2020-08-21 10:56:03 +02:00
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#include "framework.h"
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#include "tr4_element_puzzle.h"
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2021-12-22 16:23:57 +03:00
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#include "Specific/level.h"
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#include "Game/control/control.h"
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2021-09-25 16:00:30 +03:00
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#include "Sound/sound.h"
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2021-12-22 16:23:57 +03:00
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#include "Game/animation.h"
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#include "Game/Lara/lara.h"
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#include "Game/collision/sphere.h"
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#include "Game/effects/effects.h"
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#include "Game/effects/tomb4fx.h"
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#include "Specific/input.h"
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2021-12-24 03:32:19 +03:00
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#include "Objects/Generic/Switches/generic_switch.h"
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2021-12-22 16:23:57 +03:00
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#include "Game/collision/collide_room.h"
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#include "Game/collision/collide_item.h"
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#include "Game/items.h"
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2021-09-25 11:27:47 +02:00
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2021-09-20 05:50:47 +02:00
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using namespace TEN::Entities::Switches;
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2020-08-21 10:56:03 +02:00
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2021-09-20 05:50:47 +02:00
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namespace TEN::Entities::TR4
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2020-08-21 10:56:03 +02:00
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{
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2021-09-20 05:50:47 +02:00
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OBJECT_COLLISION_BOUNDS ElementPuzzleBounds = {
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0, 0,
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-64, 0,
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0, 0,
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-ANGLE(10), ANGLE(10),
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-ANGLE(30), ANGLE(30),
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-ANGLE(10), ANGLE(10)
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};
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2020-08-21 10:56:03 +02:00
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2021-09-20 05:50:47 +02:00
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void ElementPuzzleControl(short itemNumber)
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2020-08-21 10:56:03 +02:00
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{
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2021-09-20 05:50:47 +02:00
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ITEM_INFO* item = &g_Level.Items[itemNumber];
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2020-08-21 10:56:03 +02:00
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2021-09-20 05:50:47 +02:00
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if (!TriggerActive(item))
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return;
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2020-08-21 10:56:03 +02:00
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2022-02-09 16:55:46 +11:00
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if (item->TriggerFlags == 1)
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2020-08-21 10:56:03 +02:00
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{
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2022-02-09 16:55:46 +11:00
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SoundEffect(SFX_TR4_LOOP_FOR_SMALL_FIRES, &item->Position, 0);
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2021-09-20 05:50:47 +02:00
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byte r = (GetRandomControl() & 0x3F) + 192;
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byte g = (GetRandomControl() & 0x1F) + 96;
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byte b = 0;
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int on = 0;
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2022-02-09 16:55:46 +11:00
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if (item->ItemFlags[3])
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2020-08-21 10:56:03 +02:00
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{
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2022-02-09 16:55:46 +11:00
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item->ItemFlags[3]--;
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on = 255 - GetRandomControl() % (4 * (91 - item->ItemFlags[3]));
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2021-09-20 05:50:47 +02:00
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if (on < 1)
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{
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on = 1;
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r = (r * on) / 256;
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g = (g * on) / 256;
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}
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else if (on <= 255)
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{
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r = (r * on) / 256;
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g = (g * on) / 256;
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}
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2020-08-21 10:56:03 +02:00
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}
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2021-09-20 05:50:47 +02:00
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else
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{
