mirror of
https://github.com/TombEngine/TombEngine.git
synced 2025-04-30 16:57:57 +03:00
250 lines
No EOL
5.2 KiB
C++
250 lines
No EOL
5.2 KiB
C++
#include "../newobjects.h"
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#include "../../Game/effects.h"
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#include "../../Game/sphere.h"
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#include "../../Game/Box.h"
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#include "../../Game/items.h"
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#include "../../Game/effect2.h"
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#include "../../Game/lot.h"
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BITE_INFO spiderBite = { 0, 0, 41, 1 };
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// fix blood pos for small spider.
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void S_SpiderBite(ITEM_INFO* item)
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{
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PHD_VECTOR pos;
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pos.x = spiderBite.x;
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pos.y = spiderBite.y;
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pos.z = spiderBite.z;
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GetJointAbsPosition(item, &pos, spiderBite.meshNum);
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DoBloodSplat(pos.x, pos.y, pos.z, 10, item->pos.yPos, item->roomNumber);
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}
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void SpiderLeap(short itemNum, ITEM_INFO* item, short angle)
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{
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GAME_VECTOR vec;
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vec.x = item->pos.xPos;
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vec.y = item->pos.yPos;
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vec.z = item->pos.zPos;
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vec.roomNumber = item->roomNumber;
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CreatureAnimation(itemNum, angle, 0);
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/* is this move less than 1.5 STEP_L height, if so dont do leap */
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if (item->pos.yPos > (vec.y - (STEP_SIZE * 3) / 2))
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return;
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/* else move spider back and do a jump instead ! */
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item->pos.xPos = vec.x;
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item->pos.yPos = vec.y;
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item->pos.zPos = vec.z;
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if (item->roomNumber != vec.roomNumber)
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ItemNewRoom(item->roomNumber, vec.roomNumber);
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item->animNumber = Objects[item->objectNumber].animIndex + 2;
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item->frameNumber = Anims[item->animNumber].frameBase;
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item->currentAnimState = 5;
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CreatureAnimation(itemNum, angle, 0);
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}
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void SmallSpiderControl(short itemNum)
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{
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if (!CreatureActive(itemNum))
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return;
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ITEM_INFO* item;
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CREATURE_INFO* spider;
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AI_INFO info;
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short angle;
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item = &Items[itemNum];
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spider = (CREATURE_INFO*)item->data;
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angle = 0;
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if (item->hitPoints <= 0)
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{
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if (item->currentAnimState != 7)
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{
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ExplodingDeath(itemNum, -1, 256);
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DisableBaddieAI(itemNum);
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item->currentAnimState = 7;
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KillItem(itemNum);
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}
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}
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else
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{
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CreatureAIInfo(item, &info);
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GetCreatureMood(item, &info, VIOLENT);
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CreatureMood(item, &info, VIOLENT);
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angle = CreatureTurn(item, ANGLE(8));
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switch (item->currentAnimState)
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{
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case 1:
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spider->flags = 0;
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if (spider->mood == BORED_MOOD)
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{
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if (GetRandomControl() < 0x100)
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item->goalAnimState = 2;
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else
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break;
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}
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else if (info.ahead && item->touchBits)
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{
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item->goalAnimState = 4;
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}
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else if (spider->mood == STALK_MOOD)
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{
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item->goalAnimState = 2;
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}
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else if (spider->mood == ESCAPE_MOOD || spider->mood == ATTACK_MOOD)
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{
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item->goalAnimState = 3;
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}
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break;
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case 2:
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if (spider->mood == BORED_MOOD)
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{
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if (GetRandomControl() < 0x100)
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item->goalAnimState = 1;
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else
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break;
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}
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else if (spider->mood == ESCAPE_MOOD || spider->mood == ATTACK_MOOD)
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{
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item->goalAnimState = 3;
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}
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break;
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case 3:
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spider->flags = 0;
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if (spider->mood == BORED_MOOD || spider->mood == STALK_MOOD)
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item->goalAnimState = 2;
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else if (info.ahead && item->touchBits)
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item->goalAnimState = 1;
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else if (info.ahead && info.distance < SQUARE(WALL_SIZE / 5))
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item->goalAnimState = 6;
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else if (info.ahead && info.distance < SQUARE(WALL_SIZE / 2))
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item->goalAnimState = 5;
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break;
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case 4:
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case 5:
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case 6:
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if (!spider->flags && item->touchBits)
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{
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S_SpiderBite(item);
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LaraItem->hitPoints -= 25;
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LaraItem->hitStatus = 1;
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spider->flags = 1;
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}
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break;
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}
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}
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if (item->currentAnimState == 5 || item->currentAnimState == 4)
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CreatureAnimation(itemNum, angle, 0);
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else
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SpiderLeap(itemNum, item, angle);
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}
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void BigSpiderControl(short itemNum)
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{
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if (!CreatureActive(itemNum))
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return;
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ITEM_INFO* item;
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CREATURE_INFO* spider;
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AI_INFO info;
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short angle;
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item = &Items[itemNum];
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spider = (CREATURE_INFO*)item->data;
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angle = 0;
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if (item->hitPoints <= 0)
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{
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if (item->currentAnimState != 7)
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{
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item->animNumber = Objects[item->objectNumber].animIndex + 2;
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item->frameNumber = Anims[item->animNumber].frameBase;
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item->currentAnimState = 7;
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}
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}
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else
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{
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CreatureAIInfo(item, &info);
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GetCreatureMood(item, &info, TRUE);
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CreatureMood(item, &info, TRUE);
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angle = CreatureTurn(item, ANGLE(4));
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switch (item->currentAnimState)
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{
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case 1:
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spider->flags = 0;
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if (spider->mood == BORED_MOOD)
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{
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if (GetRandomControl() < 0x200)
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item->goalAnimState = 2;
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else
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break;
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}
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else if (info.ahead && info.distance < (SQUARE(STEP_SIZE * 3) + 15)) // +15 fix attack distance !
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{
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item->goalAnimState = 4;
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}
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else if (spider->mood == STALK_MOOD)
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{
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item->goalAnimState = 2;
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}
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else if (spider->mood == ESCAPE_MOOD || spider->mood == ATTACK_MOOD)
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{
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item->goalAnimState = 3;
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}
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break;
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case 2:
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if (spider->mood == BORED_MOOD)
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{
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if (GetRandomControl() < 0x200)
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item->goalAnimState = 1;
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else
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break;
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}
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else if (spider->mood == ESCAPE_MOOD || spider->mood == ATTACK_MOOD)
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{
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item->goalAnimState = 3;
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}
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break;
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case 3:
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spider->flags = 0;
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if (spider->mood == BORED_MOOD || spider->mood == STALK_MOOD)
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item->goalAnimState = 2;
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else if (info.ahead && item->touchBits)
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item->goalAnimState = 1;
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break;
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case 4:
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case 5:
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case 6:
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if (!spider->flags && item->touchBits)
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{
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S_SpiderBite(item);
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LaraItem->hitPoints -= 100;
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LaraItem->hitStatus = 1;
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spider->flags = 1;
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}
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break;
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}
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}
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CreatureAnimation(itemNum, angle, 0);
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} |