TombEngine/TR5Main/Game/Lara/lara_crawl.cpp

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#include "framework.h"
#include "lara.h"
#include "input.h"
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#include "level.h"
#include "lara_tests.h"
#include "lara_collide.h"
#include "animation.h"
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#include "control/los.h"
#include "lara_flare.h"
#include "lara_helpers.h"
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#include "collide.h"
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#include "items.h"
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#include "camera.h"
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#include "control/control.h"
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// -----------------------------
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// CRAWL & CROUCH
// Control & Collision Functions
// -----------------------------
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// -------
// CROUCH:
// -------
// State: LS_CROUCH_IDLE (71)
// Collision: lara_col_crouch_idle()
void lara_as_crouch_idle(ITEM_INFO* item, COLL_INFO* coll)
{
// TODO: Deplete air meter if Lara's head is below the water. Original implementation had a weird buffer zone before
// wade depth where Lara couldn't crouch at all, and if the player forced her into the crouched state by
// crouching into the region from a run as late as possible, she wasn't able to turn or begin crawling.
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// Since Lara can now crawl at a considerable depth, a region of peril would make sense. @Sezz 2021.10.21
LaraInfo*& info = item->data;
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info->keepCrouched = TestLaraKeepCrouched(item, coll);
coll->Setup.EnableSpaz = false;
coll->Setup.EnableObjectPush = true;
Camera.targetElevation = -ANGLE(24.0f);
if (item->hitPoints <= 0)
{
item->goalAnimState = LS_DEATH;
return;
}
if (TrInput & IN_LOOK)
LookUpDown();
if (TrInput & IN_LEFT)
info->turnRate = -LARA_CRAWL_TURN;
else if (TrInput & IN_RIGHT)
info->turnRate = LARA_CRAWL_TURN;
if ((TrInput & IN_DUCK || info->keepCrouched) &&
info->waterStatus != LW_WADE)
{
// TODO: LUA
info->NewAnims.CrouchRoll = true;
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if (TrInput & IN_SPRINT &&
TestLaraCrouchRoll(item, coll) &&
info->gunStatus == LG_HANDS_FREE &&
info->NewAnims.CrouchRoll)
{
item->goalAnimState = LS_CROUCH_ROLL;
return;
}
if (TrInput & (IN_FORWARD | IN_BACK) &&
TestLaraCrouchToCrawl(item))
{
item->goalAnimState = LS_CRAWL_IDLE;
return;
}
if (TrInput & IN_LEFT)
{
item->goalAnimState = LS_CROUCH_TURN_LEFT;
return;
}
else if (TrInput & IN_RIGHT)
{
item->goalAnimState = LS_CROUCH_TURN_RIGHT;
return;
}
item->goalAnimState = LS_CROUCH_IDLE;
return;
}
item->goalAnimState = LS_IDLE;
}
// State: LS_CROUCH_IDLE (71)
// Control: lara_as_crouch_idle()
void lara_col_crouch_idle(ITEM_INFO* item, COLL_INFO* coll)
{
LaraInfo*& info = item->data;
info->keepCrouched = TestLaraKeepCrouched(item, coll);
info->isDucked = true;
info->moveAngle = item->pos.yRot;
item->gravityStatus = false;
item->fallspeed = 0;
coll->Setup.Height = LARA_HEIGHT_CRAWL;
coll->Setup.ForwardAngle = item->pos.yRot;
coll->Setup.BadHeightDown = STEP_SIZE - 1;
coll->Setup.BadHeightUp = -(STEP_SIZE - 1);
coll->Setup.BadCeilingHeight = 0;
coll->Setup.SlopesAreWalls = true;
GetCollisionInfo(coll, item);
if (TestLaraFall(item, coll))
{
info->gunStatus = LG_HANDS_FREE;
SetLaraFallState(item);
return;
}
if (TestLaraSlide(item, coll))
return;
ShiftItem(item, coll);
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LaraSnapToHeight(item, coll);
