mirror of
https://github.com/TombEngine/TombEngine.git
synced 2025-05-02 09:47:58 +03:00
1073 lines
26 KiB
C++
1073 lines
26 KiB
C++
#include "framework.h"
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#include "Game/Lara/lara.h"
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#include "Game/Lara/lara_basic.h"
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#include "Game/Lara/lara_helpers.h"
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#include "Game/Lara/lara_jump.h"
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#include "Game/Lara/lara_tests.h"
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#include "Game/Lara/lara_monkey.h"
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#include "Game/Lara/lara_crawl.h"
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#include "Game/Lara/lara_objects.h"
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#include "Game/Lara/lara_hang.h"
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#include "Game/Lara/lara_slide.h"
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#include "Game/Lara/lara_fire.h"
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#include "Game/Lara/lara_surface.h"
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#include "Game/Lara/lara_swim.h"
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#include "Game/Lara/lara_one_gun.h"
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#include "Game/Lara/lara_cheat.h"
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#include "Game/Lara/lara_climb.h"
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#include "Game/Lara/lara_overhang.h"
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#include "Game/Lara/lara_initialise.h"
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#include "Game/animation.h"
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#include "Game/camera.h"
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#include "Game/collision/collide_item.h"
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#include "Game/control/flipeffect.h"
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#include "Game/control/volume.h"
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#include "Game/effects/lara_fx.h"
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#include "Game/effects/tomb4fx.h"
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#include "Game/gui.h"
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#include "Game/items.h"
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#include "Game/misc.h"
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#include "Game/savegame.h"
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#include "Scripting/GameFlowScript.h"
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#include "Sound/sound.h"
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#include "Renderer/Renderer11.h"
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using namespace TEN::Effects::Lara;
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using namespace TEN::Control::Volumes;
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using std::function;
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using TEN::Renderer::g_Renderer;
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LaraInfo Lara;
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ITEM_INFO* LaraItem;
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COLL_INFO LaraCollision = {};
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byte LaraNodeUnderwater[NUM_LARA_MESHES];
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function<LaraRoutineFunction> lara_control_routines[NUM_LARA_STATES + 1] =
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{
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lara_as_walk_forward,
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lara_as_run_forward,
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lara_as_idle,
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lara_as_jump_forward,//33
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lara_as_pose,//4
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lara_as_run_back,//5
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lara_as_turn_right_slow,//6
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lara_as_turn_left_slow,//7
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lara_as_death,//8
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lara_as_freefall,//9
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lara_as_hang,
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lara_as_reach,
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lara_as_splat,
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lara_as_tread,
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lara_void_func,
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lara_as_jump_prepare,//15
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lara_as_walk_back,//16
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lara_as_swim,//17
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lara_as_glide,//18
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lara_as_controlled_no_look,//19
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lara_as_turn_right_fast,//20
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lara_as_step_right,//21
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lara_as_step_left,//22
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lara_as_roll_back,
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lara_as_slide_forward,//24
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lara_as_jump_back,//25
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lara_as_jump_right,//26
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lara_as_jump_left,//27
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lara_as_jump_up,//28
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lara_as_fall_back,//29
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lara_as_shimmy_left,//30
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lara_as_shimmy_right,//31
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lara_as_slide_back,//32
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lara_as_surftread,
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lara_as_surfswim,
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lara_as_dive,
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lara_as_pushable_push,//36
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lara_as_pushable_pull,//37
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lara_as_pushable_grab,//38
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lara_as_pickup,//39
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lara_as_switch_on,//40
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lara_as_switch_off,//41
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lara_as_use_key,//42
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lara_as_use_puzzle,//43
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lara_as_uwdeath,//44
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lara_as_roll_forward,//45
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lara_as_special,//46
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lara_as_surfback,//47
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lara_as_surfleft,//48
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lara_as_surfright,//49
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lara_void_func,//50
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lara_void_func,//51
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lara_as_swan_dive,//52
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lara_as_freefall_dive,//53
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lara_as_handstand,//54
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lara_as_waterout,//55
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lara_as_climb_idle,//56
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lara_as_climb_up,//57
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lara_as_climb_left,//58
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lara_as_climb_end,//59
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lara_as_climb_right,//60
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lara_as_climb_down,//61
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lara_as_auto_jump,//62
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lara_void_func,//63
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lara_void_func,//64
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lara_as_wade_forward,//65
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lara_as_waterroll,//66
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lara_as_pickup_flare,//67
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lara_void_func,//68
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lara_void_func,//69
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lara_as_zip_line,//70
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lara_as_crouch_idle,//71
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lara_as_crouch_roll,//72
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lara_as_sprint,//73
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lara_as_sprint_dive,//74
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lara_as_monkey_idle,//75
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lara_as_monkey_forward,//76
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lara_as_monkey_shimmy_left,//77
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lara_as_monkey_shimmy_right,//78
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lara_as_monkey_turn_180,//79
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lara_as_crawl_idle,//80
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lara_as_crawl_forward,//81
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lara_as_monkey_turn_left,//82
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lara_as_monkey_turn_right,//83
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lara_as_crawl_turn_left,//84
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lara_as_crawl_turn_right,//85
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lara_as_crawl_back,//86
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lara_as_controlled_no_look,
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lara_as_controlled_no_look,
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lara_as_controlled,
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lara_as_rope_turn_clockwise,
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lara_as_rope_turn_counter_clockwise,
