.ActiveState)
{
RemoveActiveItem(itemNumber);
item->Status = ITEM_NOT_ACTIVE;
if (!item->ItemFlags[0] == 0)
item->Flags |= ONESHOT;
if (item->Animation.ActiveState != 1)
return 1;
if (item->TriggerFlags != 5 && item->TriggerFlags != 6)
return 1;
}
else
{
item->Status = ITEM_ACTIVE;
return 1;
}
}
else if (item->Status)
{
return (item->Flags & ONESHOT) >> 8;
}
else
{
return 0;
}
return 0;
}
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int KeyTrigger(short itemNum)
{
ITEM_INFO* item = &g_Level.Items[itemNum];
int oldkey;
if ((item->Status != ITEM_ACTIVE || Lara.Control.HandStatus == HandStatus::Busy) && (!KeyTriggerActive || Lara.Control.HandStatus != HandStatus::Busy))
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return -1;
oldkey = KeyTriggerActive;
if (!oldkey)
item->Status = ITEM_DEACTIVATED;
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KeyTriggerActive = false;
return oldkey;
}
int PickupTrigger(short itemNum)
{
ITEM_INFO* item = &g_Level.Items[itemNum];
if (item->Flags & IFLAG_KILLED
|| (item->Status != ITEM_INVISIBLE
|| item->ItemFlags[3] != 1
|| item->TriggerFlags & 0x80))
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{
return 0;
}
KillItem(itemNum);
return 1;
}
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void RefreshCamera(short type, short* data)
{
short trigger, value, targetOk;
targetOk = 2;
do
{
trigger = *(data++);
value = trigger & VALUE_BITS;
switch (TRIG_BITS(trigger))
{
case TO_CAMERA:
data++;
if (value == Camera.last)
{
Camera.number = value;
if ((Camera.timer < 0) || (Camera.type == CameraType::Look) || (Camera.type == CameraType::Combat))
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{
Camera.timer = -1;
targetOk = 0;
break;
}
Camera.type = CameraType::Fixed;
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targetOk = 1;
}
else
targetOk = 0;
break;
case TO_TARGET:
if (Camera.type == CameraType::Look || Camera.type == CameraType::Combat)
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break;
Camera.item = &g_Level.Items[value];
break;
}
} while (!(trigger & END_BIT));
if (Camera.item)
if (!targetOk || (targetOk == 2 && Camera.item->LookedAt && Camera.item != Camera.lastItem))
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Camera.item = NULL;
if (Camera.number == -1 && Camera.timer > 0)
Camera.timer = -1;
}
short* GetTriggerIndex(FLOOR_INFO* floor, int x, int y, int z)
{
auto bottomBlock = GetCollision(x, y, z, floor->Room).BottomBlock;
if (bottomBlock->TriggerIndex == -1)
return nullptr;
return &g_Level.FloorData[bottomBlock->TriggerIndex];
}
short* GetTriggerIndex(ITEM_INFO* item)
{
auto roomNumber = item->RoomNumber;
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auto floor = GetFloor(item->Pose.Position.x, item->Pose.Position.y, item->Pose.Position.z, &roomNumber);
return GetTriggerIndex(floor, item->Pose.Position.x, item->Pose.Position.y, item->Pose.Position.z);
}
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void TestTriggers(FLOOR_INFO* floor, int x, int y, int z, bool heavy, int heavyFlags)
{
int flip = -1;
int flipAvailable = 0;
int newEffect = -1;
int switchOff = 0;
int switchFlag = 0;
short objectNumber = 0;
int keyResult = 0;
short cameraFlags = 0;
short cameraTimer = 0;
int spotCamIndex = 0;
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auto data = GetTriggerIndex(floor, x, y, z);
if (!data)
