2019-12-20 11:23:03 +01:00
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#include "../newobjects.h"
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#include "../../Game/items.h"
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2019-12-30 09:37:50 +01:00
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#include "../../Game/Box.h"
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#include "../../Game/sphere.h"
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#include "../../Game/effect2.h"
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#include "../../Game/people.h"
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#include "../../Game/lot.h"
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BITE_INFO LarsonGun = { -55, 200, 5, 14 };
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BITE_INFO PierreGun1 = { 60, 200, 0, 11 };
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BITE_INFO PierreGun2 = { -57, 200, 0, 14 };
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2019-12-20 11:23:03 +01:00
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void InitialiseLarson(short itemNum)
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{
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ITEM_INFO* item;
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short rotY;
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item = &Items[itemNum];
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ClearItem(itemNum);
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item->animNumber = Objects[item->objectNumber].animIndex;
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item->frameNumber = Anims[item->animNumber].frameBase;
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item->goalAnimState = 1;
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item->currentAnimState = 1;
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if (!item->triggerFlags)
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return;
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item->itemFlags[3] = 0;
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rotY = item->pos.yRot;
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// TODO: check if it's ok !
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if (rotY > 4096 && rotY < 28672)
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{
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item->pos.xPos += STEPUP_HEIGHT;
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}
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else if (rotY < -4096 && rotY > -28672)
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{
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item->pos.xPos += STEPUP_HEIGHT;
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}
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else if (rotY <= -8192 || rotY >= 8192)
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{
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if (rotY < -20480 || rotY > 20480)
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item->pos.zPos -= STEPUP_HEIGHT;
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}
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else
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{
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item->pos.zPos += STEPUP_HEIGHT;
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}
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2019-12-30 09:37:50 +01:00
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}
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void ControlLarson(short itemNumber)
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{
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if (!CreatureActive(itemNumber))
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return;
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short joint0 = 0;
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short tilt = 0;
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short angle = 0;
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short joint2 = 0;
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short joint1 = 0;
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ITEM_INFO* item = &Items[itemNumber];
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CREATURE_INFO* creature = (CREATURE_INFO*)item->data;
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if (item->hitPoints <= 40 && !(item->flags & 0x100))
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{
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item->hitPoints = 40;
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creature->flags++;
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}
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if (item->firedWeapon)
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{
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PHD_VECTOR pos;
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pos.x = LarsonGun.x;
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pos.y = LarsonGun.y;
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pos.z = LarsonGun.z;
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GetJointAbsPosition(item, &pos, LarsonGun.meshNum);
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TriggerDynamicLight(pos.x, pos.y, pos.z, 2 * item->firedWeapon + 10, 192, 128, 32);
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item->firedWeapon--;
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}
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if (item->triggerFlags)
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{
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if (CurrentLevel == 2)
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{
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item->itemFlags[3] = 1;
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item->gravityStatus = false;
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item->hitStatus = false;
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item->collidable = false;
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item->status = ITEM_DEACTIVATED;
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}
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else
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{
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item->gravityStatus = false;
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item->hitStatus = false;
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item->collidable = false;
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item->status = ITEM_ACTIVE;
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}
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item->triggerFlags = 0;
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}
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if (item->hitPoints > 0)
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{
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if (item->aiBits)
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GetAITarget(creature);
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else
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creature->enemy = LaraItem;
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AI_INFO info;
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CreatureAIInfo(item, &info);
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if (info.ahead)
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joint2 = info.angle;
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if (creature->flags)
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{
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item->hitPoints = 60;
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item->gravityStatus = false;
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item->hitStatus = false;
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item->collidable = false;
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item->status = ITEM_DEACTIVATED;
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creature->flags = 0;
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}
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GetCreatureMood(item, &info, VIOLENT);
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CreatureMood(item, &info, VIOLENT);
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if (info.distance < SQUARE(2048) && LaraItem->speed > 20
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|| item->hitStatus
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|| TargetVisible(item, &info) != 0)
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{
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item->status &= ITEM_DEACTIVATED;
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creature->alerted = true;
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}
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angle = CreatureTurn(item, creature->maximumTurn);
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switch (item->currentAnimState)
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{
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case 1:
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joint0 = info.angle >> 1;
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joint2 = info.angle >> 1;
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if (info.ahead)
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joint1 = info.xAngle;
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if (item->requiredAnimState)
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{
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item->goalAnimState = item->requiredAnimState;
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}
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else if (item->aiBits & AMBUSH)
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{
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item->goalAnimState = 3;
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}
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else if (Targetable(item, &info))
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{
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item->goalAnimState = 4;
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}
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else
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{
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if (item->aiBits & GUARD || CurrentLevel == 2 || item->itemFlags[3])
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{
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creature->maximumTurn = 0;
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item->goalAnimState = 1;
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if (abs(info.angle) >= ANGLE(2))
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{
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if (info.angle > 0)
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item->pos.yRot += ANGLE(2);
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else
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item->pos.yRot -= ANGLE(2);
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}
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else
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{
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item->pos.yRot += info.angle;
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}
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}
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else
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{
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if (creature->mood)
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{
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if (creature->mood == ESCAPE_MOOD)
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item->goalAnimState = 3;
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else
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item->goalAnimState = 2;
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}
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else
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{
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item->goalAnimState = GetRandomControl() >= 96 ? 2 : 6;
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}
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}
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}
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break;
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case 2:
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if (info.ahead)
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joint2 = info.angle;
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creature->maximumTurn = ANGLE(7);
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if (!creature->mood && GetRandomControl() < 96)
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{
