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https://github.com/TombEngine/TombEngine.git
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Added 128 custom sound slots. Overkill but stop any UWU And any changed Sound enums. Final commit....
298 lines
8.6 KiB
C++
298 lines
8.6 KiB
C++
#include "framework.h"
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#include "traps.h"
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#include "Game/items.h"
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#include "Game/effects/effects.h"
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#include "Game/effects/tomb4fx.h"
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#include "Game/effects/weather.h"
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#include "Game/Lara/lara.h"
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#include "Game/collision/collide_room.h"
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#include "Game/collision/collide_item.h"
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#include "Game/collision/sphere.h"
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#include "Game/camera.h"
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#include "tr5_light.h"
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#include "Game/animation.h"
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#include "Specific/level.h"
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#include "Specific/input.h"
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#include "Game/room.h"
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#include "Sound/sound.h"
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using namespace TEN::Effects::Environment;
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static short WreckingBallData[2] = {0, 0};
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void InitialiseWreckingBall(short itemNumber)
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{
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ItemInfo* item;
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short room;
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item = &g_Level.Items[itemNumber];
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item->ItemFlags[3] = FindAllItems(ID_ANIMATING16)[0];
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room = item->RoomNumber;
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item->Pose.Position.y = GetCeiling(GetFloor(item->Pose.Position.x, item->Pose.Position.y, item->Pose.Position.z, &room), item->Pose.Position.x, item->Pose.Position.y, item->Pose.Position.z) + 1644;
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GetFloor(item->Pose.Position.x, item->Pose.Position.y, item->Pose.Position.z, &room);
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if (room != item->RoomNumber)
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ItemNewRoom(itemNumber, room);
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}
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void WreckingBallCollision(short itemNumber, ItemInfo* l, CollisionInfo* coll)
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{
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ItemInfo* item;
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int x, y, z, test;
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short damage;
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item = &g_Level.Items[itemNumber];
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if (TestBoundsCollide(item, l, coll->Setup.Radius))
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{
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x = l->Pose.Position.x;
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y = l->Pose.Position.y;
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z = l->Pose.Position.z;
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test = (x & 1023) > 256 && (x & 1023) < 768 && (z & 1023) > 256 && (z & 1023) < 768;
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damage = item->Animation.VerticalVelocity > 0 ? 96 : 0;
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if (ItemPushItem(item, l, coll, coll->Setup.EnableSpasm, 1))
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{
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if (test)
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l->HitPoints = 0;
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else
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l->HitPoints -= damage;
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x -= l->Pose.Position.x;
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y -= l->Pose.Position.y;
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z -= l->Pose.Position.z;
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if (damage)
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{
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for (int i = 14 + (GetRandomControl() & 3); i > 0; --i)
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{
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TriggerBlood(l->Pose.Position.x + (GetRandomControl() & 63) - 32, l->Pose.Position.y - (GetRandomControl() & 511) - 256,
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l->Pose.Position.z + (GetRandomControl() & 63) - 32, -1, 1);
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}
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}
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if (!coll->Setup.EnableObjectPush || test)
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{
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l->Pose.Position.x += x;
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l->Pose.Position.y += y;
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l->Pose.Position.z += z;
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}
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}
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}
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}
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void WreckingBallControl(short itemNumber)
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{
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ItemInfo* item, *item2;
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int test, x, z, oldX, oldZ, wx, wz, flagX, flagZ, height, dx, dz, ceilingX, ceilingZ, adx, adz;
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short room;
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item = &g_Level.Items[itemNumber];
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test = 1;
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item2 = &g_Level.Items[item->ItemFlags[3]];
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if (LaraItem->Pose.Position.x >= 45056 && LaraItem->Pose.Position.x <= 57344 && LaraItem->Pose.Position.z >= 26624 && LaraItem->Pose.Position.z <= 43008
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|| item->ItemFlags[2] < 900)
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{
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if (item->ItemFlags[2] < 900)
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{
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if (!item->ItemFlags[2] || !(GlobalCounter & 0x3F))
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{
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WreckingBallData[0] = GetRandomControl() % 7 - 3;
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WreckingBallData[1] = GetRandomControl() % 7 - 3;
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}
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x = (WreckingBallData[0] << 10) + 51712;
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z = (WreckingBallData[1] << 10) + 34304;
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test = 0;