return;
short triggerType = (*(data++) >> 8) & 0x3F;
short flags = *(data++);
short timer = flags & 0xFF;
if (Camera.type != CameraType::Heavy)
RefreshCamera(triggerType, data);
short value = 0;
if (heavy)
{
switch (triggerType)
{
case TRIGGER_TYPES::HEAVY:
case TRIGGER_TYPES::HEAVYANTITRIGGER:
break;
case TRIGGER_TYPES::HEAVYSWITCH:
if (!heavyFlags)
return;
if (heavyFlags >= 0)
{
flags &= CODE_BITS;
if (flags != heavyFlags)
return;
}
else
{
flags |= CODE_BITS;
flags += heavyFlags;
}
break;
default:
// Enemies can only activate heavy triggers
return;
}
}
else
{
switch (triggerType)
{
case TRIGGER_TYPES::SWITCH:
value = *(data++) & 0x3FF;
if (flags & ONESHOT)
g_Level.Items[value].ItemFlags[0] = 1;
if (!SwitchTrigger(value, timer))
return;
objectNumber = g_Level.Items[value].ObjectNumber;
if (objectNumber >= ID_SWITCH_TYPE1 && objectNumber <= ID_SWITCH_TYPE6 && g_Level.Items[value].TriggerFlags == 5)
switchFlag = 1;
switchOff = (g_Level.Items[value].Animation.ActiveState == 1);
break;
case TRIGGER_TYPES::MONKEY:
if (LaraItem->Animation.ActiveState >= LS_MONKEY_IDLE &&
(LaraItem->Animation.ActiveState <= LS_MONKEY_TURN_180 ||
LaraItem->Animation.ActiveState == LS_MONKEY_TURN_LEFT ||
LaraItem->Animation.ActiveState == LS_MONKEY_TURN_RIGHT))
break;
return;
case TRIGGER_TYPES::TIGHTROPE_T:
if (LaraItem->Animation.ActiveState >= LS_TIGHTROPE_IDLE &&
LaraItem->Animation.ActiveState <= LS_TIGHTROPE_RECOVER_BALANCE &&
LaraItem->Animation.ActiveState != LS_DOVE_SWITCH)
break;
return;
case TRIGGER_TYPES::CRAWLDUCK_T:
if (LaraItem->Animation.ActiveState == LS_DOVE_SWITCH ||
LaraItem->Animation.ActiveState == LS_CRAWL_IDLE ||
LaraItem->Animation.ActiveState == LS_CRAWL_TURN_LEFT ||
LaraItem->Animation.ActiveState == LS_CRAWL_TURN_RIGHT ||
LaraItem->Animation.ActiveState == LS_CRAWL_BACK ||
LaraItem->Animation.ActiveState == LS_CROUCH_IDLE ||
LaraItem->Animation.ActiveState == LS_CROUCH_ROLL ||
LaraItem->Animation.ActiveState == LS_CROUCH_TURN_LEFT ||
LaraItem->Animation.ActiveState == LS_CROUCH_TURN_RIGHT)
break;
return;
case TRIGGER_TYPES::CLIMB_T:
if (LaraItem->Animation.ActiveState == LS_HANG ||
LaraItem->Animation.ActiveState == LS_LADDER_IDLE ||
LaraItem->Animation.ActiveState == LS_LADDER_UP ||
LaraItem->Animation.ActiveState == LS_LADDER_LEFT ||
LaraItem->Animation.ActiveState == LS_LADDER_STOP ||
LaraItem->Animation.ActiveState == LS_LADDER_RIGHT ||
LaraItem->Animation.ActiveState == LS_LADDER_DOWN)
break;
return;
case TRIGGER_TYPES::PAD:
case TRIGGER_TYPES::ANTIPAD:
if (GetCollision(floor, x, y, z).Position.Floor == y)
break;
return;
case TRIGGER_TYPES::KEY:
value = *(data++) & 0x3FF;
keyResult = KeyTrigger(value);
if (keyResult != -1)
break;
return;
case TRIGGER_TYPES::PICKUP:
value = *(data++) & 0x3FF;
if (!PickupTrigger(value))
return;
break;
case TRIGGER_TYPES::COMBAT:
if (Lara.Control.HandStatus == HandStatus::WeaponReady)
break;
return;
case TRIGGER_TYPES::HEAVY:
case TRIGGER_TYPES::DUMMY:
case TRIGGER_TYPES::HEAVYSWITCH:
case TRIGGER_TYPES::HEAVYANTITRIGGER:
return;
default:
break;
}
}
short targetType = 0;
short trigger = 0;
ITEM_INFO* item = NULL;
ITEM_INFO* cameraItem = NULL;
do
{
trigger = *(data++);
value = trigger & VALUE_BITS;
targetType = (trigger >> 10) & 0xF;
switch (targetType)
{
case TO_OBJECT:
item = &g_Level.Items[value];
if (keyResult >= 2 ||
(triggerType == TRIGGER_TYPES::ANTIPAD ||
