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Replace some magic numbers; cleanup
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parent
aa289da863
commit
1516f03c07
4 changed files with 18 additions and 23 deletions
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@ -732,6 +732,8 @@ void LaraAboveWater(ITEM_INFO* item, COLL_INFO* coll)
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{
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LaraInfo*& info = item->data;
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coll->Setup.BadCeilingHeightUp = MAX_HEIGHT;
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coll->Setup.OldPosition.x = item->pos.xPos;
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coll->Setup.OldPosition.y = item->pos.yPos;
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coll->Setup.OldPosition.z = item->pos.zPos;
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@ -739,7 +741,6 @@ void LaraAboveWater(ITEM_INFO* item, COLL_INFO* coll)
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coll->Setup.OldAnimNumber = item->animNumber;
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coll->Setup.OldFrameNumber = item->frameNumber;
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coll->Setup.BadCeilingHeightUp = MAX_HEIGHT;
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coll->Setup.EnableObjectPush = true;
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coll->Setup.EnableSpaz = true;
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coll->Setup.FloorSlopesAreWalls = false;
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@ -926,9 +927,9 @@ void LaraUnderWater(ITEM_INFO* item, COLL_INFO* coll)
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{
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LaraInfo*& info = item->data;
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coll->Setup.BadFloorHeightDown = 32512;
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coll->Setup.BadFloorHeightUp = -400;
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coll->Setup.BadCeilingHeightDown = 400;
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coll->Setup.BadFloorHeightDown = SHRT_MAX - (CLICK(1) - 1);
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coll->Setup.BadFloorHeightUp = -(LARA_RAD_UNDERWATER + (LARA_RAD_UNDERWATER / 3));
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coll->Setup.BadCeilingHeightDown = LARA_RAD_UNDERWATER + (LARA_RAD_UNDERWATER / 3);
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coll->Setup.BadCeilingHeightUp = MAX_HEIGHT;
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coll->Setup.OldPosition.x = item->pos.xPos;
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@ -1035,9 +1036,9 @@ void LaraSurface(ITEM_INFO* item, COLL_INFO* coll)
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Camera.targetElevation = -ANGLE(22.0f);
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coll->Setup.BadFloorHeightDown = 32512;
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coll->Setup.BadFloorHeightUp = -128;
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coll->Setup.BadCeilingHeightDown = 100;
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coll->Setup.BadFloorHeightDown = SHRT_MAX - (CLICK(1) - 1);
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coll->Setup.BadFloorHeightUp = -CLICK(0.5f);
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coll->Setup.BadCeilingHeightDown = LARA_RAD;
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coll->Setup.BadCeilingHeightUp = MAX_HEIGHT;
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coll->Setup.OldPosition.x = item->pos.xPos;
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@ -1085,7 +1086,7 @@ void LaraSurface(ITEM_INFO* item, COLL_INFO* coll)
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if (info->Vehicle == NO_ITEM)
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lara_collision_routines[item->currentAnimState](item, coll);
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UpdateItemRoom(item, 100);
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UpdateItemRoom(item, LARA_RAD);
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LaraGun(item);
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@ -177,9 +177,9 @@ void DoLaraFallDamage(ITEM_INFO* item)
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}
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}
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short GetLaraSlideDirection(COLL_INFO* coll)
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short GetLaraSlideDirection(ITEM_INFO* item, COLL_INFO* coll)
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{
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short dir = 0;
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short direction = item->pos.yRot;
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//if (g_GameFlow->Animations.SlideExtended)
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//{
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@ -188,17 +188,17 @@ short GetLaraSlideDirection(COLL_INFO* coll)
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//else
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{
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if (coll->FloorTiltX > 2)
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dir = -ANGLE(90.0f);
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direction = -ANGLE(90.0f);
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else if (coll->FloorTiltX < -2)
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dir = ANGLE(90.0f);
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direction = ANGLE(90.0f);
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if (coll->FloorTiltZ > 2 && coll->FloorTiltZ > abs(coll->FloorTiltX))
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dir = ANGLE(180.0f);
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direction = ANGLE(180.0f);
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else if (coll->FloorTiltZ < -2 && -coll->FloorTiltZ > abs(coll->FloorTiltX))
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dir = ANGLE(0.0f);
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direction = ANGLE(0.0f);
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}
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return dir;
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return direction;
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}
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void SetLaraJumpDirection(ITEM_INFO* item, COLL_INFO* coll)
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@ -301,7 +301,7 @@ void SetLaraSlideState(ITEM_INFO* item, COLL_INFO* coll)
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{
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LaraInfo*& info = item->data;
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short direction = GetLaraSlideDirection(coll);
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short direction = GetLaraSlideDirection(item, coll);
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short delta = direction - item->pos.yRot;
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static short oldAngle = 1;
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@ -17,7 +17,7 @@ void DoLaraCrawlToHangSnap(ITEM_INFO* item, COLL_INFO* coll);
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void DoLaraCrawlFlex(ITEM_INFO* item, COLL_INFO* coll, short maxAngle, short rate);
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void DoLaraFallDamage(ITEM_INFO* item);
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short GetLaraSlideDirection(COLL_INFO* coll);
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short GetLaraSlideDirection(ITEM_INFO* item, COLL_INFO* coll);
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void SetLaraJumpDirection(ITEM_INFO* item, COLL_INFO* coll);
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void SetLaraRunJumpQueue(ITEM_INFO* item, COLL_INFO* coll);
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@ -365,11 +365,6 @@ void GetCollisionInfo(COLL_INFO* coll, ITEM_INFO* item, PHD_VECTOR offset, bool
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coll->Front.Floor = height;
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coll->Front.Ceiling = ceiling;
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// Extra GCI call for front probe going beyond radius causes bugs with sector flag detection.
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// It appears to be a dubious solution to an aspect of floor slope collision.
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// Commenting out for now. Let's see what happens... @Sezz 2021.01.23
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//collResult = GetCollisionResult(x + xfront, y, z + zfront, topRoomNumber);
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if (playerCollision)
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{
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tfLocation = GetRoom(tfLocation, x + xfront, y, z + zfront);
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@ -378,7 +373,6 @@ void GetCollisionInfo(COLL_INFO* coll, ITEM_INFO* item, PHD_VECTOR offset, bool
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else
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{
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height = GetCollisionResult(x + xfront, y, z + zfront, topRoomNumber).Position.Floor;
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// height = collResult.Position.Floor; // Old. @Sezz 2021.01.23
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}
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if (height != NO_HEIGHT) height -= (playerCollision ? yPos : y);
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