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on = 0;
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}
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2022-02-09 16:55:46 +11:00
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AddFire(item->Position.xPos, item->Position.yPos - 620, item->Position.zPos, 1, item->RoomNumber, on);
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TriggerDynamicLight(item->Position.xPos, item->Position.yPos - 768, item->Position.zPos, 12, r, g, b);
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2021-09-20 05:50:47 +02:00
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return;
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2020-08-21 10:56:03 +02:00
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}
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2021-09-20 05:50:47 +02:00
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2022-02-09 16:55:46 +11:00
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if (item->TriggerFlags != 3)
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2020-08-21 10:56:03 +02:00
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{
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2021-09-20 05:50:47 +02:00
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return;
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2020-08-21 10:56:03 +02:00
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}
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2022-02-09 16:55:46 +11:00
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if (item->ItemFlags[1] > 90)
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2021-09-20 05:50:47 +02:00
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{
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2022-02-09 16:55:46 +11:00
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SoundEffect(SFX_TR4_JOBY_WIND, &item->Position, 0);
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2021-09-20 05:50:47 +02:00
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}
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2020-08-21 10:56:03 +02:00
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2022-02-09 16:55:46 +11:00
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if (item->ItemFlags[1] < 60)
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2021-09-20 05:50:47 +02:00
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{
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2022-02-09 16:55:46 +11:00
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item->ItemFlags[1]++;
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2021-09-20 05:50:47 +02:00
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return;
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}
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2020-08-21 10:56:03 +02:00
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2022-02-09 16:55:46 +11:00
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item->ItemFlags[0]++;
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2020-08-21 10:56:03 +02:00
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2022-02-09 16:55:46 +11:00
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if (item->ItemFlags[0] == 90)
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2020-08-21 10:56:03 +02:00
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{
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2021-09-20 05:50:47 +02:00
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short itemNos[256];
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int sw = GetSwitchTrigger(item, itemNos, 0);
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if (sw > 0)
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2020-08-21 10:56:03 +02:00
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{
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2021-09-20 05:50:47 +02:00
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for (int i = 0; i < sw; i++)
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{
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AddActiveItem(itemNos[i]);
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2022-02-09 16:55:46 +11:00
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g_Level.Items[itemNos[i]].Status = ITEM_ACTIVE;
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g_Level.Items[itemNos[i]].Flags |= 0x3E00;
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2021-09-20 05:50:47 +02:00
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}
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2020-08-21 10:56:03 +02:00
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}
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2021-09-20 05:50:47 +02:00
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KillItem(itemNumber);
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return;
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}
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2020-08-21 10:56:03 +02:00
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2022-02-09 16:55:46 +11:00
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short currentItemNumber = g_Level.Rooms[item->RoomNumber].itemNumber;
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2021-09-20 05:50:47 +02:00
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if (currentItemNumber == NO_ITEM)
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2020-08-21 10:56:03 +02:00
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{
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2021-09-20 05:50:47 +02:00
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return;
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2020-08-21 10:56:03 +02:00
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}
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2021-09-20 05:50:47 +02:00
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while (currentItemNumber != NO_ITEM)
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2020-08-21 10:56:03 +02:00
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{
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2021-09-20 05:50:47 +02:00
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ITEM_INFO* currentItem = &g_Level.Items[currentItemNumber];
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2022-02-09 16:55:46 +11:00
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if (currentItem->ObjectNumber != ID_FLAME_EMITTER2)
