First pass vertical pole refactor

This commit is contained in:
Sezz 2021-11-21 20:50:17 +11:00
parent 768275c202
commit ef604f66b9
3 changed files with 455 additions and 202 deletions

View file

@ -155,11 +155,11 @@ function<LaraRoutineFunction> lara_control_routines[NUM_LARA_STATES + 1] =
lara_as_controlledl,
lara_as_controlled,
lara_as_pickup,//98
lara_as_null,//99
lara_as_null,//100
lara_as_null,//101
lara_as_poleleft,//102
lara_as_poleright,//103
lara_as_pole_idle,//99
lara_as_pole_up,//100
lara_as_pole_down,//101
lara_as_pole_turn_clockwise,//102
lara_as_pole_turn_counter_clockwise,//103
lara_as_pulley,//104
lara_as_duckl,//105
lara_as_duckr,//106
@ -314,11 +314,11 @@ function<LaraRoutineFunction> lara_collision_routines[NUM_LARA_STATES + 1] = {
lara_void_func,
lara_void_func,
lara_default_col,
lara_col_polestat,
lara_col_poleup,
lara_col_poledown,
lara_void_func,
lara_void_func,
lara_col_pole_idle,
lara_col_pole_up,
lara_col_pole_down,
lara_col_pole_turn_clockwise,
lara_col_pole_turn_counter_clockwise,
lara_default_col,
lara_col_ducklr,
lara_col_ducklr,

View file

@ -13,9 +13,15 @@
using namespace TEN::Entities::Generic;
/*This file has "all" lara_as/lara_col functions where Lara is interacting with an object.*/
// -----------------------------------
// MISCELLANEOUS INTERACTABLE OBJECTS
// State Control & Collision Functions
// -----------------------------------
// ------
// PICKUP
// ------
/*pickups*/
void lara_as_pickup(ITEM_INFO* item, COLL_INFO* coll)
{
/*state 39, 98*/
@ -41,9 +47,11 @@ void lara_as_pickupflare(ITEM_INFO* item, COLL_INFO* coll)
if (item->frameNumber == g_Level.Anims[item->animNumber].frameEnd - 1)
Lara.gunStatus = LG_NO_ARMS;
}
/*end pickups*/
/*-*/
/*switches*/
// ------
// SWITCH
// ------
void lara_as_switchon(ITEM_INFO* item, COLL_INFO* coll)
{
/*states 40, 126*/
@ -93,9 +101,11 @@ void lara_col_turnswitch(ITEM_INFO* item, COLL_INFO* coll)
}
}
}
/*end switches*/
/*-*/
/*puzzles and keys*/
// ----------
// RECEPTACLE
// ----------
void lara_as_usekey(ITEM_INFO* item, COLL_INFO* coll)
{
/*state 42*/
@ -131,9 +141,11 @@ void lara_as_usepuzzle(ITEM_INFO* item, COLL_INFO* coll)
}
}
}
/*end puzzles and keys*/
/*-*/
/*pushables*/
// --------
// PUSHABLE
// --------
void lara_as_pushblock(ITEM_INFO* item, COLL_INFO* coll)
{
/*state 36*/
@ -170,9 +182,11 @@ void lara_as_ppready(ITEM_INFO* item, COLL_INFO* coll)
if (!(TrInput & IN_ACTION))
item->goalAnimState = LS_STOP;
}
/*end pushables*/
/*-*/
/*pulley*/
// ------
// PULLEY
// ------
void lara_as_pulley(ITEM_INFO* item, COLL_INFO* coll)
{
/*state 104*/
@ -230,9 +244,11 @@ void lara_as_pulley(ITEM_INFO* item, COLL_INFO* coll)
&& item->frameNumber == g_Level.Anims[item->animNumber].frameEnd - 1)
Lara.gunStatus = LG_NO_ARMS;
}
/*end pulley*/
/*-*/
/*parallel bars*/
// --------------
// HORIZONTAL BAR
// --------------
void lara_as_parallelbars(ITEM_INFO* item, COLL_INFO* coll)
{
/*state 128*/
@ -281,9 +297,11 @@ void lara_as_pbleapoff(ITEM_INFO* item, COLL_INFO* coll)
item->currentAnimState = LS_REACH;
}
}
/*end parallel bars*/
/*-*/
/*tightropes*/
// ---------
// TIGHTROPE
// ---------
#ifdef NEW_TIGHTROPE
void lara_trbalance_mesh(ITEM_INFO* item)
@ -594,10 +612,12 @@ void lara_as_trfall(ITEM_INFO* item, COLL_INFO* coll)
}
}
#endif // NEW_TIGHTROPE
/*end tightropes*/
/*-*/
/*ropes*/
#endif
// ----
// ROPE
// ----
void lara_as_ropel(ITEM_INFO* item, COLL_INFO* coll)
{
/*state 90*/
@ -779,196 +799,400 @@ void lara_as_climbroped(ITEM_INFO* item, COLL_INFO* coll)
/*collision: lara_void_func*/
LaraClimbRope(item, coll);
}
/*end ropes*/
/*-*/
/*poles*/
void lara_col_polestat(ITEM_INFO* item, COLL_INFO* coll)
// -------------
// VERTICAL POLE
// -------------
// TODO: Move test functions to lara_tests.cpp when lara_state_cleaning_etc branch is merged.
