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Add more anims to NewAnims; Fix lean
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commit
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8 changed files with 174 additions and 184 deletions
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@ -189,14 +189,14 @@ void lara_as_all4s(ITEM_INFO* item, COLL_INFO* coll)
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}
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// FOR DEBUG PURPOSES UNTIL SCRIPTING IS FINISHED
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Lara.NewAnims.Crawl1clickdown = 1;
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Lara.NewAnims.Crawl1clickup = 1;
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Lara.NewAnims.CrawlExit1click = 1;
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Lara.NewAnims.CrawlExit2click = 1;
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Lara.NewAnims.CrawlExit3click = 1;
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// Lara.NewAnims.Crawl1clickdown = 1;
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// Lara.NewAnims.Crawl1clickup = 1;
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// Lara.NewAnims.CrawlExit1click = 1;
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// Lara.NewAnims.CrawlExit2click = 1;
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// Lara.NewAnims.CrawlExit3click = 1;
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Lara.NewAnims.CrawlExitJump = 1;
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if (TrInput & IN_JUMP)
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if (TrInput & IN_JUMP && Lara.NewAnims.CrawlExitJump)
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{
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GAME_VECTOR s, d;
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MESH_INFO* StaticMesh;
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@ -512,7 +512,7 @@ void lara_as_crawl(ITEM_INFO* item, COLL_INFO* coll)
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{
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/*state 81*/
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/*collision: lara_col_crawl*/
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if (item->hitPoints <= 0 || TrInput & IN_JUMP)
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if (item->hitPoints <= 0)
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{
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item->goalAnimState = LS_CRAWL_IDLE;
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return;
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@ -853,14 +853,14 @@ void lara_col_crawl2hang(ITEM_INFO* item, COLL_INFO* coll)
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}
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else
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{
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/* if (TestHangFeet(item, angle))
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if (TestHangFeet(item, angle))
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{
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item->animNumber = LA_REACH_TO_HANG;
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item->frameNumber = g_Level.Anims[item->animNumber].frameBase;
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item->currentAnimState = LS_HANG;
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item->goalAnimState = LS_HANG_FEET;
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}
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else*/
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else
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{
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item->animNumber = LA_REACH_TO_HANG;
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item->frameNumber = g_Level.Anims[item->animNumber].frameBase;
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