TombEngine/TR5Main/Game/Lara/lara_monkey.cpp

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#include "framework.h"
#include "lara.h"
#include "input.h"
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#include "control/control.h"
#include "lara_collide.h"
#include "lara_tests.h"
#include "lara_monkey.h"
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#include "floordata.h"
#include "collide.h"
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#include "items.h"
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#include "camera.h"
Merge branch 'master' into item_data # Conflicts: # TR5Main/Game/Lara/lara.cpp # TR5Main/Game/Lara/lara_collide.cpp # TR5Main/Game/Lara/lara_monkey.cpp # TR5Main/Game/Lara/lara_struct.h # TR5Main/Game/Lara/lara_tests.cpp # TR5Main/Game/collide.h # TR5Main/Game/control.h # TR5Main/Game/effect.h # TR5Main/Game/effect2.cpp # TR5Main/Game/flipeffect.cpp # TR5Main/Game/floordata.h # TR5Main/Game/hair.cpp # TR5Main/Game/health.cpp # TR5Main/Game/items.cpp # TR5Main/Game/newinv2.cpp # TR5Main/Game/spotcam.cpp # TR5Main/Objects/Effects/tr4_bubbles.cpp # TR5Main/Objects/TR1/Entity/tr1_ape.cpp # TR5Main/Objects/TR1/Entity/tr1_bigrat.cpp # TR5Main/Objects/TR1/Entity/tr1_doppelganger.cpp # TR5Main/Objects/TR2/Entity/tr2_birdmonster.cpp # TR5Main/Objects/TR2/Entity/tr2_shark.cpp # TR5Main/Objects/TR2/Entity/tr2_spider.cpp # TR5Main/Objects/TR2/Entity/tr2_yeti.cpp # TR5Main/Objects/TR3/Entity/tr3_fishemitter.cpp # TR5Main/Objects/TR3/Entity/tr3_flamethrower.cpp # TR5Main/Objects/TR3/Entity/tr3_monkey.cpp # TR5Main/Objects/TR3/Entity/tr3_raptor.cpp # TR5Main/Objects/TR3/Entity/tr3_scuba.cpp # TR5Main/Objects/TR3/Entity/tr3_trex.cpp # TR5Main/Objects/TR3/Vehicles/kayak.cpp # TR5Main/Objects/TR3/Vehicles/minecart.cpp # TR5Main/Objects/TR4/Entity/tr4_bat.cpp # TR5Main/Objects/TR4/Entity/tr4_big_beetle.cpp # TR5Main/Objects/TR4/Entity/tr4_bigscorpion.cpp # TR5Main/Objects/TR4/Entity/tr4_demigod.cpp # TR5Main/Objects/TR4/Entity/tr4_dog.cpp # TR5Main/Objects/TR4/Entity/tr4_hammerhead.cpp # TR5Main/Objects/TR4/Entity/tr4_harpy.cpp # TR5Main/Objects/TR4/Entity/tr4_mutant.cpp # TR5Main/Objects/TR4/Entity/tr4_smallscorpion.cpp # TR5Main/Objects/TR4/Entity/tr4_troops.cpp # TR5Main/Objects/TR4/Entity/tr4_wildboar.cpp # TR5Main/Objects/TR4/Trap/tr4_joby_spikes.cpp # TR5Main/Objects/TR4/Vehicles/motorbike.cpp # TR5Main/Objects/TR5/Entity/tr5_doberman.cpp # TR5Main/Objects/TR5/Entity/tr5_imp.cpp # TR5Main/Objects/TR5/Entity/tr5_larson.cpp # TR5Main/Objects/TR5/Entity/tr5_lion.cpp # TR5Main/Objects/TR5/Entity/tr5_reaper.cpp # TR5Main/Objects/TR5/Object/tr5_pushableblock.cpp # TR5Main/Objects/TR5/Object/tr5_rollingball.cpp # TR5Main/Objects/TR5/Trap/tr5_fallingceiling.cpp # TR5Main/Renderer/Renderer11Draw2D.cpp # TR5Main/Specific/input.cpp # TR5Main/Specific/level.cpp # TR5Main/TombEngine.vcxproj.filters
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#include "level.h"
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using namespace TEN::Floordata;
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/*this file has all the related functions to monkeyswinging*/
/*monkeyswing state handling functions*/
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void lara_as_hang2(ITEM_INFO* item, COLL_INFO* coll)
{
/*state 75*/
/*collision: lara_col_hang2*/
if (item->hitPoints <= 0)
{
item->goalAnimState = LS_STOP;
return;
}
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coll->Setup.EnableObjectPush = false;