bool TestLaraPoleUp(ITEM_INFO* item, COLL_INFO* coll)
{
/*state 99*/
/*state code: lara_as_null*/
if (item->hitPoints <= 0)
{
item->goalAnimState = LS_FREEFALL;
return;
// TODO: Accuracy.
return (coll->Middle.Ceiling < -STEP_SIZE);
}
bool TestLaraPoleDown(ITEM_INFO* item, COLL_INFO* coll)
{
return (coll->Middle.Floor > 0);
}
// State: LS_POLE_IDLE (99)
// Collision: lara_col_pole_idle()
void lara_as_pole_idle(ITEM_INFO* item, COLL_INFO* coll)
{
LaraInfo*& info = item->data;
coll->Setup.EnableSpaz = false;
coll->Setup.EnableObjectPush = false;
if (item->animNumber == LA_POLE_IDLE)
if (item->hitPoints <= 0)
{
coll->Setup.BadHeightDown = NO_BAD_POS;
coll->Setup.BadHeightUp = -STEPUP_HEIGHT;
coll->Setup.BadCeilingHeight = BAD_JUMP_CEILING;
item->goalAnimState = LS_FREEFALL; // TODO: Death state dispatch.
Lara.moveAngle = item->pos.yRot;
return;
}
coll->Setup.ForwardAngle = Lara.moveAngle;
coll->Setup.Radius = LARA_RAD;
coll->Setup.SlopesAreWalls = true;
GetCollisionInfo(coll, item);
if (TrInput & IN_LOOK)
LookUpDown();
if (TrInput & IN_ACTION)
{
item->goalAnimState = LS_POLE_IDLE;
if (item->currentAnimState == LA_POLE_IDLE) // Hack.
{
if (TrInput & IN_LEFT)
{
info->turnRate += LARA_TURN_RATE;
if (info->turnRate > LARA_SLOW_TURN)
info->turnRate = LARA_SLOW_TURN;
}
else if (TrInput & IN_RIGHT)
{
info->turnRate -= LARA_TURN_RATE;
if (info->turnRate < -LARA_SLOW_TURN)
info->turnRate = -LARA_SLOW_TURN;
}
}
// TODO: Add forward jump.
if (TrInput & IN_JUMP)
{
item->goalAnimState = LS_JUMP_BACK;
return;
}
if (TrInput & IN_FORWARD &&
TestLaraPoleUp(item, coll))
{
item->goalAnimState = LS_POLE_UP;
return;
}
else if (TrInput & IN_BACK &&
TestLaraPoleDown(item, coll))
{
item->itemFlags[2] = 0; // Doesn't seem necessary?
item->goalAnimState = LS_POLE_DOWN;
return;
}
if (TrInput & IN_LEFT)
{
item->goalAnimState = LS_POLE_TURN_CLOCKWISE;
return;
}
else if (TrInput & IN_RIGHT)
{
item->goalAnimState = LS_POLE_TURN_COUNTER_CLOCKWISE;
return;
}
if (TrInput & IN_LOOK)
LookUpDown();
item->goalAnimState = LS_POLE_IDLE;
if (TrInput & IN_FORWARD)
{
short roomNum = item->roomNumber;
if (item->pos.yPos - GetCeiling(GetFloor(item->pos.xPos, item->pos.yPos, item->pos.zPos, &roomNum),
item->pos.xPos, item->pos.yPos, item->pos.zPos) > SECTOR(1))
{
item->goalAnimState = LS_POLE_UP;
}
}
else if (TrInput & IN_BACK && coll->Middle.Floor > 0)
{
item->goalAnimState = LS_POLE_DOWN;
item->itemFlags[2] = 0;
return;
}
if (TrInput & IN_JUMP)
item->goalAnimState = LS_JUMP_BACK;
}
else if (coll->Middle.Floor <= 0)
if (coll->Middle.Floor <= 0)
{
item->goalAnimState = LS_STOP;
return;
}
else
{
item->pos.xPos -= phd_sin(item->pos.yRot) * 64;
item->pos.zPos -= phd_cos(item->pos.yRot) * 64;
// TODO: This should not be required. Update anim's root displacement + set position distance.
