2021-09-27 18:18:03 +10:00
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#include "framework.h"
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#include "collide.h"
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2021-10-18 15:22:38 +11:00
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#include "control/control.h"
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2021-10-16 20:50:16 +11:00
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#include "input.h"
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2021-09-27 18:18:03 +10:00
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#include "items.h"
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#include "level.h"
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#include "lara.h"
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2021-10-16 20:50:16 +11:00
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#include "lara_tests.h"
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2021-10-09 14:39:06 +11:00
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// TODO: Some states can't make the most of this function due to missing step up/down animations.
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// Try implementing leg IK as a substitute to make step animations obsolete. @Sezz 2021.10.09
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void DoLaraStep(ITEM_INFO* item, COLL_INFO* coll)
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{
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2021-10-09 23:00:26 +11:00
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if (TestLaraStepUp(item, coll))
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{
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item->goalAnimState = LS_STEP_UP;
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2021-10-10 14:03:38 +11:00
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if (GetChange(item, &g_Level.Anims[item->animNumber]))
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{
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item->pos.yPos += coll->Middle.Floor;
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return;
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}
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2021-10-09 14:39:06 +11:00
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}
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else if (TestLaraStepDown(item, coll))
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{
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2021-10-18 00:33:46 +11:00
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item->goalAnimState = LS_STEP_DOWN;
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if (GetChange(item, &g_Level.Anims[item->animNumber]))
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{
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item->pos.yPos += coll->Middle.Floor;
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return;
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}
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2021-10-09 14:39:06 +11:00
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}
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2021-10-14 01:17:21 +11:00
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// Height difference is below threshold for step dispatch; translate Lara to new floor height.
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// TODO: Try using bad heights native to each state.
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2021-10-09 16:56:07 +11:00
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// TODO: Follow cube root curve instead of doing this ugly thing.
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2021-10-09 23:00:26 +11:00
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// TODO: This might cause underirable artefacts where an object pushes Lara rapidly up a slope or a platform ascends.
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// Leg IK may correct for it, but until I get that working, for any future developments that see Lara phasing below the floor:
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// comment everything EXCEPT the last two lines. Lara will simply snap to the surface as before (although LS_RUN state
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// had a linear transition of 50 units per frame, so not all original behaviour can be restored from here). @Sezz 2021.10.09
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int div = 3;
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if (abs(coll->Middle.Floor) <= STEPUP_HEIGHT / 2 &&
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abs(coll->Middle.Floor) >= div &&
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coll->Middle.Floor != NO_HEIGHT)
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{
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item->pos.yPos += coll->Middle.Floor / div;
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}
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else if (abs(coll->Middle.Floor) > STEPUP_HEIGHT / 2 &&
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abs(coll->Middle.Floor) >= div &&
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coll->Middle.Floor != NO_HEIGHT)
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{
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if (coll->Middle.Floor >= -50)
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item->pos.yPos += 50;
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else if (coll->Middle.Floor <= 50)
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item->pos.yPos -= 50;
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}
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else if (coll->Middle.Floor != NO_HEIGHT)
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item->pos.yPos += coll->Middle.Floor;
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}
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2021-10-16 20:50:16 +11:00
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void DoLaraCrawlVault(ITEM_INFO* item, COLL_INFO* coll)
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{
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if (TestLaraCrawlExitJump(item, coll))
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{
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if (TrInput & IN_WALK)
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item->goalAnimState = LS_CRAWL_EXIT_FLIP;
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else [[likely]]
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item->goalAnimState = LS_CRAWL_EXIT_JUMP;
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return;
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}
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2021-10-16 20:50:16 +11:00
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if (TestLaraCrawlExitDownStep(item, coll))
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{
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if (TrInput & IN_DUCK)
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item->goalAnimState = LS_STEP_DOWN;
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else [[likely]]
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item->goalAnimState = LS_CRAWL_EXIT_DOWN_STEP;
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return;
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}
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if (TestLaraCrawlUpStep(item, coll))
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{
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item->goalAnimState = LS_STEP_UP;
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return;
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}
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if (TestLaraCrawlDownStep(item, coll))
