TombEngine/TR5Main/Game/Lara/lara_crawl.cpp
2022-02-04 22:18:55 +11:00

834 lines
19 KiB
C++

#include "framework.h"
#include "Game/Lara/lara_crawl.h"
#include "Game/animation.h"
#include "Game/camera.h"
#include "Game/collision/collide_room.h"
#include "Game/control/control.h"
#include "Game/control/los.h"
#include "Game/items.h"
#include "Game/Lara/lara.h"
#include "Game/Lara/lara_tests.h"
#include "Game/Lara/lara_collide.h"
#include "Game/Lara/lara_flare.h"
#include "Game/Lara/lara_helpers.h"
#include "Specific/input.h"
#include "Specific/level.h"
#include "Scripting/GameFlowScript.h"
// -----------------------------
// CRAWL & CROUCH
// Control & Collision Functions
// -----------------------------
// -------
// CROUCH:
// -------
// State: LS_CROUCH_IDLE (71)
// Collision: lara_col_crouch_idle()
void lara_as_crouch_idle(ITEM_INFO* item, COLL_INFO* coll)
{
// TODO: Deplete air meter if Lara's head is below the water. Original implementation had a weird buffer zone before
// wade depth where Lara couldn't crouch at all, and if the player forced her into the crouched state by
// crouching into the region from a run as late as possible, she wasn't able to turn or begin crawling.
// Since Lara can now crawl at a considerable depth, a region of peril would make sense. @Sezz 2021.10.21
LaraInfo*& info = item->data;
coll->Setup.EnableObjectPush = true;
coll->Setup.EnableSpasm = false;
Camera.targetElevation = -ANGLE(24.0f);
// TODO: Dispatch pickups from within states.
if (item->targetState == LS_PICKUP)
return;
if (item->hitPoints <= 0)
{
item->targetState = LS_DEATH;
return;
}
if (TrInput & IN_LOOK)
LookUpDown();
if (TrInput & IN_LEFT)
info->turnRate = -LARA_CRAWL_TURN_MAX;
else if (TrInput & IN_RIGHT)
info->turnRate = LARA_CRAWL_TURN_MAX;
if ((TrInput & IN_CROUCH || info->keepLow) &&
info->waterStatus != LW_WADE)
{
if (TrInput & IN_SPRINT && TestLaraCrouchRoll(item, coll) &&
info->gunStatus == LG_HANDS_FREE &&
g_GameFlow->Animations.CrouchRoll)
{
item->targetState = LS_CROUCH_ROLL;
return;
}
if (TrInput & (IN_FORWARD | IN_BACK) && TestLaraCrouchToCrawl(item))
{
item->targetState = LS_CRAWL_IDLE;
return;
}
if (TrInput & IN_LEFT)
{
item->targetState = LS_CROUCH_TURN_LEFT;
return;
}
else if (TrInput & IN_RIGHT)
{
item->targetState = LS_CROUCH_TURN_RIGHT;
return;
}
item->targetState = LS_CROUCH_IDLE;
return;
}
item->targetState = LS_IDLE;
}
// State: LS_CROUCH_IDLE (71)
// Control: lara_as_crouch_idle()
void lara_col_crouch_idle(ITEM_INFO* item, COLL_INFO* coll)
{
LaraInfo*& info = item->data;
info->keepLow = TestLaraKeepLow(item, coll);
info->isLow = true;
info->moveAngle = item->pos.yRot;
info->torsoXrot = 0;
info->torsoYrot = 0;
item->airborne = false;
item->fallspeed = 0;
coll->Setup.Height = LARA_HEIGHT_CRAWL;
coll->Setup.ForwardAngle = item->pos.yRot;
coll->Setup.LowerFloorBound = CLICK(1) - 1;
