2020-08-25 18:14:18 -05:00
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#include "framework.h"
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#include "biggun.h"
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#include "items.h"
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#include "level.h"
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#include "collide.h"
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#include "input.h"
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#include "lara.h"
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2020-08-29 22:20:52 -03:00
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#include "lara_flare.h"
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2020-08-25 18:14:18 -05:00
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#include "sound.h"
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#include "sphere.h"
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#include "effect2.h"
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#include "lara_struct.h"
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2020-08-25 22:55:23 -05:00
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#include "tomb4fx.h"
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#include "draw.h"
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2020-08-25 18:14:18 -05:00
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2020-08-25 22:55:23 -05:00
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int fireCount = 0;
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2020-08-25 18:14:18 -05:00
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void FireBigGun(ITEM_INFO *obj)
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{
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2020-08-25 22:55:23 -05:00
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short itemNumber = CreateItem();
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if (itemNumber != NO_ITEM)
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{
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2020-09-11 12:54:30 -05:00
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BIGGUNINFO *gun = (BIGGUNINFO*)obj->data;
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2020-08-25 22:55:23 -05:00
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ITEM_INFO* item = &g_Level.Items[itemNumber];
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item->objectNumber = ID_ROCKET;
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item->roomNumber = LaraItem->roomNumber;
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2020-08-25 18:14:18 -05:00
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2020-09-11 12:54:30 -05:00
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PHD_VECTOR pos;
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pos.x = 0;
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pos.y = 0;
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pos.z = 520;
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2020-08-25 18:14:18 -05:00
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2020-09-11 12:54:30 -05:00
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GetJointAbsPosition(obj, &pos, 2);
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2020-08-25 18:14:18 -05:00
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2020-09-11 12:54:30 -05:00
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item->pos.xPos = pos.x;
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item->pos.yPos = pos.y;
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item->pos.zPos = pos.z;
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2020-08-25 18:14:18 -05:00
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2020-08-25 22:55:23 -05:00
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InitialiseItem(itemNumber);
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2020-08-25 18:14:18 -05:00
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2020-09-11 12:54:30 -05:00
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item->pos.xRot = -((gun->xRot - 32) * (ANGLE(1)));
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item->pos.yRot = obj->pos.yRot;
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item->pos.zRot = 0;
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item->speed = 512 >> 5;
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item->itemFlags[0] = 1;
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AddActiveItem(itemNumber);
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2020-08-25 18:14:18 -05:00
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SmokeCountL = 32;
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SmokeWeapon = WEAPON_ROCKET_LAUNCHER;
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for (int i = 0; i < 5; i++)
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TriggerGunSmoke(pos.x, pos.y, pos.z, 0, 0, 0, 1, WEAPON_ROCKET_LAUNCHER, 32);
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SoundEffect(SFX_EXPLOSION1, 0, 0);
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}
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2020-08-25 18:14:18 -05:00
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}
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static int CanUseGun(ITEM_INFO *obj, ITEM_INFO *lara)
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{
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int dist;
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long x, z;
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if ((!(TrInput & IN_ACTION))
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|| (Lara.gunStatus != LG_NO_ARMS)
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|| (lara->gravityStatus))
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return 0;
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x = lara->pos.xPos - obj->pos.xPos;
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z = lara->pos.zPos - obj->pos.zPos;
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dist = SQUARE(x) + SQUARE(z);
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if (dist > 30000)
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return 0;
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else
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return 1;
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}
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void BigGunInitialise(short itemNum)
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{
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ITEM_INFO *obj;
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BIGGUNINFO *gun;
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obj = &g_Level.Items[itemNum];
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gun = (BIGGUNINFO*)malloc(sizeof(BIGGUNINFO));
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obj->data = malloc(sizeof(BIGGUNINFO));
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gun->flags = 0;
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fireCount = 0;
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gun->yRot = 30;
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gun->yRot = 0;
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gun->startYRot = obj->pos.yRot;
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}
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void BigGunCollision(short itemNum, ITEM_INFO* lara, COLL_INFO* coll)
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{
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ITEM_INFO* obj;
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BIGGUNINFO *gun;
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if (lara->hitPoints <= 0 || Lara.Vehicle != NO_ITEM)
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return;
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obj = &g_Level.Items[itemNum];
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if (CanUseGun(obj, lara))
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{
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Lara.Vehicle = itemNum;
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if (Lara.gunType == WEAPON_FLARE)
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{
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CreateFlare(ID_FLARE_ITEM, 0);
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undraw_flare_meshes();
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Lara.flareControlLeft = false;
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Lara.requestGunType = WEAPON_NONE;
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Lara.gunType = WEAPON_NONE;
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}
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Lara.gunStatus = LG_HANDS_BUSY;
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lara->pos.xPos = obj->pos.xPos;
