mirror of
https://github.com/TombEngine/TombEngine.git
synced 2025-05-02 17:57:59 +03:00
Refactor lara_flare.cpp
This commit is contained in:
parent
7d76a5825b
commit
f30ae8839e
12 changed files with 166 additions and 156 deletions
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@ -403,7 +403,7 @@ void LaraGun()
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if (Lara.gunType == WEAPON_FLARE)
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{
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CreateFlare(LaraItem, ID_FLARE_ITEM, 0);
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undraw_flare_meshes();
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undraw_flare_meshes(LaraItem);
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Lara.flareControlLeft = false;
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Lara.flareAge = 0;
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}
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@ -577,8 +577,8 @@ void LaraGun()
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Lara.flareControlLeft = false;
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}
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DoFlareInHand(Lara.flareAge);
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set_flare_arm(Lara.leftArm.frameNumber);
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DoFlareInHand(LaraItem, Lara.flareAge);
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set_flare_arm(LaraItem, Lara.leftArm.frameNumber);
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}
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break;
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@ -588,8 +588,8 @@ void LaraGun()
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if (Lara.meshPtrs[LM_LHAND] == Objects[ID_LARA_FLARE_ANIM].meshIndex + LM_LHAND)
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{
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Lara.flareControlLeft = (Lara.Vehicle != NO_ITEM || CheckForHoldingState(LaraItem->currentAnimState));
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DoFlareInHand(Lara.flareAge);
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set_flare_arm(Lara.leftArm.frameNumber);
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DoFlareInHand(LaraItem, Lara.flareAge);
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set_flare_arm(LaraItem, Lara.leftArm.frameNumber);
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}
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}
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break;
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@ -642,7 +642,7 @@ void InitialiseNewWeapon()
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Lara.rightArm.frameBase = Objects[ID_LARA_FLARE_ANIM].frameBase;
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Lara.leftArm.frameBase = Objects[ID_LARA_FLARE_ANIM].frameBase;
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if (Lara.gunStatus != LG_NO_ARMS)
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draw_flare_meshes();
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draw_flare_meshes(LaraItem);
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break;
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default:
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@ -21,54 +21,54 @@ using namespace TEN::Math::Random;
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void FlareControl(short itemNumber)
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{
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ITEM_INFO* item = &g_Level.Items[itemNumber];
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ITEM_INFO* flare = &g_Level.Items[itemNumber];
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if (TestLaraSwamp(item))
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if (TestLaraSwamp(flare))
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{
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KillItem(itemNumber);
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return;
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}
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if (item->fallspeed)
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if (flare->fallspeed)
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{
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item->pos.xRot += ANGLE(3.0f);
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item->pos.zRot += ANGLE(5.0f);
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flare->pos.xRot += ANGLE(3.0f);
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flare->pos.zRot += ANGLE(5.0f);
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}
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else
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{
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item->pos.xRot = 0;
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item->pos.zRot = 0;
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flare->pos.xRot = 0;
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flare->pos.zRot = 0;
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}
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auto oldX = item->pos.xPos;
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auto oldY = item->pos.yPos;
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auto oldZ = item->pos.zPos;
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auto oldX = flare->pos.xPos;
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auto oldY = flare->pos.yPos;
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auto oldZ = flare->pos.zPos;
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int xv = item->speed * phd_sin(item->pos.yRot);
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int zv = item->speed * phd_cos(item->pos.yRot);
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int xv = flare->speed * phd_sin(flare->pos.yRot);
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int zv = flare->speed * phd_cos(flare->pos.yRot);
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item->pos.xPos += xv;
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item->pos.zPos += zv;
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flare->pos.xPos += xv;
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flare->pos.zPos += zv;
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if (TestLaraWater(item) || TestLaraSwamp(item)) // TODO: Generic water/swamp test function.
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if (TestLaraWater(flare) || TestLaraSwamp(flare)) // TODO: Generic water/swamp test function.