}
// State: LS_CROUCH_ROLL (72)
// Collision: lara_as_crouch_roll()
void lara_as_crouch_roll(ITEM_INFO* item, COLL_INFO* coll)
{
LaraInfo*& info = item->data;
coll->Setup.EnableSpaz = false;
coll->Setup.EnableObjectPush = true;
Camera.targetElevation = -ANGLE(24.0f);
if (TrInput & IN_LEFT)
{
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info->turnRate -= LARA_TURN_RATE;
if (info->turnRate < -LARA_CROUCH_ROLL_TURN)
info->turnRate = -LARA_CROUCH_ROLL_TURN;
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DoLaraLean(item, coll, -LARA_LEAN_MAX, LARA_LEAN_RATE);
}
else if (TrInput & IN_RIGHT)
{
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info->turnRate += LARA_TURN_RATE;
if (info->turnRate > LARA_CROUCH_ROLL_TURN)
info->turnRate = LARA_CROUCH_ROLL_TURN;
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DoLaraLean(item, coll, LARA_LEAN_MAX, LARA_LEAN_RATE);
}
item->goalAnimState = LS_CROUCH_IDLE;
}
// State: LS_CROUCH_ROLL (72)
// Control: lara_as_crouch_roll()
void lara_col_crouch_roll(ITEM_INFO* item, COLL_INFO* coll)
{
LaraInfo*& info = item->data;
info->keepCrouched = TestLaraKeepCrouched(item, coll);
info->isDucked = true;
info->moveAngle = item->pos.yRot;
item->gravityStatus = 0;
item->fallspeed = 0;
coll->Setup.Height = LARA_HEIGHT_CRAWL;
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coll->Setup.BadHeightDown = STEP_SIZE - 1;
coll->Setup.BadHeightUp = -(STEP_SIZE - 1);
coll->Setup.ForwardAngle = item->pos.yRot;
coll->Setup.BadCeilingHeight = 0;
coll->Setup.SlopesAreWalls = true;
GetCollisionInfo(coll, item);
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// TODO: With sufficient speed, Lara can still roll off ledges. This is particularly a problem in the uncommon scenario where
// she becomes airborne within a crawlspace; collision handling will push her back very rapidly and potentially cause a softlock. @Sezz 2021.11.02
if (LaraDeflectEdgeCrawl(item, coll))
{
item->pos.xPos = coll->Setup.OldPosition.x;
item->pos.yPos = coll->Setup.OldPosition.y;
item->pos.zPos = coll->Setup.OldPosition.z;
}
if (TestLaraFall(item, coll))
{
info->gunStatus = LG_HANDS_FREE;
item->speed /= 3; // Truncate speed to prevent flying off.
SetLaraFallState(item);
return;
}
if (TestLaraSlide(item, coll))
return;
ShiftItem(item, coll);
if (TestLaraHitCeiling(coll))
{
SetLaraHitCeiling(item, coll);
return;
}
if (TestLaraStep(coll))
{
DoLaraStep(item, coll);
return;
}
}
// State: LS_CROUCH_TURN_LEFT (105)
// Collision: lara_col_crouch_turn_left()
void lara_as_crouch_turn_left(ITEM_INFO* item, COLL_INFO* coll)
{
LaraInfo*& info = item->data;
coll->Setup.EnableSpaz = false;
Camera.targetElevation = -ANGLE(24.0f);
if (item->hitPoints <= 0)
{
item->goalAnimState = LS_DEATH;
return;
}
if (TrInput & IN_LOOK)
LookUpDown();
info->turnRate = -LARA_CRAWL_TURN;
if ((TrInput & IN_DUCK || info->keepCrouched) &&
info->waterStatus != LW_WADE)
{
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if (TrInput & IN_SPRINT &&
TestLaraCrouchRoll(item, coll) &&
info->NewAnims.CrouchRoll)
{
item->goalAnimState = LS_CROUCH_ROLL;
return;
}
if (TrInput & (IN_FORWARD | IN_BACK) &&
TestLaraCrouchToCrawl(item))
{
item->goalAnimState = LS_CRAWL_IDLE;
return;
}
if (TrInput & IN_LEFT)
{
item->goalAnimState = LS_CROUCH_TURN_LEFT;
return;
}
item->goalAnimState = LS_CROUCH_IDLE;
return;
}
item->goalAnimState = LS_IDLE;
}
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// State: LS_CRAWL_TURN_LEFT (105)
// Control: lara_as_crouch_turn_left()
void lara_col_crouch_turn_left(ITEM_INFO* item, COLL_INFO* coll)
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{