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lara_as_controlled,
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lara_as_controlled,
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lara_as_controlled,
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lara_as_controlled_no_look,
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lara_as_controlled_no_look,
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lara_as_controlled,
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lara_as_pickup,//98
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lara_as_pole_idle,//99
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lara_as_pole_up,//100
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lara_as_pole_down,//101
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lara_as_pole_turn_clockwise,//102
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lara_as_pole_turn_counter_clockwise,//103
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lara_as_pulley,//104
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lara_as_crouch_turn_left,//105
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lara_as_crouch_turn_right,//106
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lara_as_corner,//107
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lara_as_corner,//108
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lara_as_corner,//109
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lara_as_corner,//110
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lara_as_rope_idle,//111
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lara_as_rope_up,//112
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lara_as_rope_down,//113
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lara_as_rope_idle,//114
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lara_as_rope_idle,//115
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lara_void_func,
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lara_as_controlled,
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lara_as_swimcheat,
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lara_as_tightrope_idle,//119
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lara_as_controlled_no_look,//120
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lara_as_tightrope_walk,//121
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lara_as_tightrope_fall,//122
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lara_as_tightrope_fall,//123
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lara_as_null,//124
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#ifdef NEW_TIGHTROPE
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lara_as_tightrope_dismount,//125
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#else // !NEW_TIGHTROPE
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lara_as_null,//125
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#endif
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lara_as_switch_on,//126
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lara_as_null,//127
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lara_as_horizontal_bar_swing,//128
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lara_as_horizontal_bar_leap,//129
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lara_as_null,//130
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lara_as_controlled_no_look,//131
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lara_as_controlled_no_look,//132
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lara_as_null,//133
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lara_as_null,//134
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lara_as_null,//135
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lara_as_null,//136
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lara_as_null,//137
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lara_as_null,//138
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lara_as_null,//139
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lara_as_null,//140
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lara_as_null,//141
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lara_as_null,//142
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lara_as_slopeclimb,//143
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lara_as_slopeclimbup,//144
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lara_as_slopeclimbdown,//145
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lara_as_controlled_no_look,//146
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lara_as_null,//147
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lara_as_null,//148
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lara_as_slopefall,//149
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lara_as_climb_stepoff_left,
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lara_as_climb_stepoff_right,
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lara_as_turn_left_fast,
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lara_as_controlled,
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lara_as_controlled,
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lara_as_controlled,//155
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lara_as_slopehang,
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lara_as_slopeshimmy,
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lara_as_sclimbstart,
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lara_as_sclimbstop,
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lara_as_sclimbend,
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lara_as_null,//161
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lara_as_null,//162
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lara_as_monkey_back,//163
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lara_as_vault,//164
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lara_as_vault,//165
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lara_as_vault,//166
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lara_as_vault,//167
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lara_as_vault,//168
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lara_as_vault,//169
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lara_as_idle,//170
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};
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function<LaraRoutineFunction> lara_collision_routines[NUM_LARA_STATES + 1] =
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{
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lara_col_walk_forward,
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lara_col_run_forward,
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lara_col_idle,
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lara_col_jump_forward,//3
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lara_col_idle,//4
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lara_col_run_back,
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lara_col_turn_right_slow,
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lara_col_turn_left_slow,
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lara_col_death,
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lara_col_freefall,//9
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lara_col_hang,
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lara_col_reach,
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lara_col_splat,
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lara_col_tread,
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lara_col_land,
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lara_col_jump_prepare,//15
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lara_col_walk_back,
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lara_col_swim,
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lara_col_glide,
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lara_default_col,//19
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lara_col_turn_right_fast,
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lara_col_step_right,
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lara_col_step_left,
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lara_col_roll_back,
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lara_col_slide_forward,//24
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lara_col_jump_back,//25
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lara_col_jump_right,//26
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lara_col_jump_left,//27
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lara_col_jump_up,//28
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lara_col_fall_back,//29
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lara_col_shimmy_left,
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lara_col_shimmy_right,
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lara_col_slide_back,//32
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lara_col_surftread,
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lara_col_surfswim,
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lara_col_dive,
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lara_default_col,
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lara_default_col,
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lara_default_col,
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lara_default_col,
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lara_default_col,
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lara_default_col,
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lara_default_col,
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lara_default_col,
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lara_col_uwdeath,
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lara_col_roll_forward,
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lara_void_func,
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lara_col_surfback,
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lara_col_surfleft,
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lara_col_surfright,
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lara_void_func,
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lara_void_func,
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lara_col_swan_dive,//52
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lara_col_freefall_dive,//53
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lara_default_col,
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lara_default_col,
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lara_col_climb_idle,
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lara_col_climb_up,
