mirror of
https://github.com/TombEngine/TombEngine.git
synced 2025-04-30 16:57:57 +03:00
242 lines
No EOL
5.6 KiB
C++
242 lines
No EOL
5.6 KiB
C++
#include "../newobjects.h"
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#include "../../Game/items.h"
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#include "../../Game/effects.h"
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#include "../../Game/Box.h"
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BITE_INFO scubaGun = { 17, 164, 44, 18 };
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void ShootHarpoon(ITEM_INFO* frogman, int x, int y, int z, short speed, short yRot, short roomNumber)
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{
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short harpoonItemNum = CreateItem();
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if (harpoonItemNum != NO_ITEM)
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{
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ITEM_INFO* harpoon = &Items[harpoonItemNum];
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harpoon->objectNumber = ID_SCUBA_HARPOON;
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harpoon->roomNumber = frogman->roomNumber;
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harpoon->pos.xPos = x;
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harpoon->pos.yPos = y;
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harpoon->pos.zPos = z;
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InitialiseItem(harpoonItemNum);
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harpoon->pos.xRot = 0;
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harpoon->pos.yRot = yRot;
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harpoon->speed = 150;
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AddActiveItem(harpoonItemNum);
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harpoon->status = ITEM_ACTIVE;
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//SoundEffect(247, &dart->pos, 0);
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}
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}
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void HarpoonControl(short itemNum)
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{
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ITEM_INFO* item = &Items[itemNum];
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if (item->touchBits)
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{
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LaraItem->hitPoints -= 50;
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LaraItem->hitStatus = true;
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DoBloodSplat(item->pos.xPos, item->pos.yPos, item->pos.zPos, (GetRandomControl() & 3) + 4, LaraItem->pos.yRot, LaraItem->roomNumber);
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KillItem(itemNum);
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}
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else
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{
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int ox = item->pos.xPos;
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int oz = item->pos.zPos;
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short speed = (item->speed * COS(item->pos.xRot)) >> W2V_SHIFT;
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item->pos.zPos += (speed * COS(item->pos.yRot)) >> W2V_SHIFT;
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item->pos.xPos += (speed * SIN(item->pos.yRot)) >> W2V_SHIFT;
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item->pos.yPos += -((item->speed * SIN(item->pos.xRot)) >> W2V_SHIFT);
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short roomNumber = item->roomNumber;
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FLOOR_INFO* floor = GetFloor(item->pos.xPos, item->pos.yPos, item->pos.zPos, &roomNumber);
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if (item->roomNumber != roomNumber)
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ItemNewRoom(itemNum, roomNumber);
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item->floor = GetFloorHeight(floor, item->pos.xPos, item->pos.yPos, item->pos.zPos);
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if (item->pos.yPos >= item->floor)
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{
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//for (int i = 0; i < 4; i++)
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// TriggerDartSmoke(ox, item->pos.yPos, oz, 0, 0, 1);
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KillItem(itemNum);
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// SoundEffect(258, &item->pos, 0);
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}
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}
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}
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void ScubaControl(short itemNumber)
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{
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if (!CreatureActive(itemNumber))
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return;
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ITEM_INFO* item = &Items[itemNumber];
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CREATURE_INFO* creature = (CREATURE_INFO *)item->data;
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int waterHeight;
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short angle = 0;
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short head = 0;
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short neck = 0;
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if (item->hitPoints <= 0)
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{
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if (item->currentAnimState != 9)
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{
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item->animNumber = Objects[item->objectNumber].animIndex + 16;
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item->frameNumber = Anims[item->animNumber].frameBase;
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item->currentAnimState = 9;
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}
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CreatureFloat(itemNumber);
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return;
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}
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else
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{
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AI_INFO info;
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CreatureAIInfo(item, &info);
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GetCreatureMood(item, &info, TIMID);
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CreatureMood(item, &info, TIMID);
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GAME_VECTOR start;
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GAME_VECTOR target;
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bool shoot = false;
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if (Lara.waterStatus == false)
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{
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start.x = item->pos.xPos;
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start.y = item->pos.yPos - STEP_SIZE;
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start.z = item->pos.zPos;
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start.roomNumber = item->roomNumber;
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target.x = LaraItem->pos.xPos;
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target.y = LaraItem->pos.yPos - (LARA_HITE - 150); // don't look at her origin, aim higher