triggerType == TRIGGER_TYPES::ANTITRIGGER ||
triggerType == TRIGGER_TYPES::HEAVYANTITRIGGER) &&
item->Flags & ATONESHOT)
break;
if (triggerType == TRIGGER_TYPES::SWITCH && item->Flags & SWONESHOT)
break;
if (triggerType != TRIGGER_TYPES::SWITCH
&& triggerType != TRIGGER_TYPES::ANTIPAD
&& triggerType != TRIGGER_TYPES::ANTITRIGGER
&& triggerType != TRIGGER_TYPES::HEAVYANTITRIGGER
&& (item->Flags & ONESHOT))
break;
if (triggerType != TRIGGER_TYPES::ANTIPAD
&& triggerType != TRIGGER_TYPES::ANTITRIGGER
&& triggerType != TRIGGER_TYPES::HEAVYANTITRIGGER)
{
if (item->ObjectNumber == ID_DART_EMITTER && item->Active)
break;
}
item->Timer = timer;
if (timer != 1)
item->Timer = 30 * timer;
if (triggerType == TRIGGER_TYPES::SWITCH ||
triggerType == TRIGGER_TYPES::HEAVYSWITCH)
{
if (heavyFlags >= 0)
{
if (switchFlag)
item->Flags |= (flags & CODE_BITS);
else
item->Flags ^= (flags & CODE_BITS);
if (flags & ONESHOT)
item->Flags |= SWONESHOT;
}
else
{
if (((flags ^ item->Flags) & CODE_BITS) == CODE_BITS)
{
item->Flags ^= (flags & CODE_BITS);
if (flags & ONESHOT)
item->Flags |= SWONESHOT;
}
}
}
else if (triggerType == TRIGGER_TYPES::ANTIPAD ||
triggerType == TRIGGER_TYPES::ANTITRIGGER ||
triggerType == TRIGGER_TYPES::HEAVYANTITRIGGER)
{
if (item->ObjectNumber == ID_EARTHQUAKE)
{
item->ItemFlags[0] = 0;
item->ItemFlags[1] = 100;
}
item->Flags &= ~(CODE_BITS | REVERSE);
if (flags & ONESHOT)
item->Flags |= ATONESHOT;
if (item->Active && Objects[item->ObjectNumber].intelligent)
{
item->HitPoints = NOT_TARGETABLE;
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DisableEntityAI(value);
KillItem(value);
}
}
else if (flags & CODE_BITS)
{
item->Flags |= flags & CODE_BITS;
}
if ((item->Flags & CODE_BITS) == CODE_BITS)
{
item->Flags |= 0x20;
if (flags & ONESHOT)
item->Flags |= ONESHOT;
if (!(item->Active) && !(item->Flags & IFLAG_KILLED))
{
if (Objects[item->ObjectNumber].intelligent)
{
if (item->Status != ITEM_NOT_ACTIVE)
{
if (item->Status == ITEM_INVISIBLE)
{
item->TouchBits = 0;
if (EnableBaddieAI(value, 0))
{
item->Status = ITEM_ACTIVE;
AddActiveItem(value);
}
else
{
item->Status = ITEM_INVISIBLE;
AddActiveItem(value);
}
}
}
else
{
item->TouchBits = 0;
item->Status = ITEM_ACTIVE;
AddActiveItem(value);
EnableBaddieAI(value, 1);
}
}
else
{
item->TouchBits = 0;
AddActiveItem(value);
item->Status = ITEM_ACTIVE;
}
}
}
break;
case TO_CAMERA:
trigger = *(data++);
if (keyResult == 1)
break;
if (g_Level.Cameras[value].flags & ONESHOT)
break;
Camera.number = value;
if (Camera.type == CameraType::Look || Camera.type == CameraType::Combat && !(g_Level.Cameras[value].flags & 3))
break;
if (triggerType == TRIGGER_TYPES::COMBAT)
break;
if (triggerType == TRIGGER_TYPES::SWITCH && timer && switchOff)
break;
if (Camera.number != Camera.last || triggerType == TRIGGER_TYPES::SWITCH)
{
Camera.timer = (trigger & 0xFF) * 30;
Camera.type = heavy ? CameraType::Heavy : CameraType::Fixed;
if (trigger & ONESHOT)
g_Level.Cameras[Camera.number].flags |= ONESHOT;
}
break;
case TO_FLYBY:
trigger = *(data++);
if (keyResult == 1)
break;
if (triggerType == TRIGGER_TYPES::ANTIPAD ||
triggerType == TRIGGER_TYPES::ANTITRIGGER ||
triggerType == TRIGGER_TYPES::HEAVYANTITRIGGER)
UseSpotCam = false;
else
{
spotCamIndex = 0;
if (SpotCamRemap[value] != 0)
{
for (int i = 0; i < SpotCamRemap[value]; i++)
{
spotCamIndex += CameraCnt[i];
}
}
if (!(SpotCam[spotCamIndex].flags & SCF_CAMERA_ONE_SHOT))