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lara_col_climb_left,
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lara_col_climb_end,
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lara_col_climb_right,
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lara_col_climb_down,
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lara_void_func,//62
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lara_void_func,
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lara_void_func,
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lara_col_wade_forward,
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lara_col_waterroll,
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lara_default_col,
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lara_void_func,
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lara_void_func,
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lara_void_func,
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lara_col_crouch_idle,
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lara_col_crouch_roll,
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lara_col_sprint,
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lara_col_sprint_dive,
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lara_col_monkey_idle,
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lara_col_monkey_forward,//76
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lara_col_monkey_shimmy_left,//77
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lara_col_monkey_shimmy_right,//78
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lara_col_monkey_turn_180,//79
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lara_col_crawl_idle,
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lara_col_crawl_forward,
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lara_col_monkey_turn_left,//81
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lara_col_monkey_turn_right,//82
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lara_col_crawl_turn_left,
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lara_col_crawl_turn_right,
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lara_col_crawl_back,
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lara_void_func,
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lara_col_crawl_to_hang,
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lara_default_col,
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lara_void_func,
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lara_void_func,
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lara_default_col,
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lara_void_func,
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lara_void_func,
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lara_col_turn_switch,
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lara_void_func,
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lara_void_func,
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lara_default_col,
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lara_col_pole_idle,
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lara_col_pole_up,
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lara_col_pole_down,
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lara_col_pole_turn_clockwise,
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lara_col_pole_turn_counter_clockwise,
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lara_default_col,
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lara_col_crouch_turn_left,
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lara_col_crouch_turn_right,
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lara_default_col,
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lara_default_col,
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lara_default_col,
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lara_default_col,
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lara_col_rope_idle,
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lara_void_func,
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lara_void_func,
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lara_col_rope_swing,
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lara_col_rope_swing,
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lara_void_func,
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lara_void_func,
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lara_col_swim,
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lara_default_col,
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lara_default_col,
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lara_default_col,
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lara_default_col,
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lara_default_col,
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lara_default_col,
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lara_default_col,
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lara_default_col,
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lara_default_col,
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lara_default_col,
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lara_default_col,
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lara_void_func,
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lara_void_func,
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lara_void_func,
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lara_void_func,
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lara_void_func,
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lara_void_func,
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lara_void_func,
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lara_void_func,
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lara_void_func,
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lara_void_func,
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lara_void_func,
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lara_void_func,
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lara_void_func,
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lara_col_slopeclimb,
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lara_default_col, // lara_col_slopeclimbup
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lara_default_col, // lara_col_slopeclimbdown
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lara_void_func,
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lara_void_func,
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lara_void_func,
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lara_default_col, // lara_col_slopefall
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lara_default_col,
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lara_default_col,
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lara_col_turn_left_fast,
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lara_default_col,
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lara_default_col,
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lara_default_col,
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lara_col_slopehang, // lara_col_slopehang
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lara_col_slopeshimmy, // lara_col_slopeshimmy
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lara_default_col, // lara_col_sclimbstart
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lara_default_col, // lara_col_sclimbstop
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lara_default_col, // lara_col_sclimbend
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lara_void_func,//161
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lara_void_func,//162
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lara_col_monkey_back,//163
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lara_void_func,//164
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lara_void_func,//165
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lara_void_func,//166
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lara_void_func,//167
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lara_void_func,//168
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lara_void_func,//169
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lara_col_idle,//170
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};
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void LaraControl(ITEM_INFO* item, COLL_INFO* coll)
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{
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auto* lara = GetLaraInfo(item);
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if (lara->Control.Weapon.HasFired)
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{
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AlertNearbyGuards(item);
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lara->Control.Weapon.HasFired = false;
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}
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if (lara->PoisonPotency)
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{
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if (lara->PoisonPotency > LARA_POISON_POTENCY_MAX)
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lara->PoisonPotency = LARA_POISON_POTENCY_MAX;
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if (!(Wibble & 0xFF))
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item->HitPoints -= lara->PoisonPotency;
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}
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if (lara->Control.IsMoving)
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{
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if (lara->Control.Count.PositionAdjust > 90)
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{
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lara->Control.IsMoving = false;
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lara->Control.HandStatus = HandStatus::Free;
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}
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++lara->Control.Count.PositionAdjust;
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}
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if (!lara->Control.Locked)
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lara->LocationPad = 128;
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int oldX = item->Position.xPos;
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int oldY = item->Position.yPos;
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int oldZ = item->Position.zPos;
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// Set hands free failsafe.