lara_col_crouch_idle(item, coll);
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}
// State: LS_CROUCH_TURN_RIGHT (106)
// Collision: lara_col_crouch_turn_right()
void lara_as_crouch_turn_right(ITEM_INFO* item, COLL_INFO* coll)
{
LaraInfo*& info = item->data;
coll->Setup.EnableSpaz = false;
Camera.targetElevation = -ANGLE(24.0f);
if (item->hitPoints <= 0)
{
item->goalAnimState = LS_DEATH;
return;
}
if (TrInput & IN_LOOK)
LookUpDown();
info->turnRate = LARA_CRAWL_TURN;
if ((TrInput & IN_DUCK || info->keepCrouched) &&
info->waterStatus != LW_WADE)
{
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if (TrInput & IN_SPRINT &&
TestLaraCrouchRoll(item, coll) &&
info->NewAnims.CrouchRoll)
{
item->goalAnimState = LS_CROUCH_ROLL;
return;
}
if (TrInput & (IN_FORWARD | IN_BACK) &&
TestLaraCrouchToCrawl(item))
{
item->goalAnimState = LS_CRAWL_IDLE;
return;
}
if (TrInput & IN_RIGHT)
{
item->goalAnimState = LS_CROUCH_TURN_RIGHT;
return;
}
item->goalAnimState = LS_CROUCH_IDLE;
return;
}
item->goalAnimState = LS_IDLE;
}
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// State: LS_CRAWL_TURN_RIGHT (106)
// Control: lara_as_crouch_turn_right()
void lara_col_crouch_turn_right(ITEM_INFO* item, COLL_INFO* coll)
{
lara_col_crouch_idle(item, coll);
}
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// ------
// CRAWL:
// ------
// State: LS_CRAWL_IDLE (80)
// Collision: lara_col_crawl_idle()
void lara_as_crawl_idle(ITEM_INFO* item, COLL_INFO* coll)
{
LaraInfo*& info = item->data;
info->gunStatus = LG_HANDS_BUSY;
coll->Setup.EnableSpaz = false;
coll->Setup.EnableObjectPush = true;
Camera.targetElevation = -ANGLE(24.0f);
if (item->hitPoints <= 0)
{
item->goalAnimState = LS_DEATH;
return;
}
if (TrInput & IN_LOOK)
LookUpDown();
if (TrInput & IN_LEFT)
info->turnRate = -LARA_CRAWL_TURN;
else if (TrInput & IN_RIGHT)
info->turnRate = LARA_CRAWL_TURN;
// TODO: LUA
info->NewAnims.CrawlExtended = true;
if ((TrInput & IN_DUCK || info->keepCrouched) &&
info->waterStatus != LW_WADE)
{
// TODO: Flare not working.
if ((TrInput & IN_SPRINT && TestLaraCrouchRoll(item, coll)) ||
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(TrInput & (IN_DRAW | IN_FLARE) &&
!IsStandingWeapon(info->gunType) &&
item->animNumber != LA_CROUCH_TO_CRAWL_START)) // Hack.
{
info->gunStatus = LG_HANDS_FREE;
item->goalAnimState = LS_CROUCH_IDLE;
return;
}
if (TrInput & IN_FORWARD)
{
if (TrInput & (IN_ACTION | IN_JUMP) &&
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TestLaraCrawlVault(item, coll) &&
info->NewAnims.CrawlExtended)
{
DoLaraCrawlVault(item, coll);
return;
}
else [[likely]]
{
item->goalAnimState = LS_CRAWL_FORWARD;
return;
}
}
else if (TrInput & IN_BACK)
{
if (TrInput & (IN_ACTION | IN_JUMP) &&
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TestLaraCrawlToHang(item, coll))
{
DoLaraCrawlToHangSnap(item, coll);
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item->goalAnimState = LS_CRAWL_TO_HANG;
return;
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}
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else if (TestLaraCrawlBack(item, coll)) [[likely]]
{
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item->goalAnimState = LS_CRAWL_BACK;
return;
}
}
if (TrInput & IN_LEFT)
{
item->goalAnimState = LS_CRAWL_TURN_LEFT;
return;
}
else if (TrInput & IN_RIGHT)
{
item->goalAnimState = LS_CRAWL_TURN_RIGHT;
return;
}
item->goalAnimState = LS_CRAWL_IDLE;
return;
}
info->gunStatus = LG_HANDS_FREE;
item->goalAnimState = LS_CROUCH_IDLE;
}
// State: LS_CRAWL_IDLE (80)
// Control: lara_as_crawl_idle()
void lara_col_crawl_idle(ITEM_INFO* item, COLL_INFO* coll)
{
LaraInfo*& info = item->data;