//item->pos.xPos -= phd_sin(item->pos.yRot) * 64;
//item->pos.zPos -= phd_cos(item->pos.yRot) * 64;
item->goalAnimState = LS_FREEFALL;
}
}
}
void lara_col_poleup(ITEM_INFO* item, COLL_INFO* coll)
// State: LS_POLE_IDLE (99)
// Control: lara_as_pole_idle()
void lara_col_pole_idle(ITEM_INFO* item, COLL_INFO* coll)
{
/*state: 100*/
/*state code: lara_as_null*/
coll->Setup.EnableObjectPush = false;
coll->Setup.EnableSpaz = false;
if (TrInput & IN_LOOK)
LookUpDown();
if (!(TrInput & IN_ACTION) || !(TrInput & IN_FORWARD) || item->hitPoints <= 0)
item->goalAnimState = LS_POLE_IDLE;
short roomNumber = item->roomNumber;
if (item->pos.yPos -
GetCeiling(GetFloor(item->pos.xPos, item->pos.yPos, item->pos.zPos, &roomNumber),
item->pos.xPos, item->pos.yPos, item->pos.zPos) < SECTOR(1))
item->goalAnimState = LS_POLE_IDLE;
}
void lara_col_poledown(ITEM_INFO* item, COLL_INFO* coll)
{
/*state: 101*/
/*state code: lara_as_null*/
coll->Setup.EnableSpaz = false;
coll->Setup.EnableObjectPush = false;
if (TrInput & IN_LOOK)
LookUpDown();
if ((TrInput & (IN_BACK | IN_ACTION)) != (IN_BACK | IN_ACTION) || item->hitPoints <= 0)
item->goalAnimState = LS_POLE_IDLE;
LaraInfo*& info = item->data;
info->moveAngle = item->pos.yRot;
coll->Setup.BadHeightDown = NO_BAD_POS;
coll->Setup.BadHeightUp = -STEPUP_HEIGHT;
coll->Setup.BadCeilingHeight = 0;
Lara.moveAngle = item->pos.yRot;
coll->Setup.SlopesAreWalls = true;
coll->Setup.ForwardAngle = Lara.moveAngle;
coll->Setup.BadCeilingHeight = BAD_JUMP_CEILING;
coll->Setup.ForwardAngle = info->moveAngle;
coll->Setup.Radius = LARA_RAD;
coll->Setup.SlopesAreWalls = true;
GetCollisionInfo(coll, item);
if (coll->Middle.Floor < 0)
item->pos.yPos += coll->Middle.Floor;
}
// State: LS_POLE_UP (100)
// Collision: lara_col_pole_up()
void lara_as_pole_up(ITEM_INFO* item, COLL_INFO* coll)
{
short roomNumber = item->roomNumber;
item->floor = GetFloorHeight(GetFloor(item->pos.xPos, item->pos.yPos, item->pos.zPos, &roomNumber),
item->pos.xPos, item->pos.yPos - LARA_HEIGHT, item->pos.zPos);
LaraInfo*& info = item->data;
coll->Setup.EnableObjectPush = false;
coll->Setup.EnableSpaz = false;
if (item->hitPoints <= 0)
{
item->goalAnimState = LS_POLE_IDLE; // TODO: Death state dispatch.
return;
}
if (TrInput & IN_ACTION)
{
if (TrInput & IN_LEFT)
{
info->turnRate += LARA_TURN_RATE;
if (info->turnRate > LARA_SLOW_TURN)
info->turnRate = LARA_SLOW_TURN;
}
else if (TrInput & IN_RIGHT)
{
info->turnRate -= LARA_TURN_RATE;
if (info->turnRate < -LARA_SLOW_TURN)
info->turnRate = -LARA_SLOW_TURN;
}
if (TrInput & IN_FORWARD &&
TestLaraPoleUp(item, coll))
{
item->goalAnimState = LS_POLE_UP;
return;
}
item->goalAnimState = LS_POLE_IDLE;
return;
}
item->goalAnimState = LS_POLE_IDLE; // TODO: Dispatch to freefall?