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if (lara->Control.HandStatus == HandStatus::Busy &&
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item->ActiveState == LS_IDLE &&
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item->TargetState == LS_IDLE &&
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item->AnimNumber == LA_STAND_IDLE &&
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!item->Airborne)
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{
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lara->Control.HandStatus = HandStatus::Free;
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}
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if (item->ActiveState != LS_SPRINT && lara->SprintEnergy < LARA_SPRINT_MAX)
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lara->SprintEnergy++;
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lara->Control.IsLow = false;
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bool isWater = TestEnvironment(ENV_FLAG_WATER, item);
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bool isSwamp = TestEnvironment(ENV_FLAG_SWAMP, item);
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int waterDepth = GetWaterDepth(item);
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int waterHeight = GetWaterHeight(item);
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int heightFromWater;
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if (waterHeight != NO_HEIGHT)
|
|
heightFromWater = item->Position.yPos - waterHeight;
|
|
else
|
|
heightFromWater = NO_HEIGHT;
|
|
lara->WaterSurfaceDist = -heightFromWater;
|
|
|
|
if (lara->Vehicle == NO_ITEM)
|
|
WadeSplash(item, waterHeight, waterDepth);
|
|
|
|
if (lara->Vehicle == NO_ITEM && lara->ExtraAnim == -1)
|
|
{
|
|
switch (lara->Control.WaterStatus)
|
|
{
|
|
case WaterStatus::Dry:
|
|
if (heightFromWater == NO_HEIGHT || heightFromWater < WADE_DEPTH)
|
|
break;
|
|
|
|
Camera.targetElevation = -ANGLE(22.0f);
|
|
|
|
// Water is deep enough to swim; dispatch dive.
|
|
if (waterDepth >= SWIM_DEPTH &&
|
|
!isSwamp)
|
|
{
|
|
if (isWater)
|
|
{
|
|
lara->Air = LARA_AIR_MAX;
|
|
lara->Control.WaterStatus = WaterStatus::Underwater;
|
|
item->Airborne = false;
|
|
item->Position.yPos += 100;
|
|
|
|
UpdateItemRoom(item, 0);
|
|
StopSoundEffect(SFX_TR4_LARA_FALL);
|
|
|
|
if (item->ActiveState == LS_SWAN_DIVE)
|
|
{
|
|
lara->Control.HandStatus = HandStatus::Free;
|
|
item->Position.xRot = -ANGLE(45.0f);
|
|
item->TargetState = LS_FREEFALL_DIVE;
|
|
AnimateLara(item);
|
|
item->VerticalVelocity *= 2;
|
|
}
|
|
else if (item->ActiveState == LS_FREEFALL_DIVE)
|
|
{
|
|
lara->Control.HandStatus = HandStatus::Free;
|
|
item->Position.xRot = -ANGLE(85.0f);
|
|
item->TargetState = LS_FREEFALL_DIVE;
|
|
AnimateLara(item);
|
|
item->VerticalVelocity *= 2;
|
|
}
|
|
else
|
|
{
|
|
item->Position.xRot = -ANGLE(45.0f);
|
|
SetAnimation(item, LA_FREEFALL_DIVE);
|
|
item->VerticalVelocity = 3 * item->VerticalVelocity / 2;
|
|
}
|
|
|
|
ResetLaraFlex(item);
|
|
Splash(item);
|
|
}
|
|
}
|
|
// Water is at wade depth; update water status and do special handling.
|
|
else if (heightFromWater >= WADE_DEPTH)
|
|
{
|
|
lara->Control.WaterStatus = WaterStatus::Wade;
|
|
|
|
// Make splash ONLY within this particular threshold before swim depth while airborne (WadeSplash() above interferes otherwise).
|
|
if (waterDepth > (SWIM_DEPTH - CLICK(1)) &&
|
|
!isSwamp &&
|
|
item->Airborne)
|
|
{
|
|
Splash(item);
|
|
item->TargetState = LS_IDLE;
|
|
}
|
|
// Lara is grounded; don't splash again.