info->keepCrouched = TestLaraKeepCrouched(item, coll);
info->isDucked = true;
info->moveAngle = item->pos.yRot;
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info->torsoXrot = 0;
info->torsoYrot = 0;
item->fallspeed = 0;
item->gravityStatus = false;
coll->Setup.ForwardAngle = info->moveAngle;
coll->Setup.Radius = LARA_RAD_CRAWL;
coll->Setup.Height = LARA_HEIGHT_CRAWL;
coll->Setup.BadHeightDown = STEP_SIZE - 1;
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coll->Setup.BadHeightUp = -(STEP_SIZE - 1);
coll->Setup.BadCeilingHeight = LARA_HEIGHT_CRAWL;
coll->Setup.SlopesAreWalls = true;
coll->Setup.SlopesArePits = true;
GetCollisionInfo(coll, item);
if (TestLaraFall(item, coll))
{
info->gunStatus = LG_HANDS_FREE;
SetLaraFallState(item);
return;
}
if (TestLaraSlide(item, coll))
return;
ShiftItem(item, coll);
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LaraSnapToHeight(item, coll);
}
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// State: LS_CRAWL_FORWARD (81)
// Collision: lara_col_crawl_forward()
void lara_as_crawl_forward(ITEM_INFO* item, COLL_INFO* coll)
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{
LaraInfo*& info = item->data;
info->keepCrouched = TestLaraKeepCrouched(item, coll);
info->gunStatus = LG_HANDS_BUSY;
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coll->Setup.EnableSpaz = false;
coll->Setup.EnableObjectPush = true;
Camera.targetElevation = -ANGLE(24.0f);
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if (item->hitPoints <= 0)
{
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item->goalAnimState = LS_DEATH;
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return;
}
if (TrInput & IN_LEFT)
{
info->turnRate -= LARA_TURN_RATE;
if (info->turnRate < -LARA_SLOW_TURN)
info->turnRate = -LARA_SLOW_TURN;
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}
else if (TrInput & IN_RIGHT)
{
info->turnRate += LARA_TURN_RATE;
if (info->turnRate > LARA_SLOW_TURN)
info->turnRate = LARA_SLOW_TURN;
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}
if ((TrInput & IN_DUCK || info->keepCrouched) &&
info->waterStatus != LW_WADE)
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{
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if (TrInput & IN_SPRINT &&
TestLaraCrouchRoll(item, coll))
{
item->goalAnimState = LS_CRAWL_IDLE;
return;
}
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if (TrInput & IN_FORWARD)
{
if (TrInput & (IN_ACTION | IN_JUMP) &&
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TestLaraCrawlVault(item, coll) &&
info->NewAnims.CrawlExtended)
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{
DoLaraCrawlVault(item, coll);
return;
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}
else [[likely]]
{
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item->goalAnimState = LS_CRAWL_FORWARD;
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return;
}
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}
item->goalAnimState = LS_CRAWL_IDLE;
return;
}
item->goalAnimState = LS_CRAWL_IDLE;
}
// State: LS_CRAWL_FORWARD (81)
// Control: lara_as_crawl_forward()
void lara_col_crawl_forward(ITEM_INFO* item, COLL_INFO* coll)
{
LaraInfo*& info = item->data;
info->keepCrouched = TestLaraKeepCrouched(item, coll);
info->isDucked = true;
info->moveAngle = item->pos.yRot;
info->torsoXrot = 0;
info->torsoYrot = 0;
item->gravityStatus = false;
item->fallspeed = 0;
coll->Setup.Radius = LARA_RAD_CRAWL;
coll->Setup.Height = LARA_HEIGHT_CRAWL;
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coll->Setup.BadHeightDown = STEP_SIZE - 1; // Offset of 1 is required or Lara will crawl up/down steps.
