#include "framework.h" #include "Objects/Generic/Switches/jump_switch.h" #include "Game/control/control.h" #include "Specific/input.h" #include "Game/Lara/lara.h" #include "Game/Lara/lara_helpers.h" #include "Objects/Generic/Switches/generic_switch.h" #include "Specific/level.h" #include "Game/collision/collide_item.h" #include "Game/items.h" namespace TEN::Entities::Switches { OBJECT_COLLISION_BOUNDS JumpSwitchBounds = { -128, 128, -256, 256, 384, 512, -ANGLE(10.0f), ANGLE(10.0f), -ANGLE(30.0f), ANGLE(30.0f), -ANGLE(10.0f), ANGLE(10.0f) }; PHD_VECTOR JumpSwitchPos = { 0, -208, 256 }; void JumpSwitchCollision(short itemNumber, ITEM_INFO* laraItem, CollisionInfo* coll) { auto* laraInfo = GetLaraInfo(laraItem); auto* switchItem = &g_Level.Items[itemNumber]; if (TrInput & IN_ACTION && (laraItem->Animation.ActiveState == LS_REACH || laraItem->Animation.ActiveState == LS_JUMP_UP) && (laraItem->Status || laraItem->Animation.Airborne) && laraItem->Animation.VerticalVelocity > 0 && laraInfo->Control.HandStatus == HandStatus::Free && !switchItem->Animation.ActiveState) { if (TestLaraPosition(&JumpSwitchBounds, switchItem, laraItem)) { AlignLaraPosition(&JumpSwitchPos, switchItem, laraItem); laraItem->Animation.ActiveState = LS_SWITCH_DOWN; laraItem->Animation.AnimNumber = LA_JUMPSWITCH_PULL; laraItem->Animation.VerticalVelocity = 0; laraItem->Animation.FrameNumber = g_Level.Anims[laraItem->Animation.AnimNumber].frameBase; laraItem->Animation.Airborne = false; laraInfo->Control.HandStatus = HandStatus::Busy; switchItem->Animation.TargetState = SWITCH_ON; switchItem->Status = ITEM_ACTIVE; AddActiveItem(itemNumber); } } } }