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{
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item->fallspeed += (5 - item->fallspeed) / 2;
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item->speed += (5 - item->speed) / 2;
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flare->fallspeed += (5 - flare->fallspeed) / 2;
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flare->speed += (5 - flare->speed) / 2;
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}
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else
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item->fallspeed += 6;
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flare->fallspeed += 6;
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item->pos.yPos += item->fallspeed;
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flare->pos.yPos += flare->fallspeed;
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DoProjectileDynamics(itemNumber, oldX, oldY, oldZ, xv, item->fallspeed, zv);
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DoProjectileDynamics(itemNumber, oldX, oldY, oldZ, xv, flare->fallspeed, zv);
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short& age = item->data;
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short& age = flare->data;
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age &= 0x7FFF;
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if (age >= FLARE_AGE)
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{
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if (!item->fallspeed && !item->speed)
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if (!flare->fallspeed && !flare->speed)
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{
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KillItem(itemNumber);
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@ -78,96 +78,104 @@ void FlareControl(short itemNumber)
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else
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age++;
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if (DoFlareLight((PHD_VECTOR*)&item->pos, age))
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if (DoFlareLight((PHD_VECTOR*)&flare->pos, age))
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{
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TriggerChaffEffects(item,age);
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TriggerChaffEffects(flare,age);
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/* Hardcoded code */
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age |= 0x8000;
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}
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}
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void ready_flare()
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void ready_flare(ITEM_INFO* lara)
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{
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Lara.gunStatus = LG_NO_ARMS;
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Lara.leftArm.zRot = 0;
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Lara.leftArm.yRot = 0;
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Lara.leftArm.xRot = 0;
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Lara.rightArm.zRot = 0;
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Lara.rightArm.yRot = 0;
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Lara.rightArm.xRot = 0;
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Lara.rightArm.lock = false;
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Lara.leftArm.lock = false;
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Lara.target = NULL;
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LaraInfo*& info = lara->data;
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info->gunStatus = LG_NO_ARMS;
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info->leftArm.zRot = 0;
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info->leftArm.yRot = 0;
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info->leftArm.xRot = 0;
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info->rightArm.zRot = 0;
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info->rightArm.yRot = 0;
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info->rightArm.xRot = 0;
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info->rightArm.lock = false;
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info->leftArm.lock = false;
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info->target = NULL;
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}
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void undraw_flare_meshes()
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void undraw_flare_meshes(ITEM_INFO* lara)
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{
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Lara.meshPtrs[LM_LHAND] = Objects[ID_LARA_SKIN].meshIndex + LM_LHAND;
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LaraInfo*& info = lara->data;
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info->meshPtrs[LM_LHAND] = Objects[ID_LARA_SKIN].meshIndex + LM_LHAND;
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}
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void draw_flare_meshes()
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void draw_flare_meshes(ITEM_INFO * lara)
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{