{
if (trigger & ONESHOT)
SpotCam[spotCamIndex].flags |= SCF_CAMERA_ONE_SHOT;
if (!UseSpotCam || CurrentLevel == 0)
{
UseSpotCam = true;
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if (LastSpotCamSequence != value)
TrackCameraInit = false;
InitialiseSpotCam(value);
}
}
}
break;
case TO_TARGET:
cameraItem = &g_Level.Items[value];
break;
case TO_SINK:
Lara.WaterCurrentActive = value + 1;
break;
case TO_FLIPMAP:
flipAvailable = true;
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if (FlipMap[value] & ONESHOT)
break;
if (triggerType == TRIGGER_TYPES::SWITCH)
FlipMap[value] ^= (flags & CODE_BITS);
else if (flags & CODE_BITS)
FlipMap[value] |= (flags & CODE_BITS);
if ((FlipMap[value] & CODE_BITS) == CODE_BITS)
{
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if (flags & ONESHOT)
FlipMap[value] |= ONESHOT;
if (!FlipStats[value])
flip = value;
}
else if (FlipStats[value])
flip = value;
break;
case TO_FLIPON:
flipAvailable = true;
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if ((FlipMap[value] & 0x3E00) == 0x3E00 && !FlipStats[value])
flip = value;
break;
case TO_FLIPOFF:
flipAvailable = true;
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if ((FlipMap[value] & 0x3E00) == 0x3E00 && FlipStats[value])
flip = value;
break;
case TO_FLIPEFFECT:
TriggerTimer = timer;
newEffect = value;
break;
case TO_FINISH:
RequiredStartPos = false;
LevelComplete = CurrentLevel + 1;
break;
case TO_CD:
PlaySoundTrack(value, flags);
break;
case TO_CUTSCENE:
// TODO: not used for now
break;
default:
break;
}
} while (!(trigger & END_BIT));
if (cameraItem && (Camera.type == CameraType::Fixed || Camera.type == CameraType::Heavy))
Camera.item = cameraItem;
if (flip != -1)
DoFlipMap(flip);
if (newEffect != -1 && (flip || !flipAvailable))
FlipEffect = newEffect;
}
void TestTriggers(ITEM_INFO* item, bool heavy, int heavyFlags)
{
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TestTriggers(item->Pose.Position.x, item->Pose.Position.y, item->Pose.Position.z, item->RoomNumber, heavy, heavyFlags);
}
void TestTriggers(int x, int y, int z, short roomNumber, bool heavy, int heavyFlags)
{
auto roomNum = roomNumber;
auto floor = GetFloor(x, y, z, &roomNum);
// Don't process legacy triggers if trigger triggerer wasn't used
if (floor->Flags.MarkTriggerer && !floor->Flags.MarkTriggererActive)
return;
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TestTriggers(floor, x, y, z, heavy, heavyFlags);
}
void ProcessSectorFlags(ITEM_INFO* item)
{
ProcessSectorFlags(GetCollision(item).BottomBlock);
}
void ProcessSectorFlags(int x, int y, int z, short roomNumber)
{
ProcessSectorFlags(GetCollision(x, y, z, roomNumber).BottomBlock);
}
void ProcessSectorFlags(FLOOR_INFO* floor)
{
// Monkeyswing
Lara.Control.CanMonkeySwing = floor->Flags.Monkeyswing;
// Burn Lara
if (floor->Flags.Death &&
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(LaraItem->Pose.Position.y == LaraItem->Floor && !IsJumpState((LaraState)LaraItem->Animation.ActiveState) ||
Lara.Control.WaterStatus != WaterStatus::Dry))
{
LavaBurn(LaraItem);
}
// Set climb status
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if ((1 << (GetQuadrant(LaraItem->Pose.Orientation.y) + 8)) & GetClimbFlags(floor))
Lara.Control.CanClimbLadder = true;
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else
Lara.Control.CanClimbLadder = false;
}