coll->Setup.UpperFloorBound = -(CLICK(1) - 1);
coll->Setup.LowerCeilingBound = 0;
coll->Setup.FloorSlopeIsWall = true;
coll->Setup.FloorSlopeIsPit = true;
GetCollisionInfo(coll, item);
if (TestLaraFall(item, coll))
{
SetLaraFallState(item);
info->gunStatus = LG_HANDS_FREE;
return;
}
if (TestLaraSlide(item, coll))
{
SetLaraSlideState(item, coll);
return;
}
ShiftItem(item, coll);
if (TestLaraStep(item, coll))
{
DoLaraStep(item, coll);
return;
}
}
// State: LS_CROUCH_ROLL (72)
// Collision: lara_as_crouch_roll()
void lara_as_crouch_roll(ITEM_INFO* item, COLL_INFO* coll)
{
LaraInfo*& info = item->data;
info->look = false;
coll->Setup.EnableObjectPush = true;
coll->Setup.EnableSpasm = false;
Camera.targetElevation = -ANGLE(24.0f);
if (TrInput & IN_LEFT)
{
info->turnRate -= LARA_TURN_RATE;
if (info->turnRate < -LARA_CROUCH_ROLL_TURN_MAX)
info->turnRate = -LARA_CROUCH_ROLL_TURN_MAX;
DoLaraLean(item, coll, -LARA_LEAN_MAX, LARA_LEAN_RATE);
}
else if (TrInput & IN_RIGHT)
{
info->turnRate += LARA_TURN_RATE;
if (info->turnRate > LARA_CROUCH_ROLL_TURN_MAX)
info->turnRate = LARA_CROUCH_ROLL_TURN_MAX;
DoLaraLean(item, coll, LARA_LEAN_MAX, LARA_LEAN_RATE);
}
item->targetState = LS_CROUCH_IDLE;
}
// State: LS_CROUCH_ROLL (72)
// Control: lara_as_crouch_roll()
void lara_col_crouch_roll(ITEM_INFO* item, COLL_INFO* coll)
{
LaraInfo*& info = item->data;
info->keepLow = TestLaraKeepLow(item, coll);
info->isLow = true;
info->moveAngle = item->pos.yRot;
item->airborne = 0;
item->fallspeed = 0;
coll->Setup.Height = LARA_HEIGHT_CRAWL;
coll->Setup.LowerFloorBound = CLICK(1) - 1;
coll->Setup.UpperFloorBound = -(CLICK(1) - 1);
coll->Setup.ForwardAngle = item->pos.yRot;
coll->Setup.LowerCeilingBound = 0;
coll->Setup.FloorSlopeIsWall = true;
GetCollisionInfo(coll, item);
// TODO: With sufficient speed, Lara can still roll off ledges. This is particularly a problem in the uncommon scenario where
// she becomes airborne within a crawlspace; collision handling will push her back very rapidly and potentially cause a softlock. @Sezz 2021.11.02
if (LaraDeflectEdgeCrawl(item, coll))
{
item->pos.xPos = coll->Setup.OldPosition.x;
item->pos.yPos = coll->Setup.OldPosition.y;
item->pos.zPos = coll->Setup.OldPosition.z;
}
if (TestLaraFall(item, coll))
{
SetLaraFallState(item);
info->gunStatus = LG_HANDS_FREE;
item->speed /= 3; // Truncate speed to prevent flying off.
return;
}
if (TestLaraSlide(item, coll))
{
SetLaraSlideState(item, coll);
return;
}
ShiftItem(item, coll);
if (TestLaraHitCeiling(coll))
{
SetLaraHitCeiling(item, coll);
return;
}
if (TestLaraStep(item, coll))
{
DoLaraStep(item, coll);
return;
}
}
// State: LS_CROUCH_TURN_LEFT (105)
// Collision: lara_col_crouch_turn_left()
void lara_as_crouch_turn_left(ITEM_INFO* item, COLL_INFO* coll)
{
LaraInfo*& info = item->data;
coll->Setup.EnableSpasm = false;
Camera.targetElevation = -ANGLE(24.0f);