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Lara.meshPtrs[LM_LHAND] = Objects[ID_LARA_FLARE_ANIM].meshIndex + LM_LHAND;
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LaraInfo*& info = lara->data;
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info->meshPtrs[LM_LHAND] = Objects[ID_LARA_FLARE_ANIM].meshIndex + LM_LHAND;
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}
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void undraw_flare(ITEM_INFO* item)
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void undraw_flare(ITEM_INFO* lara)
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{
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Lara.flareControlLeft = true;
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LaraInfo*& info = lara->data;
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short frame1 = Lara.flareFrame;
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short frame2 = Lara.leftArm.frameNumber;
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info->flareControlLeft = true;
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if (item->goalAnimState == LS_STOP
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&& Lara.Vehicle == NO_ITEM)
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short frame1 = info->flareFrame;
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short frame2 = info->leftArm.frameNumber;
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if (lara->goalAnimState == LS_STOP
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&& info->Vehicle == NO_ITEM)
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{
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if (item->animNumber == LA_STAND_IDLE)
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if (lara->animNumber == LA_STAND_IDLE)
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{
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item->animNumber = LA_DISCARD_FLARE;
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frame1 = frame2 + g_Level.Anims[item->animNumber].frameBase;
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Lara.flareFrame = frame1;
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item->frameNumber = frame1;
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lara->animNumber = LA_DISCARD_FLARE;
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frame1 = frame2 + g_Level.Anims[lara->animNumber].frameBase;
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info->flareFrame = frame1;
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lara->frameNumber = frame1;
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}
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if (item->animNumber == LA_DISCARD_FLARE)
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if (lara->animNumber == LA_DISCARD_FLARE)
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{
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Lara.flareControlLeft = false;
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info->flareControlLeft = false;
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if (frame1 >= g_Level.Anims[item->animNumber].frameBase + 31)
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if (frame1 >= g_Level.Anims[lara->animNumber].frameBase + 31)
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{
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Lara.requestGunType = Lara.lastGunType;
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Lara.gunType = Lara.lastGunType;
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Lara.gunStatus = LG_NO_ARMS;
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info->requestGunType = info->lastGunType;
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info->gunType = info->lastGunType;
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info->gunStatus = LG_NO_ARMS;
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InitialiseNewWeapon();
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Lara.target = NULL;
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Lara.rightArm.lock = false;
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Lara.leftArm.lock = false;
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SetAnimation(item, LA_STAND_SOLID);
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Lara.flareFrame = g_Level.Anims[item->animNumber].frameBase;
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info->target = NULL;
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info->rightArm.lock = false;
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info->leftArm.lock = false;
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SetAnimation(lara, LA_STAND_SOLID);
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info->flareFrame = g_Level.Anims[lara->animNumber].frameBase;
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return;
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}
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Lara.flareFrame++;
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info->flareFrame++;
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}
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}
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else if (item->animNumber == LA_DISCARD_FLARE)
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else if (lara->animNumber == LA_DISCARD_FLARE)
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{
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item->animNumber = LA_STAND_SOLID;