}
// State: LS_POLE_UP (100)
// Control: lara_as_pole_up()
void lara_col_pole_up(ITEM_INFO* item, COLL_INFO* coll)
{
lara_col_pole_idle(item, coll);
// TODO: Stop at top of pole.
}
// State: LS_POLE_DOWN (101)
// Collision: lara_col_pole_down()
void lara_as_pole_down(ITEM_INFO* item, COLL_INFO* coll)
{
LaraInfo*& info = item->data;
coll->Setup.EnableSpaz = false;
coll->Setup.EnableObjectPush = false;
if (item->hitPoints <= 0)
{
item->goalAnimState = LS_POLE_IDLE; // TODO: Death state dispatch.
return;
}
// TODO: In WAD.
SoundEffect(SFX_TR4_LARA_POLE_LOOP, &item->pos, 0);
if (TrInput & IN_ACTION)
{
if (TrInput & IN_LEFT)
{
info->turnRate += LARA_TURN_RATE;
if (info->turnRate > LARA_SLOW_TURN)
info->turnRate = LARA_SLOW_TURN;
}
else if (TrInput & IN_RIGHT)
{
info->turnRate -= LARA_TURN_RATE;
if (info->turnRate < -LARA_SLOW_TURN)
info->turnRate = -LARA_SLOW_TURN;
}
if (TrInput & IN_BACK &&
TestLaraPoleDown(item, coll))
{
item->goalAnimState = LS_POLE_DOWN;
return;
}
item->itemFlags[2] = 0; // ??
item->goalAnimState = LS_POLE_IDLE;
return;
}
item->goalAnimState = LS_POLE_IDLE; // TODO: Dispatch to freefall?
}
// State: LS_POLE_DOWN (101)
// Control: lara_as_pole_down()
void lara_col_pole_down(ITEM_INFO* item, COLL_INFO* coll)
{
LaraInfo*& info = item->data;
info->moveAngle = item->pos.yRot;
coll->Setup.BadHeightDown = NO_BAD_POS;
coll->Setup.BadHeightUp = -STEPUP_HEIGHT;
coll->Setup.BadCeilingHeight = 0;
coll->Setup.SlopesAreWalls = true;
coll->Setup.ForwardAngle = info->moveAngle;
coll->Setup.Radius = LARA_RAD;
GetCollisionInfo(coll, item);
// Translate Lara down.
if (item->animNumber == LA_POLE_DOWN_END)
item->itemFlags[2] -= WALL_SIZE;
else
item->itemFlags[2] += STEP_SIZE;
// Clamp speed.
if (item->itemFlags[2] < 0)
item->itemFlags[2] = 0;
else if (item->itemFlags[2] > SHRT_MAX / 2)
item->itemFlags[2] = SHRT_MAX / 2;
item->pos.yPos += item->itemFlags[2] >> 8;
if (coll->Middle.Floor < 0)
item->pos.yPos += coll->Middle.Floor;
}
// State: LS_POLE_TURN_CLOCKWISE (102)
// Collision: lara_col_pole_turn_clockwise()
void lara_as_pole_turn_clockwise(ITEM_INFO* item, COLL_INFO* coll)
{
LaraInfo*& info = item->data;
coll->Setup.EnableObjectPush = false;
coll->Setup.EnableSpaz = false;
if (item->hitPoints <= 0)
{
item->goalAnimState = LS_POLE_IDLE; // TODO: Death state dispatch.
return;
}
if (TrInput & IN_LOOK)
LookUpDown();
if (TrInput & IN_ACTION)
{
if (TrInput & IN_FORWARD)
{
item->goalAnimState = LS_POLE_IDLE; // TODO: Dispatch to climp up.
return;
}
else if (TrInput & IN_BACK &&
TestLaraPoleDown(item, coll))
{
item->goalAnimState = LS_POLE_IDLE; // TODO: Dispatch to climb down.
return;
}
if (TrInput & IN_LEFT)
{
item->pos.yRot += 256;
info->turnRate += LARA_TURN_RATE;
if (info->turnRate > LARA_SLOW_TURN + ANGLE(0.5f))
info->turnRate = LARA_SLOW_TURN + ANGLE(0.5f);
item->goalAnimState = LS_POLE_TURN_CLOCKWISE;
return;
}
else if (TrInput & IN_RIGHT)
item->goalAnimState = LS_POLE_IDLE;
return;
}
item->goalAnimState = LS_POLE_IDLE; // TODO: Dispatch to freefall.