if (item->hitPoints <= 0)
{
item->targetState = LS_DEATH;
return;
}
if (TrInput & IN_LOOK)
LookUpDown();
info->turnRate = -LARA_CRAWL_TURN_MAX;
if ((TrInput & IN_CROUCH || info->keepLow) &&
info->waterStatus != LW_WADE)
{
if (TrInput & IN_SPRINT && TestLaraCrouchRoll(item, coll) &&
g_GameFlow->Animations.CrouchRoll)
{
item->targetState = LS_CROUCH_ROLL;
return;
}
if (TrInput & (IN_FORWARD | IN_BACK) && TestLaraCrouchToCrawl(item))
{
item->targetState = LS_CRAWL_IDLE;
return;
}
if (TrInput & IN_LEFT)
{
item->targetState = LS_CROUCH_TURN_LEFT;
return;
}
item->targetState = LS_CROUCH_IDLE;
return;
}
item->targetState = LS_IDLE;
}
// State: LS_CRAWL_TURN_LEFT (105)
// Control: lara_as_crouch_turn_left()
void lara_col_crouch_turn_left(ITEM_INFO* item, COLL_INFO* coll)
{
lara_col_crouch_idle(item, coll);
}
// State: LS_CROUCH_TURN_RIGHT (106)
// Collision: lara_col_crouch_turn_right()
void lara_as_crouch_turn_right(ITEM_INFO* item, COLL_INFO* coll)
{
LaraInfo*& info = item->data;
coll->Setup.EnableSpasm = false;
Camera.targetElevation = -ANGLE(24.0f);
if (item->hitPoints <= 0)
{
item->targetState = LS_DEATH;
return;
}
if (TrInput & IN_LOOK)
LookUpDown();
info->turnRate = LARA_CRAWL_TURN_MAX;
if ((TrInput & IN_CROUCH || info->keepLow) &&
info->waterStatus != LW_WADE)
{
if (TrInput & IN_SPRINT && TestLaraCrouchRoll(item, coll) &&
g_GameFlow->Animations.CrouchRoll)
{
item->targetState = LS_CROUCH_ROLL;
return;
}
if (TrInput & (IN_FORWARD | IN_BACK) && TestLaraCrouchToCrawl(item))
{
item->targetState = LS_CRAWL_IDLE;
return;
}
if (TrInput & IN_RIGHT)
{
item->targetState = LS_CROUCH_TURN_RIGHT;
return;
}
item->targetState = LS_CROUCH_IDLE;
return;
}
item->targetState = LS_IDLE;
}
// State: LS_CRAWL_TURN_RIGHT (106)
// Control: lara_as_crouch_turn_right()
void lara_col_crouch_turn_right(ITEM_INFO* item, COLL_INFO* coll)
{
lara_col_crouch_idle(item, coll);
}
// ------
// CRAWL:
// ------
// State: LS_CRAWL_IDLE (80)
// Collision: lara_col_crawl_idle()
void lara_as_crawl_idle(ITEM_INFO* item, COLL_INFO* coll)
{
LaraInfo*& info = item->data;
info->gunStatus = LG_HANDS_BUSY;
coll->Setup.EnableObjectPush = true;
coll->Setup.EnableSpasm = false;
Camera.targetElevation = -ANGLE(24.0f);
// TODO: Dispatch pickups from within states.
if (item->targetState == LS_PICKUP)
return;
if (item->hitPoints <= 0)
{
item->targetState = LS_DEATH;
return;
}
if (TrInput & IN_LOOK)
LookUpDown();
if (TrInput & IN_LEFT)
info->turnRate = -LARA_CRAWL_TURN_MAX;
else if (TrInput & IN_RIGHT)
info->turnRate = LARA_CRAWL_TURN_MAX;
if ((TrInput & IN_CROUCH || info->keepLow) &&
info->waterStatus != LW_WADE)
{
// TODO: Flare not working.
if ((TrInput & IN_SPRINT && TestLaraCrouchRoll(item, coll)) ||
(TrInput & (IN_DRAW | IN_FLARE) &&
!IsStandingWeapon(info->gunType) &&
item->animNumber != LA_CROUCH_TO_CRAWL_START)) // Hack.