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2020-08-21 10:56:03 +02:00
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{
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2022-02-09 16:55:46 +11:00
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if (currentItem->ObjectNumber == ID_ELEMENT_PUZZLE && currentItem->TriggerFlags == 1 && !currentItem->ItemFlags[3])
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2021-09-20 05:50:47 +02:00
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{
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2022-02-09 16:55:46 +11:00
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currentItem->ItemFlags[3] = 90;
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2021-09-20 05:50:47 +02:00
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}
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2022-02-09 16:55:46 +11:00
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currentItemNumber = currentItem->NextItem;
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2020-08-21 10:56:03 +02:00
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continue;
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}
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2022-02-09 16:55:46 +11:00
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if (item->ItemFlags[0] != 89)
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2021-09-20 05:50:47 +02:00
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{
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2022-02-09 16:55:46 +11:00
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currentItem->ItemFlags[3] = 255 - GetRandomControl() % (4 * item->ItemFlags[0]);
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if (currentItem->ItemFlags[3] >= 2)
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2021-09-20 05:50:47 +02:00
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{
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2022-02-09 16:55:46 +11:00
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currentItemNumber = currentItem->NextItem;
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2021-09-20 05:50:47 +02:00
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continue;
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}
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2022-02-09 16:55:46 +11:00
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currentItem->ItemFlags[3] = 2;
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2021-09-20 05:50:47 +02:00
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}
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2020-08-21 10:56:03 +02:00
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2021-09-20 05:50:47 +02:00
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RemoveActiveItem(currentItemNumber);
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2022-02-09 16:55:46 +11:00
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currentItem->Status = ITEM_NOT_ACTIVE;
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2021-09-20 06:15:39 +02:00
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}
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2021-09-20 05:50:47 +02:00
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}
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2020-08-21 10:56:03 +02:00
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2021-09-20 06:15:39 +02:00
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void ElementPuzzleDoCollision(short itemNumber, ITEM_INFO* l, COLL_INFO* coll)
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2020-08-21 10:56:03 +02:00
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{
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2021-09-20 05:50:47 +02:00
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ITEM_INFO* item = &g_Level.Items[itemNumber];
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2021-09-20 06:15:39 +02:00
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if (TestBoundsCollide(item, l, coll->Setup.Radius))
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2020-08-21 10:56:03 +02:00
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{
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2021-09-20 05:50:47 +02:00
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if (TestCollision(item, l))
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2020-08-21 10:56:03 +02:00
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{
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2021-09-20 06:15:39 +02:00
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if (coll->Setup.EnableObjectPush)
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2021-09-20 05:50:47 +02:00
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{
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2021-09-20 06:15:39 +02:00
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ItemPushItem(item, l, coll, 0, 0);
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2021-09-20 05:50:47 +02:00
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}
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2020-08-21 10:56:03 +02:00
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}
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}
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}
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2021-09-20 05:50:47 +02:00
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void ElementPuzzleCollision(short itemNumber, ITEM_INFO* l, COLL_INFO* c)
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2020-08-21 10:56:03 +02:00
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{
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2021-09-20 05:50:47 +02:00
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ITEM_INFO* item = &g_Level.Items[itemNumber];
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int flags = 0;
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2022-02-09 16:55:46 +11:00
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if (item->TriggerFlags)
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2020-08-21 10:56:03 +02:00
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{
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2022-02-09 16:55:46 +11:00
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if (item->TriggerFlags == 1)
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2021-09-20 05:50:47 +02:00
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{