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item->frameNumber = g_Level.Anims[item->animNumber].frameBase;
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lara->animNumber = LA_STAND_SOLID;
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lara->frameNumber = g_Level.Anims[lara->animNumber].frameBase;
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}
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if (frame2 >= 33 && frame2 < 72)
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{
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frame2 = 2;
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DoFlareInHand(Lara.flareAge);
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DoFlareInHand(lara, info->flareAge);
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}
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else if (!frame2)
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{
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frame2 = 1;
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DoFlareInHand(Lara.flareAge);
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DoFlareInHand(lara, info->flareAge);
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}
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else if (frame2 >= 72 && frame2 < 95)
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{
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@ -176,7 +184,7 @@ void undraw_flare(ITEM_INFO* item)
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if (frame2 == 94)
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{
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frame2 = 1;
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DoFlareInHand(Lara.flareAge);
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DoFlareInHand(lara, info->flareAge);
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}
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}
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else if (frame2 >= 1 && frame2 < 33)
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@ -185,27 +193,27 @@ void undraw_flare(ITEM_INFO* item)
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if (frame2 == 21)
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{
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CreateFlare(item, ID_FLARE_ITEM, 1);
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undraw_flare_meshes();
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Lara.flareAge = 0;
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CreateFlare(lara, ID_FLARE_ITEM, 1);
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undraw_flare_meshes(lara);
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info->flareAge = 0;
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}
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else if (frame2 == 33)
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{
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frame2 = 0;
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Lara.requestGunType = Lara.lastGunType;
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Lara.gunType = Lara.lastGunType;
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Lara.gunStatus = LG_NO_ARMS;
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info->requestGunType = info->lastGunType;
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info->gunType = info->lastGunType;
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info->gunStatus = LG_NO_ARMS;
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InitialiseNewWeapon();
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Lara.flareControlLeft = false;
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Lara.target = NULL;
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Lara.rightArm.lock = false;
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Lara.leftArm.lock = false;
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Lara.flareFrame = 0;
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info->flareControlLeft = false;
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info->target = NULL;
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info->rightArm.lock = false;
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info->leftArm.lock = false;
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info->flareFrame = 0;
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}
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else if (frame2 < 21)
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DoFlareInHand(Lara.flareAge);
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DoFlareInHand(lara, info->flareAge);
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}
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else if (frame2 >= 95 && frame2 < 110)
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{
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@ -214,62 +222,64 @@ void undraw_flare(ITEM_INFO* item)
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if (frame2 == 110)
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{
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frame2 = 1;
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DoFlareInHand(Lara.flareAge);
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DoFlareInHand(lara, info->flareAge);
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}
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}