{
item->targetState = LS_CROUCH_IDLE;
info->gunStatus = LG_HANDS_FREE;
return;
}
if (TrInput & IN_FORWARD)
{
auto crawlVaultResult = TestLaraCrawlVault(item, coll);
if (TrInput & (IN_ACTION | IN_JUMP) &&
crawlVaultResult.Success &&
g_GameFlow->Animations.CrawlExtended)
{
item->targetState = crawlVaultResult.TargetState;
ResetLaraFlex(item);
return;
}
else if (TestLaraCrawlForward(item, coll)) [[likely]]
{
item->targetState = LS_CRAWL_FORWARD;
return;
}
}
else if (TrInput & IN_BACK)
{
if (TrInput & (IN_ACTION | IN_JUMP) && TestLaraCrawlToHang(item, coll))
{
item->targetState = LS_CRAWL_TO_HANG;
DoLaraCrawlToHangSnap(item, coll);
return;
}
else if (TestLaraCrawlBack(item, coll)) [[likely]]
{
item->targetState = LS_CRAWL_BACK;
return;
}
}
if (TrInput & IN_LEFT)
{
item->targetState = LS_CRAWL_TURN_LEFT;
return;
}
else if (TrInput & IN_RIGHT)
{
item->targetState = LS_CRAWL_TURN_RIGHT;
return;
}
item->targetState = LS_CRAWL_IDLE;
return;
}
item->targetState = LS_CROUCH_IDLE;
info->gunStatus = LG_HANDS_FREE;
}
// State: LS_CRAWL_IDLE (80)
// Control: lara_as_crawl_idle()
void lara_col_crawl_idle(ITEM_INFO* item, COLL_INFO* coll)
{
LaraInfo*& info = item->data;
info->keepLow = TestLaraKeepLow(item, coll);
info->isLow = true;
info->moveAngle = item->pos.yRot;
info->torsoXrot = 0;
info->torsoYrot = 0;
item->fallspeed = 0;
item->airborne = false;
coll->Setup.ForwardAngle = info->moveAngle;
coll->Setup.Radius = LARA_RAD_CRAWL;
coll->Setup.Height = LARA_HEIGHT_CRAWL;
coll->Setup.LowerFloorBound = CLICK(1) - 1;
coll->Setup.UpperFloorBound = -(CLICK(1) - 1);
coll->Setup.LowerCeilingBound = LARA_HEIGHT_CRAWL;
coll->Setup.FloorSlopeIsWall = true;
coll->Setup.FloorSlopeIsPit = true;
GetCollisionInfo(coll, item);
if (TestLaraFall(item, coll))
{
SetLaraFallState(item);
return;
}
if (TestLaraSlide(item, coll))
{
SetLaraSlideState(item, coll);
return;
}
ShiftItem(item, coll);
if (TestLaraStep(item, coll))
{
DoLaraStep(item, coll);
return;
}
}
// State: LS_CRAWL_FORWARD (81)
// Collision: lara_col_crawl_forward()
void lara_as_crawl_forward(ITEM_INFO* item, COLL_INFO* coll)
{
LaraInfo*& info = item->data;
info->gunStatus = LG_HANDS_BUSY;
coll->Setup.EnableObjectPush = true;
coll->Setup.EnableSpasm = false;
Camera.targetElevation = -ANGLE(24.0f);
if (item->hitPoints <= 0)
{
item->targetState = LS_DEATH;
return;
}
if (TrInput & IN_LEFT)
{
info->turnRate -= LARA_CRAWL_MOVE_TURN_RATE;
if (info->turnRate < -LARA_CRAWL_MOVE_TURN_MAX)
info->turnRate = -LARA_CRAWL_MOVE_TURN_MAX;
DoLaraCrawlFlex(item, coll, -LARA_CRAWL_FLEX_MAX, LARA_CRAWL_FLEX_RATE);
}
else if (TrInput & IN_RIGHT)
{
info->turnRate += LARA_CRAWL_MOVE_TURN_RATE;
if (info->turnRate > LARA_CRAWL_MOVE_TURN_MAX)
info->turnRate = LARA_CRAWL_MOVE_TURN_MAX;
DoLaraCrawlFlex(item, coll, LARA_CRAWL_FLEX_MAX, LARA_CRAWL_FLEX_RATE);
}
if ((TrInput & IN_CROUCH || info->keepLow) &&
info->waterStatus != LW_WADE)
{
if (TrInput & IN_SPRINT && TestLaraCrouchRoll(item, coll))
{
item->targetState = LS_CRAWL_IDLE;
return;
}
if (TrInput & IN_FORWARD)
{
item->targetState = LS_CRAWL_FORWARD;
return;
}
item->targetState = LS_CRAWL_IDLE;
return;
}
item->targetState = LS_CRAWL_IDLE;
}
// State: LS_CRAWL_FORWARD (81)
// Control: lara_as_crawl_forward()
void lara_col_crawl_forward(ITEM_INFO* item, COLL_INFO* coll)
{
LaraInfo*& info = item->data;
info->keepLow = TestLaraKeepLow(item, coll);
info->isLow = true;
info->moveAngle = item->pos.yRot;
info->torsoXrot = 0;
info->torsoYrot = 0;
item->airborne = false;
item->fallspeed = 0;
coll->Setup.Radius = LARA_RAD_CRAWL;
coll->Setup.Height = LARA_HEIGHT_CRAWL;
coll->Setup.LowerFloorBound = CLICK(1) - 1; // Offset of 1 is required or Lara will crawl up/down steps.