}
// State: LS_POLE_TURN_CLOCKWISE (102)
// Control: lara_as_pole_turn_clockwise()
void lara_col_pole_turn_clockwise(ITEM_INFO* item, COLL_INFO* coll)
{
item->pos.yRot -= 256;
lara_col_pole_idle(item, coll);
}
if (item->animNumber == LA_POLE_DOWN_END)
// State: LS_POLE_TURN_COUNTER_CLOCKWISE (103)
// Collision: lara_col_pole_turn_counter_clockwise()
void lara_as_pole_turn_counter_clockwise(ITEM_INFO* item, COLL_INFO* coll)
{
item->itemFlags[2] -= SECTOR(1);
}
else
{
item->itemFlags[2] += 256;
}
LaraInfo*& info = item->data;
// CHECK
SoundEffect(SFX_TR4_LARA_POLE_LOOP, &item->pos, 0);
if (item->itemFlags[2] < 0)
item->itemFlags[2] = 0;
else if (item->itemFlags[2] > ANGLE(90.0f))
item->itemFlags[2] = ANGLE(90.0f);
item->pos.yPos += item->itemFlags[2] >> 8;
}
void lara_as_poleleft(ITEM_INFO* item, COLL_INFO* coll)
{
/*state 102*/
/*collision: lara_void_func*/
coll->Setup.EnableObjectPush = false;
coll->Setup.EnableSpaz = false;
if (!(TrInput & IN_LEFT) || !(TrInput & IN_ACTION) || (TrInput & (IN_FORWARD | IN_BACK)) || item->hitPoints <= 0)
item->goalAnimState = LS_POLE_IDLE;
else
item->pos.yRot += 256;
if (item->hitPoints <= 0)
{
item->goalAnimState = LS_POLE_IDLE; // TODO: Death state dispatch.
return;
}
void lara_as_poleright(ITEM_INFO* item, COLL_INFO* coll)
if (TrInput & IN_LOOK)
LookUpDown();
if (TrInput & IN_ACTION)
{
/*state: 103*/
/*collision: lara_void_func*/
coll->Setup.EnableObjectPush = false;
coll->Setup.EnableSpaz = false;
if (!(TrInput & IN_RIGHT) || !(TrInput & IN_ACTION) || (TrInput & (IN_FORWARD | IN_BACK)) || item->hitPoints <= 0)
item->goalAnimState = LS_POLE_IDLE;
else
item->pos.yRot -= 256;
if (TrInput & IN_FORWARD)
{
item->goalAnimState = LS_POLE_IDLE; // TODO: Dispatch to climb up.
return;
}
/*end poles*/
/*-*/
/*deathslide*/
else if (TrInput & IN_BACK &&
TestLaraPoleDown(item, coll))
{
item->goalAnimState = LS_POLE_IDLE; // TODO: Dispatch to climb down.
return;
}
if (TrInput & IN_RIGHT)
{
info->turnRate -= LARA_TURN_RATE;
if (info->turnRate < -(LARA_SLOW_TURN + ANGLE(0.5f)))
info->turnRate = -(LARA_SLOW_TURN + ANGLE(0.5f));
item->goalAnimState = LS_POLE_TURN_COUNTER_CLOCKWISE;
return;
}
item->goalAnimState = LS_POLE_IDLE;
return;
}
item->goalAnimState = LS_POLE_IDLE; // TODO: Dispatch to freefall.