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}
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else
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{
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x = LaraItem->Pose.Position.x;
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z = LaraItem->Pose.Position.z;
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}
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}
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else
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{
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x = 51200;
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z = 33792;
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test = 0;
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}
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if (item->ItemFlags[2] < 900)
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++item->ItemFlags[2];
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if (item->ItemFlags[1] <= 0)
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{
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oldX = item->Pose.Position.x;
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oldZ = item->Pose.Position.z;
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x = x & 0xFFFFFE00 | 0x200;
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z = z & 0xFFFFFE00 | 0x200;
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dx = x - item->Pose.Position.x;
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dz = z - item->Pose.Position.z;
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wx = 0;
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if (dx < 0)
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wx = -1024;
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else if (dx > 0)
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wx = 1024;
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wz = 0;
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if (dz < 0)
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wz = -1024;
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else if (dz > 0)
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wz = 1024;
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room = item->RoomNumber;
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ceilingX = GetCeiling(GetFloor(item->Pose.Position.x + wx, item2->Pose.Position.y, item->Pose.Position.z, &room), item->Pose.Position.x + wx, item2->Pose.Position.y, item->Pose.Position.z);
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room = item->RoomNumber;
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ceilingZ = GetCeiling(GetFloor(item->Pose.Position.x, item2->Pose.Position.y, item->Pose.Position.z + wz, &room), item->Pose.Position.x, item2->Pose.Position.y, item->Pose.Position.z + wz);
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if (ceilingX <= item2->Pose.Position.y && ceilingX != NO_HEIGHT)
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flagX = 1;
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else
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flagX = 0;
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if (ceilingZ <= item2->Pose.Position.y && ceilingZ != NO_HEIGHT)
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flagZ = 1;
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else
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flagZ = 0;
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if (!item->ItemFlags[0])
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{
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if (flagX && dx && (abs(dx) > abs(dz) || !flagZ || GetRandomControl() & 1))
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{
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item->ItemFlags[0] = 1;
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}
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else if (flagZ && dz)
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{
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item->ItemFlags[0] = 2;
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}
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}
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if (item->ItemFlags[0] == 1)
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{
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SoundEffect(SFX_TR5_BASE_CLAW_MOTOR_B_LOOP, &item->Pose);
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adx = abs(dx);
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if (adx >= 32)
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adx = 32;
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if (dx > 0)
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{
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item->Pose.Position.x += adx;
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}
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else if (dx < 0)
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{
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item->Pose.Position.x -= adx;
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}
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else
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{
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item->ItemFlags[0] = 0;
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}
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}
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if (item->ItemFlags[0] == 2)
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{
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SoundEffect(SFX_TR5_BASE_CLAW_MOTOR_B_LOOP, &item->Pose);
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adz = abs(dz);
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if (adz >= 32)
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adz = 32;
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if (dz > 0)
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{
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item->Pose.Position.z += adz;
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}
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else if (dz < 0)
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{
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item->Pose.Position.z -= adz;
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}
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else
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{
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item->ItemFlags[0] = 0;
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}
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}
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if (item->ItemFlags[1] == -1 && (oldX != item->Pose.Position.x || oldZ != item->Pose.Position.z))
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{
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item->ItemFlags[1] = 0;
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SoundEffect(SFX_TR5_BASE_CLAW_MOTOR_A, &item->Pose);
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}
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if ((item->Pose.Position.x & 0x3FF) == 512 && (item->Pose.Position.z & 0x3FF) == 512)
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item->ItemFlags[0] = 0;
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if (x == item->Pose.Position.x && z == item->Pose.Position.z && test)
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{
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if (item->ItemFlags[1] != -1)
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{
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StopSoundEffect(SFX_TR5_BASE_CLAW_MOTOR_B_LOOP);