coll->Setup.UpperFloorBound = -(CLICK(1) - 1); // TODO: Stepping approach is different from walk/run because crawl step anims do not submerge Lara. Resolve this someday. @Sezz 2021.10.31
coll->Setup.LowerCeilingBound = LARA_HEIGHT_CRAWL;
coll->Setup.FloorSlopeIsPit = true;
coll->Setup.FloorSlopeIsWall = true;
coll->Setup.DeathFlagIsPit = true;
coll->Setup.ForwardAngle = info->moveAngle;
GetCollisionInfo(coll, item, true);
if (LaraDeflectEdgeCrawl(item, coll))
LaraCollideStopCrawl(item, coll);
if (TestLaraFall(item, coll))
{
SetLaraFallState(item);
return;
}
if (TestLaraSlide(item, coll))
{
SetLaraSlideState(item, coll);
return;
}
ShiftItem(item, coll);
if (TestLaraStep(item, coll))
{
DoLaraStep(item, coll);
return;
}
}
// State: LS_CRAWL_BACK (86)
// Collision: lara_col_crawl_back()
void lara_as_crawl_back(ITEM_INFO* item, COLL_INFO* coll)
{
LaraInfo*& info = item->data;
info->look = false;
info->gunStatus = LG_HANDS_BUSY;
coll->Setup.EnableObjectPush = true;
coll->Setup.EnableSpasm = false;
Camera.targetElevation = -ANGLE(24.0f);
if (item->hitPoints <= 0)
{
item->targetState = LS_DEATH;
return;
}
if (TrInput & IN_LEFT)
{
info->turnRate -= LARA_CRAWL_MOVE_TURN_RATE;
if (info->turnRate < -LARA_CRAWL_MOVE_TURN_MAX)
info->turnRate = -LARA_CRAWL_MOVE_TURN_MAX;
DoLaraCrawlFlex(item, coll, LARA_CRAWL_FLEX_MAX, LARA_CRAWL_FLEX_RATE);
}
else if (TrInput & IN_RIGHT)
{
info->turnRate += LARA_CRAWL_MOVE_TURN_RATE;
if (info->turnRate > LARA_CRAWL_MOVE_TURN_MAX)
info->turnRate = LARA_CRAWL_MOVE_TURN_MAX;
DoLaraCrawlFlex(item, coll, -LARA_CRAWL_FLEX_MAX, LARA_CRAWL_FLEX_RATE);
}
if ((TrInput & IN_CROUCH || info->keepLow) &&
info->waterStatus != LW_WADE)
{
if (TrInput & IN_BACK)
{
item->targetState = LS_CRAWL_BACK;
return;
}
item->targetState = LS_CRAWL_IDLE;
return;
}
item->targetState = LS_CRAWL_IDLE;
}
// State: LS_CRAWL_BACK (86)
// Control: lara_as_crawl_back()
void lara_col_crawl_back(ITEM_INFO* item, COLL_INFO* coll)
{
LaraInfo*& info = item->data;
info->keepLow = TestLaraKeepLow(item, coll);
info->isLow = true;
info->moveAngle = item->pos.yRot + ANGLE(180.0f);
item->airborne = false;
item->fallspeed = 0;
coll->Setup.Radius = LARA_RAD_CRAWL;
coll->Setup.Height = LARA_HEIGHT_CRAWL;
coll->Setup.LowerFloorBound = CLICK(1) - 1; // Offset of 1 is required or Lara will crawl up/down steps.