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flags = 26;
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}
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else
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{
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2022-02-09 16:55:46 +11:00
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if (item->TriggerFlags != 2)
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2021-09-20 05:50:47 +02:00
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{
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return;
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}
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flags = 27;
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}
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2020-08-21 10:56:03 +02:00
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}
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else
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{
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2021-09-20 05:50:47 +02:00
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flags = 25;
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2020-08-21 10:56:03 +02:00
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}
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2022-02-09 16:55:46 +11:00
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if ((l->AnimNumber == LA_WATERSKIN_POUR_LOW
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|| l->AnimNumber == LA_WATERSKIN_POUR_HIGH)
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&& !item->ItemFlags[0])
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2020-08-21 10:56:03 +02:00
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{
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2021-09-20 05:50:47 +02:00
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BOUNDING_BOX* box = GetBoundsAccurate(item);
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ElementPuzzleBounds.boundingBox.X1 = box->X1;
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ElementPuzzleBounds.boundingBox.X2 = box->X2;
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ElementPuzzleBounds.boundingBox.Z1 = box->Z1 - 200;
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ElementPuzzleBounds.boundingBox.Z2 = box->Z2 + 200;
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2020-08-21 10:56:03 +02:00
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2022-02-09 16:55:46 +11:00
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short oldRot = item->Position.yRot;
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item->Position.yRot = l->Position.yRot;
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2021-09-20 05:50:47 +02:00
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if (TestLaraPosition(&ElementPuzzleBounds, item, l))
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2020-08-21 10:56:03 +02:00
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{
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2022-02-09 16:55:46 +11:00
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if (l->AnimNumber == LA_WATERSKIN_POUR_LOW && LaraItem->ItemFlags[2] == flags)
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2020-08-21 10:56:03 +02:00
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{
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2022-02-09 16:55:46 +11:00
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l->AnimNumber = LA_WATERSKIN_POUR_HIGH;
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l->FrameNumber = g_Level.Anims[l->AnimNumber].frameBase;
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2020-08-21 10:56:03 +02:00
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}
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2021-09-20 05:50:47 +02:00
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2022-02-09 16:55:46 +11:00
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if (l->FrameNumber == g_Level.Anims[LA_WATERSKIN_POUR_HIGH].frameBase + 74
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&& LaraItem->ItemFlags[2] == flags)
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2020-08-21 10:56:03 +02:00
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{
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2022-02-09 16:55:46 +11:00
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if (!item->TriggerFlags)
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2021-09-20 05:50:47 +02:00
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{
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2022-02-09 16:55:46 +11:00
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item->MeshBits = 48;
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TestTriggers(item, true, item->Flags & IFLAG_ACTIVATION_MASK);
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item->ItemFlags[0] = 1;
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item->Position.yRot = oldRot;
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2021-09-20 05:50:47 +02:00
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return;
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}
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2022-02-09 16:55:46 +11:00
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if (item->TriggerFlags == 1)
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2021-09-20 05:50:47 +02:00
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{
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2022-02-09 16:55:46 +11:00
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item->MeshBits = 3;
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2021-09-20 05:50:47 +02:00
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Lara.Pickups[1]--;
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2022-02-09 16:55:46 +11:00
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item->ItemFlags[0] = 1;
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item->Position.yRot = oldRot;
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2021-09-20 05:50:47 +02:00
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return;
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}
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2022-02-09 16:55:46 +11:00
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item->MeshBits = 12;
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TestTriggers(item, true, item->Flags & IFLAG_ACTIVATION_MASK);