}
// State: LS_POLE_TURN_COUNTER_CLOCKWISE (103)
// Control: lara_col_pole_turn_counter_clockwise()
void lara_col_pole_turn_counter_clockwise(ITEM_INFO* item, COLL_INFO* coll)
{
lara_col_pole_idle(item, coll);
}
// --------
// ZIP-LINE
// --------
void lara_as_deathslide(ITEM_INFO* item, COLL_INFO* coll)
{
/*state 70*/
@ -990,4 +1214,3 @@ void lara_as_deathslide(ITEM_INFO* item, COLL_INFO* coll)
Lara.moveAngle = item->pos.yRot;
}
}
/*end deathslide*/

View file

@ -1,47 +1,69 @@
#pragma once
#include "lara_struct.h"
/*pickups*/
// -----------------------------------
// MISCELLANEOUS INTERACTABLE OBJECT
// State Control & Collision Functions
// -----------------------------------
// ------
// PICKUP
// ------
void lara_as_pickup(ITEM_INFO* item, COLL_INFO* coll);
void lara_as_pickupflare(ITEM_INFO* item, COLL_INFO* coll);
/*end pickups*/
/*-*/
/*switches*/
// ------
// SWITCH
// ------
void lara_as_switchon(ITEM_INFO* item, COLL_INFO* coll);
void lara_as_switchoff(ITEM_INFO* item, COLL_INFO* coll);
void lara_col_turnswitch(ITEM_INFO* item, COLL_INFO* coll);
/*end switches*/
/*-*/
/*puzzles and keys*/
// ----------
// RECEPTACLE
// ----------
void lara_as_usekey(ITEM_INFO* item, COLL_INFO* coll);
void lara_as_usepuzzle(ITEM_INFO* item, COLL_INFO* coll);
/*end puzzles and keys*/
/*-*/
/*pushables*/
// --------
// PUSHABLE
// --------
void lara_as_pushblock(ITEM_INFO* item, COLL_INFO* coll);
void lara_as_pullblock(ITEM_INFO* item, COLL_INFO* coll);
void lara_as_ppready(ITEM_INFO* item, COLL_INFO* coll);
/*end pushables*/
/*-*/
/*pulley*/
// ------
// PULLEY
// ------
void lara_as_pulley(ITEM_INFO* item, COLL_INFO* coll);
/*end pulley*/
/*-*/
/*parallel bars*/
// --------------
// HORIZONTAL BAR
// --------------
void lara_as_parallelbars(ITEM_INFO* item, COLL_INFO* coll);
void lara_as_pbleapoff(ITEM_INFO* item, COLL_INFO* coll);
/*end parallel bars*/
/*-*/
/*tightropes*/
// ---------
// TIGHTROPE
// ---------
#ifdef NEW_TIGHTROPE
void lara_as_trexit(ITEM_INFO* item, COLL_INFO* coll);
#endif // NEW_TIGHTROPE
#endif
void lara_as_trpose(ITEM_INFO* item, COLL_INFO* coll);
void lara_as_trwalk(ITEM_INFO* item, COLL_INFO* coll);
void lara_as_trfall(ITEM_INFO* item, COLL_INFO* coll);
/*end tightropes*/
/*-*/
/*ropes*/
// ----
// ROPE
// ----
void lara_as_ropel(ITEM_INFO* item, COLL_INFO* coll);
void lara_as_roper(ITEM_INFO* item, COLL_INFO* coll);
void lara_as_rope(ITEM_INFO* item, COLL_INFO* coll);
@ -49,16 +71,24 @@ void lara_col_rope(ITEM_INFO* item, COLL_INFO* coll);
void lara_col_ropefwd(ITEM_INFO* item, COLL_INFO* coll);
void lara_as_climbrope(ITEM_INFO* item, COLL_INFO* coll);
void lara_as_climbroped(ITEM_INFO* item, COLL_INFO* coll);
/*end ropes*/
/*-*/
/*poles*/
void lara_col_polestat(ITEM_INFO* item, COLL_INFO* coll);
void lara_col_poleup(ITEM_INFO* item, COLL_INFO* coll);
void lara_col_poledown(ITEM_INFO* item, COLL_INFO* coll);
void lara_as_poleleft(ITEM_INFO* item, COLL_INFO* coll);
void lara_as_poleright(ITEM_INFO* item, COLL_INFO* coll);
/*end poles*/
/*-*/
/*deathslide*/
// -------------
// VERTICAL POLE
// -------------
void lara_as_pole_idle(ITEM_INFO* item, COLL_INFO* coll);
void lara_col_pole_idle(ITEM_INFO* item, COLL_INFO* coll);
void lara_as_pole_up(ITEM_INFO* item, COLL_INFO* coll);
void lara_col_pole_up(ITEM_INFO* item, COLL_INFO* coll);
void lara_as_pole_down(ITEM_INFO* item, COLL_INFO* coll);
void lara_col_pole_down(ITEM_INFO* item, COLL_INFO* coll);
void lara_as_pole_turn_clockwise(ITEM_INFO* item, COLL_INFO* coll);
void lara_col_pole_turn_clockwise(ITEM_INFO* item, COLL_INFO* coll);
void lara_as_pole_turn_counter_clockwise(ITEM_INFO* item, COLL_INFO* coll);
void lara_col_pole_turn_counter_clockwise(ITEM_INFO* item, COLL_INFO* coll);
// --------
// ZIP-LINE
// --------
void lara_as_deathslide(ITEM_INFO* item, COLL_INFO* coll);
/*end deathslide*/