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coll->Setup.BadHeightUp = -(STEP_SIZE - 1); // TODO: Stepping approach is different from walk/run because crawl step anims do not submerge Lara. Resolve this someday. @Sezz 2021.10.31
coll->Setup.BadCeilingHeight = LARA_HEIGHT_CRAWL;
coll->Setup.SlopesArePits = true;
coll->Setup.SlopesAreWalls = true;
coll->Setup.ForwardAngle = info->moveAngle;
GetCollisionInfo(coll, item, true);
if (LaraDeflectEdgeCrawl(item, coll))
LaraCollideStopCrawl(item, coll);
if (TestLaraFall(item, coll))
{
info->gunStatus = LG_HANDS_FREE;
SetLaraFallState(item);
return;
}
if (TestLaraSlide(item, coll))
return;
ShiftItem(item, coll);
if (TestLaraStep(coll))
{
DoLaraStep(item, coll);
return;
}
}
// State: LS_CRAWL_BACK (86)
// Collision: lara_col_crawl_back()
void lara_as_crawl_back(ITEM_INFO* item, COLL_INFO* coll)
{
LaraInfo*& info = item->data;
info->look = false;
info->gunStatus = LG_HANDS_BUSY;
coll->Setup.EnableSpaz = false;
coll->Setup.EnableObjectPush = true;
Camera.targetElevation = -ANGLE(24.0f);
if (item->hitPoints <= 0)
{
item->goalAnimState = LS_DEATH;
return;
}
if (TrInput & IN_LEFT)
{
info->turnRate -= LARA_TURN_RATE;
if (info->turnRate < -LARA_SLOW_TURN)
info->turnRate = -LARA_SLOW_TURN;
}
else if (TrInput & IN_RIGHT)
{
info->turnRate += LARA_TURN_RATE;
if (info->turnRate > LARA_SLOW_TURN)
info->turnRate = LARA_SLOW_TURN;
}
if ((TrInput & IN_DUCK || info->keepCrouched)
&& info->waterStatus != LW_WADE)
{
if (TrInput & IN_BACK)
{
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// TODO: Crawl-to-hang dispatch not working directly from here. Must be idle. Hardly noticeable, but it would be preferable for this to be seamless. @Sezz 2021.11.23
/*if (TrInput & (IN_ACTION | IN_JUMP) &&
TestLaraCrawlToHang(item, coll))
{
DoLaraCrawlToHangSnap(item, coll);
item->goalAnimState = LS_CRAWL_TO_HANG;
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return;
}
else [[likely]]*/
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{
item->goalAnimState = LS_CRAWL_BACK;
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return;
}
}
item->goalAnimState = LS_CRAWL_IDLE;
return;
}
item->goalAnimState = LS_CRAWL_IDLE;
}
// State: LS_CRAWL_BACK (86)
// Control: lara_as_crawl_back()
void lara_col_crawl_back(ITEM_INFO* item, COLL_INFO* coll)
{
LaraInfo*& info = item->data;
info->keepCrouched = TestLaraKeepCrouched(item, coll);
info->isDucked = true;
info->moveAngle = item->pos.yRot + ANGLE(180.0f);
item->gravityStatus = false;
item->fallspeed = 0;
coll->Setup.Radius = LARA_RAD_CRAWL;
coll->Setup.Height = LARA_HEIGHT_CRAWL;
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coll->Setup.BadHeightDown = STEP_SIZE - 1; // Offset of 1 is required or Lara will crawl up/down steps.
coll->Setup.BadHeightUp = -(STEP_SIZE - 1);
coll->Setup.BadCeilingHeight = LARA_HEIGHT_CRAWL;
coll->Setup.SlopesArePits = true;
coll->Setup.SlopesAreWalls = true;
coll->Setup.ForwardAngle = info->moveAngle;
GetCollisionInfo(coll, item, true);
if (LaraDeflectEdgeCrawl(item, coll))
LaraCollideStopCrawl(item, coll);
if (TestLaraFall(item, coll))
{
info->gunStatus = LG_HANDS_FREE;
SetLaraFallState(item);
return;
}
if (TestLaraSlide(item, coll))
return;
ShiftItem(item, coll);
if (TestLaraStep(coll))
{
DoLaraStep(item, coll);
return;
}
}
// State: LS_CRAWL_TURN_LEFT (84)
// Collision: lara_col_crawl_turn_left()
void lara_as_crawl_turn_left(ITEM_INFO* item, COLL_INFO* coll)
{
LaraInfo*& info = item->data;
info->gunStatus = LG_HANDS_BUSY;
coll->Setup.EnableSpaz = false;
coll->Setup.EnableObjectPush = true;
Camera.targetElevation = -ANGLE(24.0f);
if (item->hitPoints <= 0)
{
item->goalAnimState = LS_DEATH;
return;
}
info->turnRate = -LARA_CRAWL_TURN;
if ((TrInput & IN_DUCK || info->keepCrouched)
&& info->waterStatus != LW_WADE)
{
if (TrInput & IN_SPRINT && TestLaraCrouchRoll(item, coll))
{
item->goalAnimState = LS_CRAWL_IDLE;
return;
}
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if (TrInput & IN_FORWARD)