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{
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item->goalAnimState = LS_STEP_DOWN;
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return;
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}
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}
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2021-10-18 15:22:38 +11:00
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// TODO: Keeping legacy quadrant snaps for now. @Sezz 2021.10.16
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void DoLaraCrawlToHangSnap(ITEM_INFO* item, COLL_INFO* coll)
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{
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switch (GetQuadrant(item->pos.yRot))
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{
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case NORTH:
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item->pos.yRot = 0;
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item->pos.zPos = (item->pos.zPos & 0xFFFFFC00) + 225;
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break;
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case EAST:
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item->pos.yRot = ANGLE(90.0f);
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item->pos.xPos = (item->pos.xPos & 0xFFFFFC00) + 225;
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break;
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case SOUTH:
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item->pos.yRot = -ANGLE(180.0f);
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item->pos.zPos = (item->pos.zPos | 0x3FF) - 225;
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break;
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case WEST:
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item->pos.yRot = -ANGLE(90.0f);
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item->pos.xPos = (item->pos.xPos | 0x3FF) - 225;
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break;
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}
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}
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2021-09-27 18:18:03 +10:00
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// TODO: State dispatch to a new LS_FALL state. The issue is that goal states set in collision functions are only actuated on the following
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// frame, resulting in an unacceptable delay. Changing the order in which routine functions are executed is not a viable solution. @Sezz 2021.09.26
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void SetLaraFallState(ITEM_INFO* item)
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{
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item->animNumber = LA_FALL_START;
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item->currentAnimState = LS_JUMP_FORWARD;
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item->goalAnimState = LS_JUMP_FORWARD;
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item->frameNumber = g_Level.Anims[item->animNumber].frameBase;
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item->fallspeed = 0;
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item->gravityStatus = true;
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}
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2021-10-14 19:58:29 +11:00
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void SetLaraFallBackState(ITEM_INFO* item)
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{
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item->animNumber = LA_FALL_BACK;
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item->currentAnimState = LS_FALL_BACK;
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item->goalAnimState = LS_FALL_BACK;
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item->frameNumber = g_Level.Anims[item->animNumber].frameBase;
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item->fallspeed = 0;
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item->gravityStatus = true;
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}
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2021-09-27 18:18:03 +10:00
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// TODO: Get true slope direction for enhanced sliding mechanics.
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// Krys, I'd like to have a look at what you did in your TRNG script. @Sezz 2021.09.26
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short GetLaraSlideDirection(COLL_INFO* coll)
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{
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short laraAngle = ANGLE(0.0f);
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if (coll->TiltX > 2)
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laraAngle = -ANGLE(90.0f);
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else if (coll->TiltX < -2)
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laraAngle = ANGLE(90.0f);
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if (coll->TiltZ > 2 && coll->TiltZ > abs(coll->TiltX))
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laraAngle = ANGLE(180.0f);
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else if (coll->TiltZ < -2 && -coll->TiltZ > abs(coll->TiltX))
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laraAngle = ANGLE(0.0f);
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return laraAngle;
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}
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// TODO: State dispatches to slide states. Same issue as with SetLaraFallState().
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void SetLaraSlideState(ITEM_INFO* item, COLL_INFO* coll)
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{
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auto angle = GetLaraSlideDirection(coll);
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auto polarity = angle - item->pos.yRot;
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ShiftItem(item, coll);
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2021-10-14 21:11:59 +11:00
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// Slide back.
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if (polarity < -ANGLE(90.0f) || polarity > ANGLE(90.0f))
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{
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Lara.moveAngle = ANGLE(180);
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item->pos.yRot = angle + ANGLE(180.0f);
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item->animNumber = LA_SLIDE_BACK_START;
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item->goalAnimState = LS_SLIDE_BACK;
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item->currentAnimState = LS_SLIDE_BACK;
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item->frameNumber = g_Level.Anims[item->animNumber].frameBase;
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}
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// Slide forward.
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else [[likely]]
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{
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Lara.moveAngle = 0;
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item->pos.yRot = angle;
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item->animNumber = LA_SLIDE_FORWARD;
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item->goalAnimState = LS_SLIDE_FORWARD;
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item->frameNumber = g_Level.Anims[item->animNumber].frameBase;
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item->currentAnimState = LS_SLIDE_FORWARD;
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}
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}
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