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Lara.leftArm.frameNumber = frame2;
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set_flare_arm(Lara.leftArm.frameNumber);
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info->leftArm.frameNumber = frame2;
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set_flare_arm(lara, info->leftArm.frameNumber);
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}
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void draw_flare(ITEM_INFO* item)
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void draw_flare(ITEM_INFO* lara)
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{
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LaraInfo*& info = lara->data;
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short frame;
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if (item->currentAnimState == LS_PICKUP_FLARE ||
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item->currentAnimState == LS_PICKUP)
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if (lara->currentAnimState == LS_PICKUP_FLARE ||
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lara->currentAnimState == LS_PICKUP)
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{
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DoFlareInHand(Lara.flareAge);
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Lara.flareControlLeft = false;
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Lara.leftArm.frameNumber = 93;
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set_flare_arm(93);
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DoFlareInHand(lara, info->flareAge);
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info->flareControlLeft = false;
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info->leftArm.frameNumber = 93;
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set_flare_arm(lara, 93);
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}
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else
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{
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frame = Lara.leftArm.frameNumber + 1;
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Lara.flareControlLeft = true;
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frame = info->leftArm.frameNumber + 1;
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info->flareControlLeft = true;
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if (frame < 33 || frame > 94)
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frame = 33;
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else if (frame == 46)
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draw_flare_meshes();
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draw_flare_meshes(lara);
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else if (frame >= 72 && frame <= 93)
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{
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if (frame == 72)
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{
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SoundEffect(SFX_TR4_OBJ_GEM_SMASH, &item->pos, TestLaraWater(item));
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Lara.flareAge = 1;
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SoundEffect(SFX_TR4_OBJ_GEM_SMASH, &lara->pos, TestLaraWater(lara));
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info->flareAge = 1;
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}
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DoFlareInHand(Lara.flareAge);
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DoFlareInHand(lara, info->flareAge);
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}
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else
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{
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if (frame == 94)
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{
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ready_flare();
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ready_flare(LaraItem);
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frame = 0;
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DoFlareInHand(Lara.flareAge);
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DoFlareInHand(lara, info->flareAge);
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}
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}
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Lara.leftArm.frameNumber = frame;
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set_flare_arm(frame);
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info->leftArm.frameNumber = frame;
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set_flare_arm(lara, frame);
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}
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}
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void set_flare_arm(int frame)
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void set_flare_arm(ITEM_INFO* lara, int frame)
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{
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LaraInfo*& info = lara->data;
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short anim = Objects[ID_LARA_FLARE_ANIM].animIndex;
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if (frame >= 95)
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@ -281,19 +291,21 @@ void set_flare_arm(int frame)