coll->Setup.EnableSpaz = false;
Lara.torsoYrot = 0;
Lara.torsoXrot = 0;
if (Lara.canMonkeySwing)
{
if (!(TrInput & IN_ACTION) || item->hitPoints <= 0)
MonkeySwingFall(item);
Camera.targetAngle = 0;
Camera.targetElevation = -ANGLE(45.0f);
}
if (TrInput & IN_LOOK)
LookUpDown();
}
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void lara_col_hang2(ITEM_INFO* item, COLL_INFO* coll)
{
/*state 75*/
/*state code: lara_as_hang2*/
item->fallspeed = 0;
item->gravityStatus = false;
if (Lara.canMonkeySwing)
{
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coll->Setup.BadHeightDown = NO_BAD_POS;
coll->Setup.BadHeightUp = NO_HEIGHT;
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coll->Setup.BadCeilingHeight = 0;
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coll->Setup.SlopesAreWalls = false;
coll->Setup.ForwardAngle = Lara.moveAngle;
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coll->Setup.Radius = LARA_RAD;
coll->Setup.Height = LARA_HEIGHT_MONKEY;
Lara.moveAngle = item->pos.yRot;
GetCollisionInfo(coll, item);
// FOR DEBUG PURPOSES UNTIL SCRIPTING IS READY-
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Lara.NewAnims.Monkey180Roll = 1;
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if (TrInput & IN_FORWARD && coll->CollisionType != CT_FRONT && abs(coll->Middle.Ceiling - coll->Front.Ceiling) < 50)
{
bool monkeyFront = LaraCollisionFront(item, item->pos.yRot, coll->Setup.Radius).BottomBlock->Flags.Monkeyswing;
if (monkeyFront)
item->goalAnimState = LS_MONKEYSWING_FORWARD;
}
else if (TrInput & IN_LSTEP && TestMonkeyLeft(item, coll))
{
item->goalAnimState = LS_MONKEYSWING_LEFT;
}
else if (TrInput & IN_RSTEP && TestMonkeyRight(item, coll))
{
item->goalAnimState = LS_MONKEYSWING_RIGHT;
}
else if (TrInput & IN_LEFT)
{
item->goalAnimState = LS_MONKEYSWING_TURN_LEFT;
}
else if (TrInput & IN_RIGHT)
{
item->goalAnimState = LS_MONKEYSWING_TURN_RIGHT;
}
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else if (TrInput & IN_ROLL && Lara.NewAnims.Monkey180Roll)
{
item->goalAnimState = LS_MONKEYSWING_TURN_180;
}
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if (abs(coll->Middle.Ceiling - coll->Front.Ceiling) < 50)
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MonkeySwingSnap(item, coll);
}
else
{
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TestLaraHang(item, coll);
if (item->goalAnimState == LS_MONKEYSWING_IDLE)
{
TestForObjectOnLedge(item, coll);
if (!(TrInput & IN_FORWARD) ||
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coll->Front.Floor <= -850 ||
coll->Front.Floor >= -650 ||
coll->Front.Floor < coll->Front.Ceiling ||
coll->FrontLeft.Floor < coll->FrontLeft.Ceiling ||
coll->FrontRight.Floor < coll->FrontRight.Ceiling ||
coll->HitStatic)
{
if (!(TrInput & IN_FORWARD) ||
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coll->Front.Floor <= -850 ||
coll->Front.Floor >= -650 ||
coll->Front.Floor - coll->Front.Ceiling < -256 ||
coll->FrontLeft.Floor - coll->FrontLeft.Ceiling < -256 ||
coll->FrontRight.Floor - coll->FrontRight.Ceiling < -256 ||
coll->HitStatic)
{
if (TrInput & IN_LEFT || TrInput & IN_LSTEP)
{
item->goalAnimState = LS_SHIMMY_LEFT;
}
else if (TrInput & IN_RIGHT || TrInput & IN_RSTEP)
{
item->goalAnimState = LS_SHIMMY_RIGHT;
}
}
else
{
item->goalAnimState = LS_HANG_TO_CRAWL;
item->requiredAnimState = LS_CROUCH_IDLE;
}
}
else if (TrInput & IN_WALK)
{
item->goalAnimState = LS_HANDSTAND;
}
else if (TrInput & IN_DUCK)
{
item->goalAnimState = LS_HANG_TO_CRAWL;
item->requiredAnimState = LS_CROUCH_IDLE;
}
else
{
item->goalAnimState = LS_GRABBING;
}
}
}
}
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void lara_as_monkeyswing(ITEM_INFO* item, COLL_INFO* coll)
{
/*state 76*/
/*collision: lara_col_monkeyswing*/
if (item->hitPoints <= 0)
{
item->goalAnimState = LS_MONKEYSWING_IDLE;
return;
}
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coll->Setup.EnableSpaz = false;
coll->Setup.EnableObjectPush = false;
Lara.torsoYrot = 0;
Lara.torsoXrot = 0;
if (TrInput & IN_LOOK)
LookUpDown();
if (TrInput & IN_FORWARD)
item->goalAnimState = LS_MONKEYSWING_FORWARD;
else
item->goalAnimState = LS_MONKEYSWING_IDLE;
if (TrInput & IN_LEFT)
{
Lara.turnRate -= LARA_TURN_RATE;
if (Lara.turnRate < -ANGLE(3.0f))
Lara.turnRate = -ANGLE(3.0f);
}
else if (TrInput & IN_RIGHT)
{
Lara.turnRate += LARA_TURN_RATE;
if (Lara.turnRate > ANGLE(3.0f))
Lara.turnRate = ANGLE(3.0f);
}
}
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void lara_col_monkeyswing(ITEM_INFO* item, COLL_INFO* coll)
{
/*state 76*/
/*state code: lara_as_monkeyswing*/
if (TrInput & IN_ACTION && Lara.canMonkeySwing)
{
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coll->Setup.BadHeightDown = NO_BAD_POS;
coll->Setup.BadHeightUp = NO_HEIGHT;
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coll->Setup.BadCeilingHeight = 0;
Lara.moveAngle = item->pos.yRot;
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coll->Setup.EnableSpaz = false;
coll->Setup.EnableObjectPush = false;
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coll->Setup.ForwardAngle = Lara.moveAngle;
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coll->Setup.Radius = LARA_RAD;
coll->Setup.Height = LARA_HEIGHT_MONKEY;
GetCollisionInfo(coll, item);
bool monkeyFront = LaraCollisionFront(item, item->pos.yRot, coll->Setup.Radius).BottomBlock->Flags.Monkeyswing;
if (!monkeyFront || coll->CollisionType == CT_FRONT || abs(coll->Middle.Ceiling - coll->Front.Ceiling) > 50)
{
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SetAnimation(item, LA_MONKEYSWING_IDLE);
}
else
{
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if (abs(coll->Middle.Ceiling - coll->FrontLeft.Ceiling) <= 50)
{
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if (abs(coll->Middle.Ceiling - coll->FrontRight.Ceiling) > 50)
{
ShiftItem(item, coll);
item->pos.yRot -= ANGLE(5.0f);
}
}
else
{
ShiftItem(item, coll);
item->pos.yRot += ANGLE(5.0f);
}
Camera.targetElevation = ANGLE(10.0f);
MonkeySwingSnap(item, coll);
}
}
else
{
MonkeySwingFall(item);
}
}
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void lara_as_monkeyr(ITEM_INFO* item, COLL_INFO* coll)
{
/*state 78*/
/*collision: lara_col_monkeyr*/
if (item->hitPoints <= 0)
{
item->goalAnimState = LS_MONKEYSWING_IDLE;
return;
}
Lara.torsoYrot = 0;
Lara.torsoXrot = 0;
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coll->Setup.EnableObjectPush = false;
coll->Setup.EnableSpaz = false;
if (TrInput & IN_RSTEP)
{
item->goalAnimState = LS_MONKEYSWING_RIGHT;
Camera.targetElevation = ANGLE(10.0f);
}
else
{
item->goalAnimState = LS_MONKEYSWING_IDLE;
Camera.targetElevation = ANGLE(10.0f);
}
}
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void lara_col_monkeyr(ITEM_INFO* item, COLL_INFO* coll)
{
/*state 78*/
/*state code: lara_as_monkeyr*/
if ((TrInput & IN_ACTION) && Lara.canMonkeySwing)
{
if (TestMonkeyRight(item, coll))
{
MonkeySwingSnap(item, coll);
}
else
{
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SetAnimation(item, LA_MONKEYSWING_IDLE);
}
}
else
{
MonkeySwingFall(item);
}
}
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void lara_as_monkeyl(ITEM_INFO* item, COLL_INFO* coll)
{
/*state 77*/
/*collision: lara_col_monkeyl*/
if (item->hitPoints <= 0)
{
item->goalAnimState = LS_MONKEYSWING_IDLE;
return;
}
Lara.torsoYrot = 0;
Lara.torsoXrot = 0;
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coll->Setup.EnableObjectPush = false;
coll->Setup.EnableSpaz = false;
if (TrInput & IN_LSTEP)
{
item->goalAnimState = LS_MONKEYSWING_LEFT;
Camera.targetElevation = ANGLE(10.0f);
}
else
{
item->goalAnimState = LS_MONKEYSWING_IDLE;
Camera.targetElevation = ANGLE(10.0f);
}
}
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void lara_col_monkeyl(ITEM_INFO* item, COLL_INFO* coll)
{
/*state 77*/
/*state code: lara_as_monkeyl*/
if ((TrInput & IN_ACTION) && Lara.canMonkeySwing)
{
if (TestMonkeyLeft(item, coll))
{
MonkeySwingSnap(item, coll);
}
else
{
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SetAnimation(item, LA_MONKEYSWING_IDLE);
}
}
else
{
MonkeySwingFall(item);
}
}
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void lara_as_monkey180(ITEM_INFO* item, COLL_INFO* coll)
{
/*state 79*/
/*collision: lara_col_monkey180*/
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coll->Setup.EnableObjectPush = false;
coll->Setup.EnableSpaz = false;
item->goalAnimState = LS_MONKEYSWING_IDLE;
}
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void lara_col_monkey180(ITEM_INFO* item, COLL_INFO* coll)
{
/*state 79*/
/*state code: lara_as_monkey180*/
lara_col_monkeyswing(item, coll);
}
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void lara_as_hangturnr(ITEM_INFO* item, COLL_INFO* coll)
{
/*state 83*/
/*collision: lara_col_hangturnlr*/
if (item->hitPoints <= 0)
{
item->goalAnimState = LS_MONKEYSWING_IDLE;
return;
}
Camera.targetElevation = 1820;
Lara.torsoYrot = 0;
Lara.torsoXrot = 0;
item->pos.yRot += ANGLE(1.5f);
if (!(TrInput & IN_RIGHT))
item->goalAnimState = LS_MONKEYSWING_IDLE;
}
//both lara_as_hangturnl and lara_as_hangturnr states use lara_col_hangturnlr for collision//
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void lara_as_hangturnl(ITEM_INFO* item, COLL_INFO* coll)
{
/*state 82*/
/*collision: lara_col_hangturnlr*/
if (item->hitPoints <= 0)
{
item->goalAnimState = LS_MONKEYSWING_IDLE;
return;
}
Camera.targetElevation = 1820;
Lara.torsoYrot = 0;
Lara.torsoXrot = 0;
item->pos.yRot -= ANGLE(1.5f);
if (!(TrInput & IN_LEFT))
item->goalAnimState = LS_MONKEYSWING_IDLE;
}
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void lara_col_hangturnlr(ITEM_INFO* item, COLL_INFO* coll)
{
/*state 82 and 83*/
/*state code: lara_as_hangturnr(83), lara_as_hangturnl(82)*/
if ((TrInput & IN_ACTION) && Lara.canMonkeySwing)
{
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coll->Setup.BadHeightDown = NO_BAD_POS;
coll->Setup.BadHeightUp = -STEPUP_HEIGHT;
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coll->Setup.BadCeilingHeight = 0;
Lara.moveAngle = item->pos.yRot;
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coll->Setup.ForwardAngle = item->pos.yRot;
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coll->Setup.Radius = LARA_RAD;
coll->Setup.Height = LARA_HEIGHT_MONKEY;
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coll->Setup.SlopesAreWalls = true;
GetCollisionInfo(coll, item);
MonkeySwingSnap(item, coll);
}
else
{
MonkeySwingFall(item);
}
}
/*tests and other functions*/
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short TestMonkeyRight(ITEM_INFO* item, COLL_INFO* coll)
{
short oct;
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Lara.moveAngle = item->pos.yRot + ANGLE(90);
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coll->Setup.BadHeightDown = NO_BAD_POS;
coll->Setup.BadHeightUp = -STEPUP_HEIGHT;
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coll->Setup.BadCeilingHeight = 0;
coll->Setup.SlopesAreWalls = false;
coll->Setup.ForwardAngle = Lara.moveAngle;
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coll->Setup.Radius = LARA_RAD;
coll->Setup.Height = LARA_HEIGHT_MONKEY;
GetCollisionInfo(coll, item);
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if (abs(coll->Middle.Ceiling - coll->Front.Ceiling) > 50)
return 0;
if (!LaraCollisionFront(item, Lara.moveAngle, coll->Setup.Radius).BottomBlock->Flags.Monkeyswing)
return 0;
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if (coll->CollisionType == CT_NONE)
return 1;
oct = GetDirOctant(item->pos.yRot);
if (oct)
{
if (oct != 1)
return 1;
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if (coll->CollisionType != CT_FRONT && coll->CollisionType != CT_RIGHT && coll->CollisionType != CT_LEFT)
return 1;
}
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else if (coll->CollisionType != CT_FRONT)
{
return 1;
}
return 0;
}
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short TestMonkeyLeft(ITEM_INFO* item, COLL_INFO* coll)
{
short oct;
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Lara.moveAngle = item->pos.yRot - ANGLE(90);
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coll->Setup.BadHeightDown = NO_BAD_POS;
coll->Setup.BadHeightUp = NO_HEIGHT;
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coll->Setup.BadCeilingHeight = 0;
coll->Setup.SlopesAreWalls = false;
coll->Setup.ForwardAngle = Lara.moveAngle;
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coll->Setup.Radius = LARA_RAD;
coll->Setup.Height = LARA_HEIGHT_MONKEY;
GetCollisionInfo(coll, item);
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if (abs(coll->Middle.Ceiling - coll->Front.Ceiling) > 50)
return 0;
if (!LaraCollisionFront(item, Lara.moveAngle, coll->Setup.Radius).BottomBlock->Flags.Monkeyswing)
return 0;
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if (coll->CollisionType == CT_NONE)
return 1;
oct = GetDirOctant(item->pos.yRot);
if (oct)
{
if (oct != 1)
return 1;
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if (coll->CollisionType != CT_RIGHT && coll->CollisionType != CT_LEFT)
return 1;
}
else
{
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if (coll->CollisionType != CT_FRONT && coll->CollisionType != CT_LEFT)
return 1;
}
return 0;
}
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void MonkeySwingSnap(ITEM_INFO* item, COLL_INFO* coll)
{
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ROOM_VECTOR location = GetRoom(item->location, item->pos.xPos, item->pos.yPos, item->pos.zPos);
int height = GetCeilingHeight(location, item->pos.xPos, item->pos.zPos).value_or(NO_HEIGHT);
if (height != NO_HEIGHT)
item->pos.yPos = height + 704;
}
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void MonkeySwingFall(ITEM_INFO* item)
{
if (item->currentAnimState != LS_MONKEYSWING_TURN_180)
{
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SetAnimation(item, LA_JUMP_UP, 9);
item->speed = 2;
item->gravityStatus = true;
item->fallspeed = 1;
item->pos.yPos += 256;
Lara.gunStatus = LG_NO_ARMS;
}
}