coll->Setup.UpperFloorBound = -(CLICK(1) - 1);
coll->Setup.LowerCeilingBound = LARA_HEIGHT_CRAWL;
coll->Setup.FloorSlopeIsPit = true;
coll->Setup.FloorSlopeIsWall = true;
coll->Setup.DeathFlagIsPit = true;
coll->Setup.ForwardAngle = info->moveAngle;
GetCollisionInfo(coll, item, true);
if (LaraDeflectEdgeCrawl(item, coll))
LaraCollideStopCrawl(item, coll);
if (TestLaraFall(item, coll))
{
SetLaraFallState(item);
return;
}
if (TestLaraSlide(item, coll))
{
SetLaraSlideState(item, coll);
return;
}
ShiftItem(item, coll);
if (TestLaraStep(item, coll))
{
DoLaraStep(item, coll);
return;
}
}
// State: LS_CRAWL_TURN_LEFT (84)
// Collision: lara_col_crawl_turn_left()
void lara_as_crawl_turn_left(ITEM_INFO* item, COLL_INFO* coll)
{
LaraInfo*& info = item->data;
info->gunStatus = LG_HANDS_BUSY;
coll->Setup.EnableObjectPush = true;
coll->Setup.EnableSpasm = false;
Camera.targetElevation = -ANGLE(24.0f);
if (item->hitPoints <= 0)
{
item->targetState = LS_DEATH;
return;
}
info->turnRate = -LARA_CRAWL_TURN_MAX;
if ((TrInput & IN_CROUCH || info->keepLow) &&
info->waterStatus != LW_WADE)
{
if (TrInput & IN_SPRINT && TestLaraCrouchRoll(item, coll))
{
item->targetState = LS_CRAWL_IDLE;
return;
}
if (TrInput & IN_FORWARD && TestLaraCrawlForward(item, coll))
{
item->targetState = LS_CRAWL_FORWARD;
return;
}
if (TrInput & IN_BACK && TestLaraCrawlBack(item, coll))
{
item->targetState = LS_CRAWL_BACK;
return;
}
if (TrInput & IN_LEFT)
{
item->targetState = LS_CRAWL_TURN_LEFT;
return;
}
item->targetState = LS_CRAWL_IDLE;
return;
}
item->targetState = LS_CRAWL_IDLE;
}
// State: LS_CRAWL_TURN_LEFT (84)
// Control: lara_as_crawl_turn_left()
void lara_col_crawl_turn_left(ITEM_INFO* item, COLL_INFO* coll)
{
lara_col_crawl_idle(item, coll);
}
// State: LS_CRAWL_TURN_RIGHT (85)
// Collision: lara_col_crawl_turn_right()
void lara_as_crawl_turn_right(ITEM_INFO* item, COLL_INFO* coll)
{
LaraInfo*& info = item->data;
info->gunStatus = LG_HANDS_BUSY;
coll->Setup.EnableObjectPush = true;
coll->Setup.EnableSpasm = false;
Camera.targetElevation = -ANGLE(24.0f);
if (item->hitPoints <= 0)
{
item->targetState = LS_DEATH;
return;
}
info->turnRate = LARA_CRAWL_TURN_MAX;
if ((TrInput & IN_CROUCH || info->keepLow) &&
info->waterStatus != LW_WADE)
{
if (TrInput & IN_SPRINT && TestLaraCrouchRoll(item, coll))
{
item->targetState = LS_CRAWL_IDLE;
return;
}
if (TrInput & IN_FORWARD && TestLaraCrawlForward(item, coll))
{
item->targetState = LS_CRAWL_FORWARD;
return;
}
if (TrInput & IN_BACK && TestLaraCrawlBack(item, coll))
{
item->targetState = LS_CRAWL_BACK;
return;
}
if (TrInput & IN_RIGHT)
{
item->targetState = LS_CRAWL_TURN_RIGHT;
return;
}
item->targetState = LS_CRAWL_IDLE;
return;
}
item->targetState = LS_CRAWL_IDLE;
}
// State: LS_CRAWL_TURN_RIGHT (85)
// Control: lara_as_crawl_turn_right()
void lara_col_crawl_turn_right(ITEM_INFO* item, COLL_INFO* coll)
{
lara_col_crawl_idle(item, coll);
}
void lara_col_crawl_to_hang(ITEM_INFO* item, COLL_INFO* coll)
{
LaraInfo*& info = item->data;
coll->Setup.EnableObjectPush = true;
coll->Setup.EnableSpasm = false;
Camera.targetAngle = 0;
Camera.targetElevation = -ANGLE(45.0f);
if (item->animNumber == LA_CRAWL_TO_HANG_END)
{
info->moveAngle = item->pos.yRot;
coll->Setup.Height = LARA_HEIGHT_STRETCH;
coll->Setup.LowerFloorBound = NO_LOWER_BOUND;
coll->Setup.UpperFloorBound = -STEPUP_HEIGHT;
coll->Setup.LowerCeilingBound = BAD_JUMP_CEILING;
coll->Setup.ForwardAngle = info->moveAngle;
MoveItem(item, item->pos.yRot, -CLICK(1));
GetCollisionInfo(coll, item);
SnapItemToLedge(item, coll);
SetAnimation(item, LA_REACH_TO_HANG, 12);
GetCollisionInfo(coll, item);
info->gunStatus = LG_HANDS_BUSY;
item->pos.yPos += coll->Front.Floor - GetBoundsAccurate(item)->Y1 - 20;
item->airborne = true;
item->speed = 2;
item->fallspeed = 1;
}
}