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SoundEffect(SFX_TR5_BASE_CLAW_MOTOR_C, &item->Pose);
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}
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item->ItemFlags[1] = 1;
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item->TriggerFlags = 30;
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}
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}
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else if (item->ItemFlags[1] == 1)
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{
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if (!item->TriggerFlags)
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{
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--item->TriggerFlags;
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}
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else if (!item->Animation.ActiveState)
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{
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item->Animation.TargetState = 1;
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}
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else if (item->Animation.FrameNumber == g_Level.Anims[item->Animation.AnimNumber].frameEnd)
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{
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SoundEffect(SFX_TR5_BASE_CLAW_DROP, &item->Pose);
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++item->ItemFlags[1];
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item->Animation.VerticalVelocity = 6;
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item->Pose.Position.y += item->Animation.VerticalVelocity;
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}
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}
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else if (item->ItemFlags[1] == 2)
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{
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item->Animation.VerticalVelocity += 24;
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item->Pose.Position.y += item->Animation.VerticalVelocity;
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room = item->RoomNumber;
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height = GetFloorHeight(GetFloor(item->Pose.Position.x, item->Pose.Position.y, item->Pose.Position.z, &room), item->Pose.Position.x, item->Pose.Position.y, item->Pose.Position.z);
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if (height < item->Pose.Position.y)
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{
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item->Pose.Position.y = height;
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if (item->Animation.VerticalVelocity > 48)
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{
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BounceCamera(item, 64, 8192);
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item->Animation.VerticalVelocity = -item->Animation.VerticalVelocity >> 3;
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}
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else
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{
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++item->ItemFlags[1];
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item->Animation.VerticalVelocity = 0;
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}
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}
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else if (height - item->Pose.Position.y < 1536 && item->Animation.ActiveState)
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{
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item->Animation.TargetState = 0;
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}
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}
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else if (item->ItemFlags[1] == 3)
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{
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item->Animation.VerticalVelocity -= 3;
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item->Pose.Position.y += item->Animation.VerticalVelocity;
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if (item->Pose.Position.y < item2->Pose.Position.y + 1644)
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{
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StopSoundEffect(SFX_TR5_BASE_CLAW_WINCH_UP_LOOP);
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item->ItemFlags[0] = 1;
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item->Pose.Position.y = item2->Pose.Position.y + 1644;
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if (item->Animation.VerticalVelocity < -32)
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{
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SoundEffect(SFX_TR5_BASE_CLAW_TOP_IMPACT, &item->Pose, SoundEnvironment::Land, 1.0f, 0.5f);
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item->Animation.VerticalVelocity = -item->Animation.VerticalVelocity >> 3;
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BounceCamera(item, 16, 8192);
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}
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else
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{
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item->ItemFlags[1] = -1;
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item->Animation.VerticalVelocity = 0;
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item->ItemFlags[0] = 0;
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}
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}
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else if (!item->ItemFlags[0])
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{
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SoundEffect(SFX_TR5_BASE_CLAW_WINCH_UP_LOOP, &item->Pose);
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}
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}
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item2->Pose.Position.x = item->Pose.Position.x;
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item2->Pose.Position.z = item->Pose.Position.z;
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room = item->RoomNumber;
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item2->Pose.Position.y = GetCeiling(GetFloor(item->Pose.Position.x, item->Pose.Position.y, item->Pose.Position.z, &room), item->Pose.Position.x, item->Pose.Position.y, item->Pose.Position.z);
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GetFloor(item2->Pose.Position.x, item2->Pose.Position.y, item2->Pose.Position.z, &room);
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if (room != item2->RoomNumber)
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ItemNewRoom(item->ItemFlags[3], room);
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TriggerAlertLight(item2->Pose.Position.x, item2->Pose.Position.y + 64, item2->Pose.Position.z, 255, 64, 0, 64 * (GlobalCounter & 0x3F), item2->RoomNumber, 24);
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TriggerAlertLight(item2->Pose.Position.x, item2->Pose.Position.y + 64, item2->Pose.Position.z, 255, 64, 0, 64 * (GlobalCounter - 32) & 0xFFF, item2->RoomNumber, 24);
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room = item->RoomNumber;
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GetFloor(item->Pose.Position.x, item->Pose.Position.y, item->Pose.Position.z, &room);
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if (room != item->RoomNumber)
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ItemNewRoom(itemNumber, room);
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AnimateItem(item);
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}
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