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Fixed player model submerging into the floor while swimming underwater
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3 changed files with 3 additions and 5 deletions
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@ -13,6 +13,7 @@ TombEngine releases are located in this repository (alongside with Tomb Editor):
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* Fixed starfield remaining active in the next level, if next level does not have starfield specified.
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* Fixed HK ammo not being visible in the inventory.
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* Fixed flickering rat emitter.
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* Fixed player model submerging into the floor while swimming underwater.
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### New Features
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* Added a particle based waterfall emitter object and associated sprite slots.
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@ -46,6 +46,7 @@ constexpr auto LARA_HEIGHT_TREAD = 700; // Height in water tread states.
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constexpr auto LARA_HEIGHT_STRETCH = 870; // Height in jump up and ledge hang states.
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constexpr auto LARA_HEIGHT_REACH = 820; // Height in reach state.
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constexpr auto LARA_HEIGHT_SURFACE = 800; // Height when resurfacing water.
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constexpr auto LARA_HEIGHT_UNDERWATER = 264; // Minimum height underwater.
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constexpr auto LARA_HEADROOM = 160; // Reasonable space above head.
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constexpr auto LARA_RADIUS = 100;
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constexpr auto LARA_RADIUS_CRAWL = 200;
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@ -540,13 +540,9 @@ void LaraSwimCollision(ItemInfo* item, CollisionInfo* coll)
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coll->Setup.ForwardAngle = item->Pose.Orientation.y;
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}
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int height = abs(LARA_HEIGHT * phd_sin(item->Pose.Orientation.x));
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int height = std::max((int)abs(LARA_HEIGHT * phd_sin(item->Pose.Orientation.x)), LARA_HEIGHT_UNDERWATER);
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auto offset = Vector3i(0, height / 2, 0);
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auto level = g_GameFlow->GetLevel(CurrentLevel);
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if (height < ((level->GetLaraType() == LaraType::Divesuit) << 6) + 200)
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height = ((level->GetLaraType() == LaraType::Divesuit) << 6) + 200;
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coll->Setup.UpperFloorBound = -CLICK(0.25f);
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coll->Setup.Height = height;
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