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else if (frame >= 1)
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anim += 1;
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Lara.leftArm.animNumber = anim;
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Lara.leftArm.frameBase = g_Level.Anims[anim].framePtr;
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info->leftArm.animNumber = anim;
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info->leftArm.frameBase = g_Level.Anims[anim].framePtr;
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}
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void CreateFlare(ITEM_INFO* l, GAME_OBJECT_ID objectNum, int thrown)
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void CreateFlare(ITEM_INFO* lara, GAME_OBJECT_ID objectNum, int thrown)
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{
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LaraInfo*& info = lara->data;
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short itemNum = CreateItem();
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if (itemNum != NO_ITEM)
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{
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bool flag = false;
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ITEM_INFO* item = &g_Level.Items[itemNum];
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item->objectNumber = objectNum;
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item->roomNumber = l->roomNumber;
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item->roomNumber = lara->roomNumber;
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PHD_VECTOR pos;
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pos.x = -16;
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@ -306,25 +318,25 @@ void CreateFlare(ITEM_INFO* l, GAME_OBJECT_ID objectNum, int thrown)
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item->pos.yPos = pos.y;
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item->pos.zPos = pos.z;
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auto probe = GetCollisionResult(pos.x, pos.y, pos.z, l->roomNumber);
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auto probe = GetCollisionResult(pos.x, pos.y, pos.z, lara->roomNumber);
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auto floorHeight = probe.Position.Floor;
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auto collided = GetCollidedObjects(item, 0, 1, CollidedItems, CollidedMeshes, true);
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if (collided || floorHeight < pos.y)
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{
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flag = true;
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item->pos.yRot = l->pos.yRot + ANGLE(180.0f);
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item->pos.xPos = l->pos.xPos + 320 * phd_sin(item->pos.yRot);
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item->pos.zPos = l->pos.zPos + 320 * phd_cos(item->pos.yRot);
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item->roomNumber = l->roomNumber;
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item->pos.yRot = lara->pos.yRot + ANGLE(180.0f);
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item->pos.xPos = lara->pos.xPos + 320 * phd_sin(item->pos.yRot);
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item->pos.zPos = lara->pos.zPos + 320 * phd_cos(item->pos.yRot);
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item->roomNumber = lara->roomNumber;
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}
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else
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{
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if (thrown)
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item->pos.yRot = l->pos.yRot;
|
||||
item->pos.yRot = lara->pos.yRot;
|
||||
else
|
||||
item->pos.yRot = l->pos.yRot - ANGLE(45.0f);
|
||||
item->roomNumber = l->roomNumber;
|
||||
item->pos.yRot = lara->pos.yRot - ANGLE(45.0f);
|
||||
item->roomNumber = lara->roomNumber;
|
||||
}
|
||||
|
||||
InitialiseItem(itemNum);
|
||||
|
@ -335,13 +347,13 @@ void CreateFlare(ITEM_INFO* l, GAME_OBJECT_ID objectNum, int thrown)
|
|||
|
||||
if (thrown)
|
||||
{
|
||||
item->speed = l->speed + 50;
|
||||
item->fallspeed = l->fallspeed - 50;
|
||||
item->speed = lara->speed + 50;
|
||||
item->fallspeed = lara->fallspeed - 50;
|
||||
}
|
||||
else
|
||||
{
|
||||
item->speed = l->speed + 10;
|
||||
item->fallspeed = l->fallspeed + 50;
|
||||
item->speed = lara->speed + 10;
|
||||
item->fallspeed = lara->fallspeed + 50;
|
||||
}
|
||||
|
||||
if (flag)
|
||||
|
@ -351,13 +363,13 @@ void CreateFlare(ITEM_INFO* l, GAME_OBJECT_ID objectNum, int thrown)
|
|||
{
|
||||
item->data = (short)0;
|
||||
short& age = item->data;
|
||||
if (DoFlareLight((PHD_VECTOR*)&item->pos, Lara.flareAge))
|
||||
age = (Lara.flareAge | 0x8000);
|
||||
if (DoFlareLight((PHD_VECTOR*)&item->pos, info->flareAge))
|
||||
age = (info->flareAge | 0x8000);
|
||||
else
|
||||
age = (Lara.flareAge & 0x7FFF);
|
||||
age = (info->flareAge & 0x7FFF);
|
||||
}
|
||||
else
|
||||
item->itemFlags[3] = Lara.litTorch;
|
||||
item->itemFlags[3] = info->litTorch;
|
||||
|
||||
AddActiveItem(itemNum);
|
||||
item->status = ITEM_ACTIVE;
|
||||
|
@ -369,12 +381,10 @@ void DrawFlareInAir(ITEM_INFO* item)
|
|||
TENLog("DrawFlareInAir() not implemented!", LogLevel::Warning);
