Fix multiple openings of floor/ceiling trapdoors

This commit is contained in:
Lwmte 2021-09-20 02:44:06 +03:00
parent 62a1cd91d8
commit 6c0c0db43b

View file

@ -40,7 +40,7 @@ void CeilingTrapDoorCollision(short itemNumber, ITEM_INFO* l, COLL_INFO* coll)
l->pos.yRot += ANGLE(180);
result2 = TestLaraPosition(&CeilingTrapDoorBounds, item, l);
l->pos.yRot += ANGLE(180);
if (TrInput & IN_ACTION && item->status != ITEM_DEACTIVATED && l->currentAnimState == LS_JUMP_UP && l->gravityStatus && Lara.gunStatus == LG_NO_ARMS && (result || result2))
if (TrInput & IN_ACTION && item->status != ITEM_ACTIVE && l->currentAnimState == LS_JUMP_UP && l->gravityStatus && Lara.gunStatus == LG_NO_ARMS && (result || result2))
{
AlignLaraPosition(&CeilingTrapDoorPos, item, l);
if (result2)
@ -80,7 +80,7 @@ void FloorTrapDoorCollision(short itemNumber, ITEM_INFO* l, COLL_INFO* coll)
ITEM_INFO* item;
item = &g_Level.Items[itemNumber];
if (TrInput & IN_ACTION && item->status != ITEM_DEACTIVATED && l->currentAnimState == LS_STOP && l->animNumber == LA_STAND_IDLE && Lara.gunStatus == LG_NO_ARMS
if (TrInput & IN_ACTION && item->status != ITEM_ACTIVE && l->currentAnimState == LS_STOP && l->animNumber == LA_STAND_IDLE && Lara.gunStatus == LG_NO_ARMS
|| Lara.isMoving && Lara.interactedItem == itemNumber)
{
if (TestLaraPosition(&FloorTrapDoorBounds, item, l))