|
|
else if (!item->Airborne)
|
|
item->TargetState = LS_IDLE;
|
|
else if (isSwamp)
|
|
{
|
|
if (item->ActiveState == LS_SWAN_DIVE ||
|
|
item->ActiveState == LS_FREEFALL_DIVE)
|
|
{
|
|
item->Position.yPos = waterHeight + (WALL_SIZE - 24);
|
|
}
|
|
|
|
SetAnimation(item, LA_WADE);
|
|
}
|
|
}
|
|
|
|
break;
|
|
|
|
case WaterStatus::Underwater:
|
|
if (isWater ||
|
|
waterDepth == DEEP_WATER ||
|
|
abs(heightFromWater) >= CLICK(1) ||
|
|
item->AnimNumber == LA_UNDERWATER_RESURFACE ||
|
|
item->AnimNumber == LA_ONWATER_DIVE)
|
|
{
|
|
if (!isWater)
|
|
{
|
|
if (waterDepth == DEEP_WATER || abs(heightFromWater) >= CLICK(1))
|
|
{
|
|
SetAnimation(item, LA_FALL_START);
|
|
item->Velocity = item->VerticalVelocity / 4;
|
|
item->VerticalVelocity = 0;
|
|
item->Airborne = true;
|
|
lara->Control.WaterStatus = WaterStatus::Dry;
|
|
ResetLaraLean(item);
|
|
ResetLaraFlex(item);
|
|
}
|
|
else
|
|
{
|
|
SetAnimation(item, LA_UNDERWATER_RESURFACE);
|
|
item->Position.yPos = waterHeight;
|
|
item->VerticalVelocity = 0;
|
|
lara->Control.WaterStatus = WaterStatus::TreadWater;
|
|
lara->Control.Count.Dive = 11;
|
|
ResetLaraLean(item);
|
|
ResetLaraFlex(item);
|
|
|
|
UpdateItemRoom(item, -(STEPUP_HEIGHT - 3));
|
|
SoundEffect(SFX_TR4_LARA_BREATH, &item->Position, 2);
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
SetAnimation(item, LA_UNDERWATER_RESURFACE);
|
|
item->Position.yPos = waterHeight + 1;
|
|
item->VerticalVelocity = 0;
|
|
lara->Control.WaterStatus = WaterStatus::TreadWater;
|
|
lara->Control.Count.Dive = 11;
|
|
ResetLaraLean(item);
|
|
ResetLaraFlex(item);
|
|
|
|
UpdateItemRoom(item, 0);
|
|
SoundEffect(SFX_TR4_LARA_BREATH, &item->Position, 2);
|
|
}
|
|
|
|
break;
|
|
|
|
case WaterStatus::TreadWater:
|
|
if (!isWater)
|
|
{
|
|
if (heightFromWater <= WADE_DEPTH)
|
|
{
|
|
SetAnimation(item, LA_FALL_START);
|
|
item->Velocity = item->VerticalVelocity / 4;
|
|
item->Airborne = true;
|
|
lara->Control.WaterStatus = WaterStatus::Dry;
|
|
}
|
|
else
|
|
{
|
|
SetAnimation(item, LA_STAND_IDLE);
|
|
item->TargetState = LS_WADE_FORWARD; // TODO: Check if really needed? -- Lwmte, 10.11.21
|
|
lara->Control.WaterStatus = WaterStatus::Wade;
|
|
|
|
AnimateItem(item);
|
|
}
|
|
|
|
item->VerticalVelocity = 0;
|
|
ResetLaraLean(item);
|
|
ResetLaraFlex(item);
|
|
}
|
|
|
|
break;
|
|
|
|
case WaterStatus::Wade:
|
|
Camera.targetElevation = -ANGLE(22.0f);
|
|
|
|
if (heightFromWater >= WADE_DEPTH)
|
|
{
|
|
if (heightFromWater > SWIM_DEPTH && !isSwamp)
|
|
{
|
|
SetAnimation(item, LA_ONWATER_IDLE);
|
|
|
|
item->Position.yPos += 1 - heightFromWater;
|
|
item->VerticalVelocity = 0;
|
|
item->Airborne = false;
|
|
lara->Control.WaterStatus = WaterStatus::TreadWater;
|
|
lara->Control.Count.Dive = 0;
|
|
ResetLaraLean(item);
|
|
ResetLaraFlex(item);
|
|
|
|
UpdateItemRoom(item, 0);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
lara->Control.WaterStatus = WaterStatus::Dry;
|
|
|
|
if (item->ActiveState == LS_WADE_FORWARD)
|
|
item->TargetState = LS_RUN_FORWARD;
|
|
}
|
|
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (item->HitPoints <= 0)
|
|
{
|
|
item->HitPoints = -1;
|
|
|
|
if (lara->Control.Count.Death == 0)
|
|
StopSoundTracks();
|
|
|
|
lara->Control.Count.Death++;
|
|
if ((item->Flags & 0x100))
|
|
{
|
|
lara->Control.Count.Death++;
|
|
return;
|
|
}
|
|
}
|
|
|
|
switch (lara->Control.WaterStatus)
|
|
{
|
|
case WaterStatus::Dry:
|
|
case WaterStatus::Wade:
|
|
if (isSwamp && lara->WaterSurfaceDist < -(LARA_HEIGHT + 8)) // TODO: Find best height. @Sezz 2021.11.10
|
|
{
|
|
if (item->HitPoints >= 0)
|
|
{
|
|
lara->Air -= 6;
|
|
if (lara->Air < 0)
|
|
{
|
|
lara->Air = -1;
|
|
item->HitPoints -= 10;
|
|
}
|
|
}
|
|
}
|
|
else if (lara->Air < LARA_AIR_MAX && item->HitPoints >= 0)
|
|
{
|
|
if (lara->Vehicle == NO_ITEM) // only for the upv !!