|
||||
}
|
||||
|
||||
void DoFlareInHand(int flare_age)
|
||||
void DoFlareInHand(ITEM_INFO* lara, int flare_age)
|
||||
{
|
||||
PHD_VECTOR pos;
|
||||
pos.x = 11;
|
||||
pos.y = 32;
|
||||
pos.z = 41;
|
||||
LaraInfo*& info = lara->data;
|
||||
PHD_VECTOR pos = { 11, 32, 41 };
|
||||
|
||||
GetLaraJointPosition(&pos, LM_LHAND);
|
||||
if (DoFlareLight(&pos, flare_age))
|
||||
|
@ -382,13 +392,13 @@ void DoFlareInHand(int flare_age)
|
|||
|
||||
/* Hardcoded code */
|
||||
|
||||
if (Lara.flareAge >= FLARE_AGE)
|
||||
if (info->flareAge >= FLARE_AGE)
|
||||
{
|
||||
if (Lara.gunStatus == LG_NO_ARMS)
|
||||
Lara.gunStatus = LG_UNDRAW_GUNS;
|
||||
if (info->gunStatus == LG_NO_ARMS)
|
||||
info->gunStatus = LG_UNDRAW_GUNS;
|
||||
}
|
||||
else if (Lara.flareAge != 0)
|
||||
Lara.flareAge++;
|
||||
else if (info->flareAge != 0)
|
||||
info->flareAge++;
|
||||
}
|
||||
|
||||
int DoFlareLight(PHD_VECTOR* pos, int age)
|
||||
|
|
|
@ -5,16 +5,16 @@ struct COLL_INFO;
|
|||
struct PHD_VECTOR;
|
||||
enum GAME_OBJECT_ID : short;
|
||||
|
||||
constexpr auto FLARE_AGE = 30 * 30; //30 seconds * 30 frames
|
||||
constexpr auto FLARE_AGE = 30 * 30; // 30 seconds * 30 frames
|
||||
|
||||
void FlareControl(short item_number);
|
||||
void ready_flare();
|
||||
void undraw_flare_meshes();
|
||||
void draw_flare_meshes();
|
||||
void undraw_flare(ITEM_INFO* item);
|
||||
void draw_flare(ITEM_INFO* item);
|
||||
void set_flare_arm(int frame);
|
||||
void CreateFlare(ITEM_INFO* l, GAME_OBJECT_ID object, int thrown);
|
||||
void ready_flare(ITEM_INFO* lara);
|
||||
void undraw_flare_meshes(ITEM_INFO* lara);
|
||||
void draw_flare_meshes(ITEM_INFO* lara);
|
||||
void undraw_flare(ITEM_INFO* lara);
|
||||
void draw_flare(ITEM_INFO* lara);
|
||||
void set_flare_arm(ITEM_INFO* lara, int frame);
|
||||
void CreateFlare(ITEM_INFO* lara, GAME_OBJECT_ID object, int thrown);
|
||||
void DrawFlareInAir(ITEM_INFO* item);
|
||||
void DoFlareInHand(int flare_age);
|
||||
void DoFlareInHand(ITEM_INFO* lara, int flare_age);
|
||||
int DoFlareLight(PHD_VECTOR* pos, int flare_age);
|
||||
|
|
|
@ -176,7 +176,7 @@ void DoPickup()
|
|||
InitialiseNewWeapon();
|
||||
Lara.gunStatus = LG_SPECIAL;
|
||||
Lara.flareAge = (int)(item->data) & 0x7FFF;
|
||||
draw_flare_meshes();
|
||||
draw_flare_meshes(LaraItem);
|
||||
KillItem(pickupitem);
|
||||
|
||||
item->pos.xRot = oldXrot;
|
||||
|
|
|
@ -665,7 +665,7 @@ void SkidooCollision(short itemNum, ITEM_INFO* lara, COLL_INFO* coll)
|
|||
if (laraInfo->gunType == WEAPON_FLARE)
|
||||
{
|
||||
CreateFlare(lara, ID_FLARE_ITEM, false);
|
||||
undraw_flare_meshes();
|
||||
undraw_flare_meshes(lara);
|
||||
laraInfo->flareControlLeft = 0;
|
||||
laraInfo->requestGunType = WEAPON_NONE;
|
||||
laraInfo->gunStatus = LG_NO_ARMS;
|
||||
|
|
|
@ -141,8 +141,8 @@ void BigGunCollision(short itemNum, ITEM_INFO* lara, COLL_INFO* coll)
|
|||
|
||||
if (laraInfo->gunType == WEAPON_FLARE)
|
||||
{
|
||||
CreateFlare(LaraItem, ID_FLARE_ITEM, 0);
|
||||
undraw_flare_meshes();
|
||||
CreateFlare(lara, ID_FLARE_ITEM, 0);
|
||||
undraw_flare_meshes(lara);
|
||||
|
||||
laraInfo->flareControlLeft = false;
|
||||
laraInfo->requestGunType = WEAPON_NONE;
|
||||
|
|
|
@ -1206,7 +1206,7 @@ void KayakCollision(short itemNumber, ITEM_INFO* l, COLL_INFO* coll)
|
|||
if (Lara.gunType == WEAPON_FLARE)
|
||||
{
|
||||
CreateFlare(LaraItem, ID_FLARE_ITEM, 0);
|
||||
undraw_flare_meshes();
|
||||
undraw_flare_meshes(l);
|
||||
Lara.flareControlLeft = 0;
|
||||
Lara.requestGunType = Lara.gunType = WEAPON_NONE;
|
||||
}
|
||||
|
|
|
@ -787,7 +787,7 @@ void MineCartCollision(short itemNum, ITEM_INFO* l, COLL_INFO* coll)
|
|||
if (Lara.gunType == WEAPON_FLARE)
|
||||
{
|
||||
CreateFlare(LaraItem, ID_FLARE_ITEM, FALSE);
|
||||
undraw_flare_meshes();
|
||||
undraw_flare_meshes(l);
|
||||
Lara.flareControlLeft = false;
|
||||
Lara.requestGunType = Lara.gunType = WEAPON_NONE;
|
||||
}
|
||||
|
|
|
@ -1182,7 +1182,7 @@ void QuadBikeCollision(short itemNumber, ITEM_INFO* lara, COLL_INFO* coll)
|
|||
if (laraInfo->gunType == WEAPON_FLARE)
|
||||
{
|
||||
CreateFlare(lara, ID_FLARE_ITEM, 0);
|
||||
undraw_flare_meshes();
|
||||
undraw_flare_meshes(lara);
|
||||
laraInfo->flareControlLeft = 0;
|
||||
laraInfo->requestGunType = laraInfo->gunType = WEAPON_NONE;
|
||||
}
|
||||
|
|
|
@ -872,7 +872,7 @@ void SubCollision(short itemNum, ITEM_INFO* l, COLL_INFO* coll)
|
|||
if (Lara.gunType == WEAPON_FLARE)
|
||||
{
|
||||
CreateFlare(LaraItem, ID_FLARE_ITEM, 0);
|
||||
undraw_flare_meshes();
|
||||
undraw_flare_meshes(l);
|
||||
Lara.flareControlLeft = false;
|
||||
Lara.requestGunType = Lara.gunType = WEAPON_NONE;
|
||||
}
|
||||
|
|
|
@ -1499,7 +1499,7 @@ void JeepCollision(short itemNumber, ITEM_INFO* l, COLL_INFO* coll)
|
|||
if (Lara.gunType == WEAPON_FLARE)
|
||||
{
|
||||
CreateFlare(LaraItem, ID_FLARE_ITEM, 0);
|
||||
undraw_flare_meshes();
|
||||
undraw_flare_meshes(l);
|
||||
Lara.flareControlLeft = 0;
|
||||
Lara.requestGunType = WEAPON_NONE;
|
||||
Lara.gunType = WEAPON_NONE;
|
||||
|
|
|
@ -357,7 +357,7 @@ void MotorbikeCollision(short itemNumber, ITEM_INFO* laraitem, COLL_INFO* coll)
|
|||
if (Lara.gunType == WEAPON_FLARE)
|
||||
{
|
||||
CreateFlare(LaraItem, ID_FLARE_ITEM, FALSE);
|
||||
undraw_flare_meshes();
|
||||
undraw_flare_meshes(laraitem);
|
||||
Lara.flareControlLeft = false;
|
||||
Lara.gunType = WEAPON_NONE;
|
||||
Lara.requestGunType = WEAPON_NONE;
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue