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Fix some more "feet hanging" stuff
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parent
b4714163fc
commit
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1 changed files with 13 additions and 9 deletions
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@ -7011,11 +7011,11 @@ int LaraHangTest(ITEM_INFO* item, COLL_INFO* coll) // (F) (D)
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return result;
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}
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/**********************
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Current problems with with the feet hanging:
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-going around corners isn't working. code is commented for now.
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-obviously, not all animations were made yet- we still need crouch pull up (works well, tested with placeholder anim) and corner anims and handstand (not tested)
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NEW FEET HANGING STUFF
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////obviously, not all animations were made yet, we still need:
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-crouch pull up (works well, tested with placeholder anim)
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-corner anims (works well, tested with placeholder anim)
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-handstand (not tested)
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***********************/
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int TestHangFeet(ITEM_INFO* item, short angle)
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{
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@ -7267,6 +7267,7 @@ void lara_as_hang_feet_inRcorner(ITEM_INFO* item, COLL_INFO* coll)
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{
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Camera.laraNode = 8;
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Camera.targetElevation = ANGLE(33.0f);
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if (item->frameNumber == g_Level.Anims[LA_SHIMMY_FEET_RIGHT_CORNER_INNER].frameEnd) // I don't like this either but it's better than adding 4 new 1 frame anims?
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SetCornerAnimFeet(item, coll, ANGLE(90.0f),
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item->animNumber = LA_SHIMMY_FEET_RIGHT_CORNER_INNER);
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}
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@ -7274,6 +7275,7 @@ void lara_as_hang_feet_inLcorner(ITEM_INFO* item, COLL_INFO* coll)
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{
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Camera.laraNode = 8;
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Camera.targetElevation = ANGLE(33.0f);
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if (item->frameNumber == g_Level.Anims[LA_SHIMMY_FEET_LEFT_CORNER_INNER].frameEnd)
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SetCornerAnimFeet(item, coll, -ANGLE(90.0f),
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item->animNumber = LA_SHIMMY_FEET_LEFT_CORNER_INNER);
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}
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@ -7281,6 +7283,7 @@ void lara_as_hang_feet_outRcorner(ITEM_INFO* item, COLL_INFO* coll)
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{
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Camera.laraNode = 8;
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Camera.targetElevation = ANGLE(33.0f);
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if (item->frameNumber == g_Level.Anims[LA_SHIMMY_FEET_RIGHT_CORNER_OUTER].frameEnd)
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SetCornerAnimFeet(item, coll, -ANGLE(90.0f),
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item->animNumber = LA_SHIMMY_FEET_RIGHT_CORNER_OUTER);
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}
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@ -7288,6 +7291,7 @@ void lara_as_hang_feet_outLcorner(ITEM_INFO* item, COLL_INFO* coll)
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{
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Camera.laraNode = 8;
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Camera.targetElevation = ANGLE(33.0f);
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if (item->frameNumber == g_Level.Anims[LA_SHIMMY_FEET_LEFT_CORNER_OUTER].frameEnd)
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SetCornerAnimFeet(item, coll, ANGLE(90.0f),
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item->animNumber = LA_SHIMMY_FEET_LEFT_CORNER_OUTER);
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}
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@ -7313,10 +7317,10 @@ void SetCornerAnimFeet(ITEM_INFO* item, COLL_INFO* coll, short rot, short flip)
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else if (flip)
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{
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item->animNumber = LA_HANG_TO_HANG_FEET;
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item->frameNumber = g_Level.Anims[item->animNumber].frameBase + 24;
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item->goalAnimState = LS_HANG_FEET;
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item->currentAnimState = LS_HANG_FEET;
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item->animNumber = LA_HANG_FEET_IDLE;
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item->frameNumber = g_Level.Anims[item->animNumber].frameBase;
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item->goalAnimState = LS_HANG_FEET;
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item->currentAnimState = LS_HANG_FEET;
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coll->old.x = Lara.cornerX;
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item->pos.xPos = Lara.cornerX;
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