|
|
{
|
|
lara->Air += 10;
|
|
if (lara->Air > LARA_AIR_MAX)
|
|
lara->Air = LARA_AIR_MAX;
|
|
}
|
|
}
|
|
|
|
LaraAboveWater(item, coll);
|
|
break;
|
|
|
|
case WaterStatus::Underwater:
|
|
if (item->HitPoints >= 0)
|
|
{
|
|
auto* level = g_GameFlow->GetLevel(CurrentLevel);
|
|
if (level->LaraType != LaraType::Divesuit)
|
|
lara->Air--;
|
|
|
|
if (lara->Air < 0)
|
|
{
|
|
// if (LaraDrawType == LARA_TYPE::DIVESUIT && lara->anxiety < 251)
|
|
// lara->anxiety += 4;
|
|
lara->Air = -1;
|
|
item->HitPoints -= 5;
|
|
}
|
|
}
|
|
|
|
LaraUnderWater(item, coll);
|
|
break;
|
|
|
|
case WaterStatus::TreadWater:
|
|
if (item->HitPoints >= 0)
|
|
{
|
|
lara->Air += 10;
|
|
if (lara->Air > LARA_AIR_MAX)
|
|
lara->Air = LARA_AIR_MAX;
|
|
}
|
|
|
|
LaraSurface(item, coll);
|
|
break;
|
|
|
|
case WaterStatus::FlyCheat:
|
|
LaraCheat(item, coll);
|
|
break;
|
|
}
|
|
|
|
Statistics.Game.Distance += sqrt(
|
|
pow(item->Position.xPos - oldX, 2) +
|
|
pow(item->Position.yPos - oldY, 2) +
|
|
pow(item->Position.zPos - oldZ, 2));
|
|
}
|
|
|
|
void LaraAboveWater(ITEM_INFO* item, COLL_INFO* coll)
|
|
{
|
|
auto* lara = GetLaraInfo(item);
|
|
|
|
coll->Setup.UpperCeilingBound = NO_UPPER_BOUND;
|
|
|
|
coll->Setup.OldPosition.x = item->Position.xPos;
|
|
coll->Setup.OldPosition.y = item->Position.yPos;
|
|
coll->Setup.OldPosition.z = item->Position.zPos;
|
|
coll->Setup.OldState = item->ActiveState;
|
|
coll->Setup.OldAnimNumber = item->AnimNumber;
|
|
coll->Setup.OldFrameNumber = item->FrameNumber;
|
|
|
|
coll->Setup.EnableObjectPush = true;
|
|
coll->Setup.EnableSpasm = true;
|
|
coll->Setup.FloorSlopeIsWall = false;
|
|
coll->Setup.FloorSlopeIsPit = false;
|
|
coll->Setup.CeilingSlopeIsWall = false;
|
|
coll->Setup.DeathFlagIsPit = false;
|
|
coll->Setup.NoMonkeyFlagIsWall = false;
|
|
coll->Setup.Mode = CollProbeMode::Quadrants;
|
|
|
|
if (TrInput & IN_LOOK && lara->Control.CanLook &&
|
|
lara->ExtraAnim == NO_ITEM)
|
|
{
|
|
LookLeftRight(item);
|
|
}
|
|
else if (coll->Setup.Height > LARA_HEIGHT - LARA_HEADROOM) // TEMP HACK: Look feature will need a dedicated refactor; ResetLook() interferes with crawl flexing. @Sezz 2021.12.10
|
|
ResetLook(item);
|
|
|
|
// TODO: Move radius and height default resets above look checks when look feature is refactored.
|
|
coll->Setup.Radius = LARA_RAD;
|
|
coll->Setup.Height = LARA_HEIGHT;
|
|
lara->Control.CanLook = true;
|
|
|
|
UpdateItemRoom(item, -LARA_HEIGHT / 2);
|
|
|
|
// Process vehicles.
|
|
if (HandleLaraVehicle(item, coll))
|
|
return;
|
|
|
|
// Temp. debug stuff
|
|
//---
|
|
|
|
// Kill Lara.
|
|
if (KeyMap[DIK_D])
|
|
item->HitPoints = 0;
|
|
|
|
// Say no.
|
|
static bool dbNo = false;
|
|
if (KeyMap[DIK_N] && !dbNo)
|
|
SayNo();
|
|
dbNo = KeyMap[DIK_N] ? true : false;
|
|
|
|
static PHD_3DPOS posO = item->Position;
|
|
static short roomNumO = item->RoomNumber;
|
|
static CAMERA_INFO camO = Camera;
|
|
|
|
// Save position.
|
|
if (KeyMap[DIK_Q] && TrInput & IN_WALK)
|
|
{
|
|
posO = item->Position;
|
|
roomNumO = item->RoomNumber;
|
|
camO = Camera;
|
|
}
|
|
|
|
// Restore position.
|
|
if (KeyMap[DIK_E])
|
|
{
|
|
item->Position = posO;
|
|
item->RoomNumber = roomNumO;
|
|
Camera = camO;
|
|
}
|
|
|
|
// Forward 1 unit.
|
|
if (KeyMap[DIK_I])
|
|
MoveItem(item, item->Position.yRot, 1);
|
|
// Back 1 unit.
|
|
else if (KeyMap[DIK_K])
|
|
MoveItem(item, item->Position.yRot + ANGLE(180.0f), 1);
|
|
// Left 1 unit.
|
|
else if (KeyMap[DIK_J])
|
|
MoveItem(item, item->Position.yRot - ANGLE(90.0f), 1);
|
|
// Right 1 unit.
|
|
else if (KeyMap[DIK_L])
|
|
MoveItem(item, item->Position.yRot + ANGLE(90.0f), 1);
|
|
|
|
//---
|
|
|
|
// Temp. debug stuff.
|
|
static bool doRoutines = true;
|
|
static bool dbT = false;
|
|
if (KeyMap[DIK_T] && !dbT)
|
|
doRoutines = !doRoutines;
|
|
dbT = KeyMap[DIK_T] ? true : false;
|
|
|
|
static bool dbU = false;
|
|
if (doRoutines || KeyMap[DIK_U] && !dbU)
|
|
{
|
|
// Handle current Lara status.
|
|
lara_control_routines[item->ActiveState](item, coll);
|
|
HandleLaraMovementParameters(item, coll);
|
|
|
|
// Animate Lara.
|
|
AnimateLara(item);
|
|
|
|
if (lara->ExtraAnim == -1)
|
|
{
|
|
// Check for collision with items.
|
|
DoObjectCollision(item, coll);
|
|
|
|
// Handle Lara collision.
|
|
if (lara->Vehicle == NO_ITEM)
|
|
lara_collision_routines[item->ActiveState](item, coll);
|
|
}
|
|
}
|
|
dbU = KeyMap[DIK_U] ? true : false;
|
|
|
|
//if (lara->gunType == WEAPON_CROSSBOW && !LaserSight)
|
|
// TrInput &= ~IN_ACTION;
|
|
|
|
// Handle weapons.
|
|
LaraGun(item);
|
|
|
|
// Handle breath.
|
|
LaraBreath(item);
|
|
|
|
// Test for flags and triggers.
|
|
ProcessSectorFlags(item);
|
|
TestTriggers(item, false);
|
|
TestVolumes(item);
|
|
}
|
|
|
|
void LaraUnderWater(ITEM_INFO* item, COLL_INFO* coll)
|
|
{
|
|
auto* lara = GetLaraInfo(item);
|
|
|
|
coll->Setup.LowerFloorBound = NO_LOWER_BOUND;
|
|
coll->Setup.UpperFloorBound = -(LARA_RAD_UNDERWATER + (LARA_RAD_UNDERWATER / 3));
|
|
coll->Setup.LowerCeilingBound = LARA_RAD_UNDERWATER + (LARA_RAD_UNDERWATER / 3);
|
|
coll->Setup.UpperCeilingBound = NO_UPPER_BOUND;
|
|
|
|
coll->Setup.OldPosition.x = item->Position.xPos;
|
|
coll->Setup.OldPosition.y = item->Position.yPos;
|
|
coll->Setup.OldPosition.z = item->Position.zPos;
|
|
|
|
coll->Setup.FloorSlopeIsWall = false;
|
|
coll->Setup.FloorSlopeIsPit = false;
|
|
coll->Setup.CeilingSlopeIsWall = false;
|
|
coll->Setup.DeathFlagIsPit = false;
|
|
coll->Setup.NoMonkeyFlagIsWall = false;
|
|
coll->Setup.EnableObjectPush = true;
|
|
coll->Setup.EnableSpasm = false;
|
|
coll->Setup.Mode = CollProbeMode::Quadrants;
|
|
|