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lara->pos.xRot = obj->pos.xRot;
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lara->pos.yPos = obj->pos.yPos;
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lara->pos.yRot = obj->pos.yRot;
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lara->pos.zPos = obj->pos.zPos;
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lara->pos.zRot = obj->pos.zRot;
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lara->animNumber = Objects[ID_BIGGUN_ANIMS].animIndex + 0;
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lara->frameNumber = g_Level.Anims[Objects[ID_BIGGUN_ANIMS].animIndex].frameBase;
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lara->currentAnimState = 0;
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lara->goalAnimState = 0;
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gun = (BIGGUNINFO*)obj->data;
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gun->flags = 0;
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gun->xRot = 30;
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}
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else
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ObjectCollision(itemNum, lara, coll);
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}
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int BigGunControl(COLL_INFO *coll)
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{
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BIGGUNINFO *gun;
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ITEM_INFO *obj;
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ITEM_INFO *lara;
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lara = LaraItem;
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obj = &g_Level.Items[Lara.Vehicle];
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gun = (BIGGUNINFO *)obj->data;
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if (gun->flags & 1)
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{
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if ((lara->hitPoints <= 0) || (TrInput & IN_ROLL))
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{
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gun->flags = 2;
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}
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2020-08-25 22:55:23 -05:00
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else if ((TrInput & IN_ACTION) && fireCount == 0)
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2020-08-25 18:14:18 -05:00
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{
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FireBigGun(obj);
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2020-08-25 22:55:23 -05:00
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fireCount = 26;
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2020-08-25 18:14:18 -05:00
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}
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else
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{
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if (TrInput & IN_LEFT)
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2020-09-11 00:44:48 -05:00
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gun->yRot -= 8;
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else
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if (TrInput & IN_RIGHT)
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gun->yRot += 8;
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2020-08-25 22:55:23 -05:00
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2020-08-25 18:14:18 -05:00
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if ((TrInput & IN_FORWARD) && (gun->xRot < 59))
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gun->xRot++;
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else if ((TrInput & IN_BACK) && (gun->xRot))
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gun->xRot--;
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}
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}
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2020-09-11 00:44:48 -05:00
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2020-08-25 18:14:18 -05:00
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if (gun->flags & 2)
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{
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if (gun->xRot < 30)
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gun->xRot++;
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else if (gun->xRot > 30)
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gun->xRot--;
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else
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{
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lara->animNumber = Objects[ID_BIGGUN_ANIMS].animIndex + 1;
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lara->frameNumber = g_Level.Anims[Objects[ID_BIGGUN_ANIMS].animIndex + 1].frameBase;
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2020-08-25 18:14:18 -05:00
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lara->currentAnimState = 1;
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lara->goalAnimState = 1;
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gun->flags = 4;
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}
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}
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switch (lara->currentAnimState)
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{
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case 0:
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case 1:
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AnimateItem(lara);
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obj->animNumber = Objects[ID_BIGGUN].animIndex + (lara->animNumber - Objects[ID_BIGGUN_ANIMS].animIndex);
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obj->frameNumber = g_Level.Anims[obj->animNumber].frameBase + (lara->frameNumber - g_Level.Anims[lara->animNumber].frameBase);
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if ((gun->flags & 4) && lara->frameNumber == g_Level.Anims[lara->animNumber].frameEnd)
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{
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lara->animNumber = LA_STAND_SOLID;
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lara->frameNumber = g_Level.Anims[lara->animNumber].frameBase;
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lara->currentAnimState = LS_STOP;
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lara->goalAnimState = LS_STOP;
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Lara.Vehicle = NO_ITEM;
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Lara.gunStatus = LG_NO_ARMS;
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}
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break;
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case 2:
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lara->animNumber = Objects[ID_BIGGUN_ANIMS].animIndex + 2;
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2020-08-25 22:55:23 -05:00
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lara->frameNumber = g_Level.Anims[Objects[ID_BIGGUN].animIndex + 2].frameBase + gun->xRot;
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2020-08-25 18:14:18 -05:00
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obj->animNumber = Objects[ID_BIGGUN].animIndex + (lara->animNumber - Objects[ID_BIGGUN_ANIMS].animIndex);
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obj->frameNumber = g_Level.Anims[obj->animNumber].frameBase + (lara->frameNumber - g_Level.Anims[lara->animNumber].frameBase);
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2020-08-25 22:55:23 -05:00
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if (fireCount)
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fireCount--;
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2020-08-25 18:14:18 -05:00
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gun->flags = 1;
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break;
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}
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lara->pos.yRot = gun->startYRot + (gun->yRot * (ANGLE(1) >> 2));
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obj->pos.yRot = gun->startYRot + (gun->yRot * (ANGLE(1) >> 2));
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coll->enableSpaz = false;
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coll->enableBaddiePush = false;
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LaraBaddieCollision(lara, coll);
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Camera.targetElevation = -ANGLE(15);
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return 1;
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}
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