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target.z = LaraItem->pos.zPos;
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shoot = LOS(&start, &target);
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if (shoot)
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{
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creature->target.x = LaraItem->pos.xPos;
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creature->target.y = LaraItem->pos.yPos;
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creature->target.z = LaraItem->pos.zPos;
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}
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if (info.angle < -ANGLE(45) || info.angle > ANGLE(45))
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shoot = false;
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}
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else if (info.angle > -ANGLE(45) && info.angle < ANGLE(45))
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{
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start.x = item->pos.xPos;
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start.y = item->pos.yPos;
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start.z = item->pos.zPos;
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start.roomNumber = item->roomNumber;
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target.x = LaraItem->pos.xPos;
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target.y = LaraItem->pos.yPos;
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target.z = LaraItem->pos.zPos;
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shoot = LOS(&start, &target);
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}
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else
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shoot = false;
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angle = CreatureTurn(item, creature->maximumTurn);
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waterHeight = GetWaterSurface(item->pos.xPos, item->pos.yPos, item->pos.zPos, item->roomNumber) + WALL_SIZE / 2;
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switch (item->currentAnimState)
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{
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case 1:
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// Diver underwater
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creature->maximumTurn = ANGLE(3);
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if (shoot)
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neck = -info.angle;
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if (creature->target.y < waterHeight && item->pos.yPos < waterHeight + creature->LOT.fly)
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item->goalAnimState = 2;
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else if (creature->mood == ESCAPE_MOOD)
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break;
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else if (shoot)
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item->goalAnimState = 4;
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break;
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case 4:
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creature->flags = 0;
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if (shoot)
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neck = -info.angle;
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if (!shoot || creature->mood == ESCAPE_MOOD || (creature->target.y < waterHeight && item->pos.yPos < waterHeight + creature->LOT.fly))
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item->goalAnimState = 1;
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else
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item->goalAnimState = 3;
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break;
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case 3:
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if (shoot)
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neck = -info.angle;
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if (!creature->flags)
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{
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ShootHarpoon(item, item->pos.xPos, item->pos.yPos, item->pos.zPos, item->speed, item->pos.yRot, item->roomNumber);
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creature->flags = 1;
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}
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break;
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case 2:
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creature->maximumTurn = ANGLE(3);
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if (shoot)
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head = info.angle;
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if (creature->target.y > waterHeight)
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item->goalAnimState = 1;
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else if (creature->mood == ESCAPE_MOOD)
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break;
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else if (shoot)
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item->goalAnimState = 6;
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break;
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case 6:
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creature->flags = 0;
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if (shoot)
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head = info.angle;
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if (!shoot || creature->mood == ESCAPE_MOOD || creature->target.y > waterHeight)
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item->goalAnimState = 2;
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else
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item->goalAnimState = 7;
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break;
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case 7:
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if (shoot)
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head = info.angle;
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if (!creature->flags)
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{
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ShootHarpoon(item, item->pos.xPos, item->pos.yPos, item->pos.zPos, item->speed, item->pos.yRot, item->roomNumber);
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creature->flags = 1;
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}
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break;
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}
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}
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CreatureJoint(item, 0, head);
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CreatureJoint(item, 1, neck);
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CreatureAnimation(itemNumber, angle, 0);
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switch (item->currentAnimState)
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{
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case 1:
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case 4:
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case 3:
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CreatureUnderwater(item, 512);
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break;
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default:
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item->pos.yPos = waterHeight - 512;
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}
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} |