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item->requiredAnimState = 6;
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item->goalAnimState = 1;
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break;
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}
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if (creature->mood == ESCAPE_MOOD || item->aiBits & AMBUSH)
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{
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item->requiredAnimState = 3;
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item->goalAnimState = 1;
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}
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else if (Targetable(item, &info))
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{
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item->requiredAnimState = 4;
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item->goalAnimState = 1;
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}
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else if (!info.ahead || info.distance > SQUARE(3072))
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{
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item->requiredAnimState = 3;
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item->goalAnimState = 1;
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}
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break;
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case 3:
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if (info.ahead)
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joint2 = info.angle;
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creature->maximumTurn = ANGLE(11);
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tilt = angle / 2;
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if (creature->reachedGoal)
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{
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item->goalAnimState = 1;
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}
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else if (item->aiBits & AMBUSH)
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{
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item->goalAnimState = 3;
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}
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else if (creature->mood || GetRandomControl() >= 96)
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{
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if (Targetable(item, &info))
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{
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item->requiredAnimState = 4;
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item->goalAnimState = 1;
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}
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else if (info.ahead)
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{
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if (info.distance <= SQUARE(3072))
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{
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item->requiredAnimState = 2;
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item->goalAnimState = 1;
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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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item->requiredAnimState = 6;
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item->goalAnimState = 1;
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}
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break;
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case 4:
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joint0 = info.angle >> 1;
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joint2 = info.angle >> 1;
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if (info.ahead)
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joint1 = info.xAngle;
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creature->maximumTurn = 0;
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if (abs(info.angle) >= ANGLE(2))
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{
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if (info.angle > 0)
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item->pos.yRot += ANGLE(2);
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else
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item->pos.yRot -= ANGLE(2);
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}
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else
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{
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item->pos.yRot += info.angle;
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}
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if (Targetable(item, &info))
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item->goalAnimState = 7;
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else
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item->goalAnimState = 1;
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break;
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case 6:
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joint0 = info.angle >> 1;
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joint2 = info.angle >> 1;
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if (info.ahead)
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joint1 =info.xAngle;
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if (creature->mood)
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{
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item->goalAnimState = 1;
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}
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else
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{
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if (GetRandomControl() <= 96)
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{
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item->requiredAnimState = 2;
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item->goalAnimState = 1;
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}
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}
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break;
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case 7:
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joint0 = info.angle >> 1;
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joint2 = info.angle >> 1;
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if (info.ahead)
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joint1 = HIWORD(info.angle);
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creature->maximumTurn = 0;
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if (abs(info.angle) >= ANGLE(2))
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{
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if (info.angle > 0)
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item->pos.yRot += ANGLE(2);
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else
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item->pos.yRot -= ANGLE(2);
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}
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else
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{
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item->pos.yRot += info.angle;
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}
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if (item->frameNumber == Anims[item->animNumber].frameBase)
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{
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if (item->objectNumber == ID_TR5_PIERRE)
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{
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ShotLara(item, &info, &PierreGun1, joint0, 20);
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ShotLara(item, &info, &PierreGun2, joint0, 20);
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}
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else
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{
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ShotLara(item, &info, &LarsonGun, joint0, 20);
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}
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item->firedWeapon = 2;
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}
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if (creature->mood == 2 && GetRandomControl() > 0x2000)
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item->requiredAnimState = 1;
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break;
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default:
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break;
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}
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}
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else if (item->currentAnimState == 5)
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{
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if (item->objectNumber == ID_TR5_LARSON && item->frameNumber == Anims[item->animNumber].frameEnd)
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{
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short roomNumber= item->itemFlags[2];
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ROOM_INFO* r = &Rooms[roomNumber];
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int x = r->x + 4 * (item->pad2[4] & 0xFF00) + 512;
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int y = r->minfloor + (item->itemFlags[2] & 0xFFFFFF00);
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int z = ((item->pad2[4] & 0x00FF) << 10) + r->z + 512;
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FLOOR_INFO* floor = GetFloor(x, y, z, &roomNumber);
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GetFloorHeight(floor, x, y, z);
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TestTriggers(TriggerIndex, 1, 0);
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joint0 = 0;
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}
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}
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else
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{
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if (item->objectNumber == ID_TR5_PIERRE)
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item->animNumber = Objects[ID_TR5_PIERRE].animIndex + 12;
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else
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item->animNumber = Objects[ID_TR5_LARSON].animIndex + 15;
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item->currentAnimState = 5;
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item->frameNumber = Anims[item->animNumber].frameBase;
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}
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CreatureTilt(item, tilt);
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CreatureJoint(item, 0, joint0);
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CreatureJoint(item, 1, joint1);
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CreatureJoint(item, 2, joint2);
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CreatureAnimation(itemNumber, angle, 0);
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if (creature->reachedGoal)
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{
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if (CurrentLevel == 2)
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{
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item->goalAnimState = 1;
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item->requiredAnimState = 1;
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creature->reachedGoal = false;
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item->gravityStatus = false;
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item->hitStatus = false;
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item->collidable = false;
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item->status = ITEM_INACTIVE;
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item->triggerFlags = 0;
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}
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else
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{
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item->hitPoints = -16384;
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DisableBaddieAI(itemNumber);
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KillItem(itemNumber);
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}
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}
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2019-12-20 11:23:03 +01:00
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}
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