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2021-09-20 05:50:47 +02:00
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Lara.Pickups[0]--;
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2022-02-09 16:55:46 +11:00
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item->ItemFlags[0] = 1;
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2021-09-20 05:50:47 +02:00
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2020-08-21 10:56:03 +02:00
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}
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}
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2022-02-09 16:55:46 +11:00
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item->Position.yRot = oldRot;
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2020-08-21 10:56:03 +02:00
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}
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else
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{
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2022-02-11 01:31:54 +11:00
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if (Lara.Control.WeaponControl.GunType != WEAPON_TORCH
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|| Lara.Control.HandStatus != HandStatus::WeaponReady
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2022-02-11 19:26:08 +11:00
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|| Lara.LeftArm.Locked
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2021-09-20 05:50:47 +02:00
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|| !(TrInput & IN_ACTION)
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2022-02-09 16:55:46 +11:00
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|| item->TriggerFlags != 1
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|| item->ItemFlags[0] != 1
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|| l->ActiveState != LS_IDLE
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|| l->AnimNumber != LA_STAND_IDLE
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2022-02-12 16:25:59 +11:00
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|| !Lara.LitTorch
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2022-02-09 13:20:57 +11:00
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|| l->Airborne)
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2021-09-20 05:50:47 +02:00
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{
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2022-02-09 16:55:46 +11:00
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if (l->AnimNumber != LA_TORCH_LIGHT_3
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2021-09-20 05:50:47 +02:00
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|| g_Level.Anims[LA_TORCH_LIGHT_3].frameBase + 16
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2022-02-09 16:55:46 +11:00
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|| item->ItemFlags[0] != 2)
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2021-09-20 05:50:47 +02:00
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{
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ElementPuzzleDoCollision(itemNumber, l, c);
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}
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else
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{
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2022-02-09 16:55:46 +11:00
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TestTriggers(item, true, item->Flags & IFLAG_ACTIVATION_MASK);
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2021-09-20 05:50:47 +02:00
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AddActiveItem(itemNumber);
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2022-02-09 16:55:46 +11:00
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item->Status = ITEM_ACTIVE;
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item->ItemFlags[0] = 3;
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item->Flags |= 0x3E00;
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2021-09-20 05:50:47 +02:00
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
BOUNDING_BOX* box = GetBoundsAccurate(item);
|
2020-08-21 10:56:03 +02:00
|
|
|
|
2021-09-20 05:50:47 +02:00
|
|
|
ElementPuzzleBounds.boundingBox.X1 = box->X1;
|
|
|
|
ElementPuzzleBounds.boundingBox.X2 = box->X2;
|
|
|
|
ElementPuzzleBounds.boundingBox.Z1 = box->Z1 - 200;
|
|
|
|
ElementPuzzleBounds.boundingBox.Z2 = box->Z2 + 200;
|
2020-08-21 10:56:03 +02:00
|
|
|
|
2022-02-09 16:55:46 +11:00
|
|
|
short oldRot = item->Position.yRot;
|
|
|
|
item->Position.yRot = l->Position.yRot;
|
2020-08-21 10:56:03 +02:00
|
|
|
|
2021-09-20 05:50:47 +02:00
|
|
|
if (TestLaraPosition(&ElementPuzzleBounds, item, l))
|
|
|
|
{
|
2022-02-09 16:55:46 +11:00
|
|
|
l->AnimNumber = (abs(item->Position.yPos - l->Position.yPos) >> 8) + LA_TORCH_LIGHT_3;
|
|
|
|
l->FrameNumber = g_Level.Anims[item->AnimNumber].frameBase;
|
|
|
|
l->ActiveState = LS_MISC_CONTROL;
|
2022-02-10 01:38:32 +11:00
|
|
|
Lara.Flare.ControlLeft = false;
|
2022-02-11 19:26:08 +11:00
|
|
|
Lara.LeftArm.Locked = true;
|
2022-02-09 16:55:46 +11:00
|
|
|
item->ItemFlags[0] = 2;
|
2021-09-20 05:50:47 +02:00
|
|
|
}
|
2022-02-09 16:55:46 +11:00
|
|
|
item->Position.yRot = oldRot;
|
2021-09-20 05:50:47 +02:00
|
|
|
}
|
2020-08-21 10:56:03 +02:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2021-09-20 05:50:47 +02:00
|
|
|
void InitialiseElementPuzzle(short itemNumber)
|
2020-08-21 10:56:03 +02:00
|
|
|
{
|
2021-09-20 05:50:47 +02:00
|
|
|
ITEM_INFO* item = &g_Level.Items[itemNumber];
|
|
|
|
|
2022-02-09 16:55:46 +11:00
|
|
|
if (item->TriggerFlags)
|
2020-08-21 10:56:03 +02:00
|
|
|
{
|
2022-02-09 16:55:46 +11:00
|
|
|
if (item->TriggerFlags == 1)
|
2021-09-20 05:50:47 +02:00
|
|
|
{
|
2022-02-09 16:55:46 +11:00
|
|
|
item->MeshBits = 65;
|
2021-09-20 05:50:47 +02:00
|
|
|
}
|
2022-02-09 16:55:46 +11:00
|
|
|
else if (item->TriggerFlags == 2)
|
2021-09-20 05:50:47 +02:00
|
|
|
{
|
2022-02-09 16:55:46 +11:00
|
|
|
item->MeshBits = 68;
|
2021-09-20 05:50:47 +02:00
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
2022-02-09 16:55:46 +11:00
|
|
|
item->MeshBits = 0;
|
2021-09-20 05:50:47 +02:00
|
|
|
}
|
2020-08-21 10:56:03 +02:00
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
2022-02-09 16:55:46 +11:00
|
|
|
item->MeshBits = 80;
|
2020-08-21 10:56:03 +02:00
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|