{
item->goalAnimState = LS_CRAWL_FORWARD;
return;
}
if (TrInput & IN_BACK &&
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TestLaraCrawlBack(item, coll))
{
item->goalAnimState = LS_CRAWL_BACK;
return;
}
if (TrInput & IN_LEFT)
{
item->goalAnimState = LS_CRAWL_TURN_LEFT;
return;
}
item->goalAnimState = LS_CRAWL_IDLE;
return;
}
item->goalAnimState = LS_CRAWL_IDLE;
}
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// State: LS_CRAWL_TURN_LEFT (84)
// Control: lara_as_crawl_turn_left()
void lara_col_crawl_turn_left(ITEM_INFO* item, COLL_INFO* coll)
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{
lara_col_crawl_idle(item, coll);
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}
// State: LS_CRAWL_TURN_RIGHT (85)
// Collision: lara_col_crawl_turn_right()
void lara_as_crawl_turn_right(ITEM_INFO* item, COLL_INFO* coll)
{
LaraInfo*& info = item->data;
info->gunStatus = LG_HANDS_BUSY;
coll->Setup.EnableSpaz = false;
coll->Setup.EnableObjectPush = true;
Camera.targetElevation = -ANGLE(24.0f);
if (item->hitPoints <= 0)
{
item->goalAnimState = LS_DEATH;
return;
}
info->turnRate = LARA_CRAWL_TURN;
if ((TrInput & IN_DUCK || info->keepCrouched)
&& info->waterStatus != LW_WADE)
{
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if (TrInput & IN_SPRINT &&
TestLaraCrouchRoll(item, coll))
{
item->goalAnimState = LS_CRAWL_IDLE;
return;
}
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if (TrInput & IN_FORWARD)
{
item->goalAnimState = LS_CRAWL_FORWARD;
return;
}
if (TrInput & IN_BACK &&
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TestLaraCrawlBack(item, coll))
{
item->goalAnimState = LS_CRAWL_BACK;
return;
}
if (TrInput & IN_RIGHT)
{
item->goalAnimState = LS_CRAWL_TURN_RIGHT;
return;
}
item->goalAnimState = LS_CRAWL_IDLE;
return;
}
item->goalAnimState = LS_CRAWL_IDLE;
}
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// State: LS_CRAWL_TURN_RIGHT (85)
// Control: lara_as_crawl_turn_right()
void lara_col_crawl_turn_right(ITEM_INFO* item, COLL_INFO* coll)
{
lara_col_crawl_idle(item, coll);
}
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void lara_col_crawl2hang(ITEM_INFO* item, COLL_INFO* coll)
{
LaraInfo*& info = item->data;
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coll->Setup.EnableSpaz = false;
coll->Setup.EnableObjectPush = false;
Camera.targetAngle = 0;
Camera.targetElevation = -ANGLE(45.0f);
if (item->animNumber == LA_CRAWL_TO_HANG_END)
{
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info->moveAngle = item->pos.yRot;
coll->Setup.Height = LARA_HEIGHT_STRETCH;
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coll->Setup.BadHeightDown = NO_BAD_POS;
coll->Setup.BadHeightUp = -STEPUP_HEIGHT;
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coll->Setup.BadCeilingHeight = BAD_JUMP_CEILING;
coll->Setup.ForwardAngle = info->moveAngle;
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MoveItem(item, item->pos.yRot, -STEP_SIZE);
GetCollisionInfo(coll, item);
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SnapItemToLedge(item, coll);
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if (TestHangSwingIn(item, item->pos.yRot))
{
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SetAnimation(item, LA_JUMP_UP_TO_MONKEYSWING);
info->headYrot = 0;
info->headXrot = 0;
info->torsoYrot = 0;
info->torsoXrot = 0;
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}
else
{
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SetAnimation(item, LA_REACH_TO_HANG, 12);
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if (TestHangFeet(item, item->pos.yRot))
item->goalAnimState = LS_HANG_FEET;
}
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GetCollisionInfo(coll, item);
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info->gunStatus = LG_HANDS_BUSY;
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item->pos.yPos += coll->Front.Floor - GetBoundsAccurate(item)->Y1 - 20;
item->gravityStatus = true;
item->speed = 2;
item->fallspeed = 1;
}
}