2021-09-30 05:10:30 +02:00
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#include "framework.h"
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#include "Specific/level.h"
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#include "Game/control/control.h"
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#include "Game/control/box.h"
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#include "Game/items.h"
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#include "Game/control/lot.h"
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#include "Specific/input.h"
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#include "Game/Lara/lara_struct.h"
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#include "Game/Lara/lara.h"
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#include "Specific/trmath.h"
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#include "Game/collide.h"
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#include "Game/sphere.h"
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2021-09-30 12:03:39 +02:00
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namespace TEN::Entities::Generic
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2021-09-30 05:10:30 +02:00
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{
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PHD_VECTOR PolePos = { 0, 0, -208 };
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PHD_VECTOR PolePosR = { 0, 0, 0 };
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OBJECT_COLLISION_BOUNDS PoleBounds =
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{
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-256, 256,
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0, 0,
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-512, 512,
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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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void PoleCollision(short itemNumber, ITEM_INFO* l, COLL_INFO* coll)
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{
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ITEM_INFO* item = &g_Level.Items[itemNumber];
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if ((TrInput & IN_ACTION)
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&& !Lara.gunStatus
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&& l->currentAnimState == LS_IDLE
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2021-09-30 05:10:30 +02:00
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&& l->animNumber == LA_STAND_IDLE
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|| Lara.isMoving
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&& Lara.interactedItem == itemNumber)
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{
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short rot = item->pos.yRot;
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item->pos.yRot = l->pos.yRot;
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if (TestLaraPosition(&PoleBounds, item, l))
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{
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if (MoveLaraPosition(&PolePos, item, l))
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{
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l->animNumber = LA_STAND_TO_POLE;
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l->currentAnimState = LS_POLE_IDLE;
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l->frameNumber = g_Level.Anims[l->animNumber].frameBase;
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Lara.isMoving = false;
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Lara.gunStatus = LG_HANDS_BUSY;
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}
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else
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{
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Lara.interactedItem = itemNumber;
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}
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item->pos.yRot = rot;
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}
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else
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{
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if (Lara.isMoving && Lara.interactedItem == itemNumber)
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{
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Lara.isMoving = false;
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Lara.gunStatus = LG_HANDS_FREE;
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2021-09-30 05:10:30 +02:00
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}
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item->pos.yRot = rot;
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}
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}
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else if (TrInput & IN_ACTION
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&& !Lara.gunStatus
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&& l->gravityStatus
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&& l->fallspeed > Lara.gunStatus
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&& (l->currentAnimState == LS_REACH
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|| l->currentAnimState == LS_JUMP_UP))
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{
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if (TestBoundsCollide(item, l, 100))
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{
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if (TestCollision(item, l))
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{
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short rot = item->pos.yRot;
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item->pos.yRot = l->pos.yRot;
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if (l->currentAnimState == LS_REACH)
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{
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PolePosR.y = l->pos.yPos - item->pos.yPos + 10;
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AlignLaraPosition(&PolePosR, item, l);
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l->animNumber = LA_REACH_TO_POLE;
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l->frameNumber = g_Level.Anims[l->animNumber].frameBase;
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}
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else
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{
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PolePosR.y = l->pos.yPos - item->pos.yPos + 66;
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AlignLaraPosition(&PolePosR, item, l);
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l->animNumber = LA_JUMP_UP_TO_POLE;
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l->frameNumber = g_Level.Anims[l->animNumber].frameBase;
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}
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l->gravityStatus = false;
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l->fallspeed = false;
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l->currentAnimState = LS_POLE_IDLE;
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Lara.gunStatus = LG_HANDS_BUSY;
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item->pos.yRot = rot;
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}
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}
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}
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else
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{
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if ((l->currentAnimState < LS_POLE_IDLE
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|| l->currentAnimState > LS_POLE_TURN_COUNTER_CLOCKWISE)
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&& l->currentAnimState != LS_JUMP_BACK)
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ObjectCollision(itemNumber, l, coll);
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}
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}
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}
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