|
coll->Setup.Radius = LARA_RAD_UNDERWATER;
|
|
coll->Setup.Height = LARA_HEIGHT;
|
|
|
|
if (TrInput & IN_LOOK && lara->Control.CanLook)
|
|
LookLeftRight(item);
|
|
else
|
|
ResetLook(item);
|
|
|
|
lara->Control.CanLook = true;
|
|
lara->Control.Count.Pose = 0;
|
|
|
|
lara_control_routines[item->ActiveState](item, coll);
|
|
|
|
auto level = g_GameFlow->GetLevel(CurrentLevel);
|
|
|
|
if (level->LaraType == LaraType::Divesuit)
|
|
{
|
|
if (lara->Control.TurnRate < -ANGLE(0.5f))
|
|
lara->Control.TurnRate += ANGLE(0.5f);
|
|
else if (lara->Control.TurnRate > ANGLE(0.5f))
|
|
lara->Control.TurnRate -= ANGLE(0.5f);
|
|
else
|
|
lara->Control.TurnRate = 0;
|
|
}
|
|
else if (lara->Control.TurnRate < -ANGLE(2.0f))
|
|
lara->Control.TurnRate += ANGLE(2.0f);
|
|
else if (lara->Control.TurnRate > ANGLE(2.0f))
|
|
lara->Control.TurnRate -= ANGLE(2.0f);
|
|
else
|
|
lara->Control.TurnRate = 0;
|
|
|
|
item->Position.yRot += lara->Control.TurnRate;
|
|
|
|
if (level->LaraType == LaraType::Divesuit)
|
|
UpdateSubsuitAngles(item);
|
|
|
|
if (!lara->Control.IsMoving && !(TrInput & (IN_LEFT | IN_RIGHT)))
|
|
ResetLaraLean(item, 1, true, false);
|
|
|
|
if (item->Position.xRot < -ANGLE(85.0f))
|
|
item->Position.xRot = -ANGLE(85.0f);
|
|
else if (item->Position.xRot > ANGLE(85.0f))
|
|
item->Position.xRot = ANGLE(85.0f);
|
|
|
|
if (level->LaraType == LaraType::Divesuit)
|
|
{
|
|
if (item->Position.zRot > ANGLE(44.0f))
|
|
item->Position.zRot = ANGLE(44.0f);
|
|
else if (item->Position.zRot < -ANGLE(44.0f))
|
|
item->Position.zRot = -ANGLE(44.0f);
|
|
}
|
|
else
|
|
{
|
|
if (item->Position.zRot > ANGLE(22.0f))
|
|
item->Position.zRot = ANGLE(22.0f);
|
|
else if (item->Position.zRot < -ANGLE(22.0f))
|
|
item->Position.zRot = -ANGLE(22.0f);
|
|
}
|
|
|
|
if (lara->WaterCurrentActive && lara->Control.WaterStatus != WaterStatus::FlyCheat)
|
|
LaraWaterCurrent(item, coll);
|
|
|
|
AnimateLara(item);
|
|
|
|
item->Position.xPos += phd_cos(item->Position.xRot) * item->VerticalVelocity * phd_sin(item->Position.yRot) / 4;
|
|
item->Position.yPos -= item->VerticalVelocity * phd_sin(item->Position.xRot) / 4;
|
|
item->Position.zPos += phd_cos(item->Position.xRot) * item->VerticalVelocity * phd_cos(item->Position.yRot) / 4;
|
|
|
|
DoObjectCollision(item, coll);
|
|
|
|
if (/*lara->ExtraAnim == -1 &&*/ lara->Vehicle == NO_ITEM)
|
|
lara_collision_routines[item->ActiveState](item, coll);
|
|
|
|
UpdateItemRoom(item, 0);
|
|
|
|
LaraGun(item);
|
|
|
|
ProcessSectorFlags(item);
|
|
TestTriggers(item, false);
|
|
TestVolumes(item);
|
|
}
|
|
|
|
void LaraSurface(ITEM_INFO* item, COLL_INFO* coll)
|
|
{
|
|
auto* lara = GetLaraInfo(item);
|
|
|
|
Camera.targetElevation = -ANGLE(22.0f);
|
|
|
|
coll->Setup.LowerFloorBound = NO_LOWER_BOUND;
|
|
coll->Setup.UpperFloorBound = -CLICK(0.5f);
|
|
coll->Setup.LowerCeilingBound = LARA_RAD;
|
|
coll->Setup.UpperCeilingBound = NO_UPPER_BOUND;
|
|
|
|
coll->Setup.OldPosition.x = item->Position.xPos;
|
|
coll->Setup.OldPosition.y = item->Position.yPos;
|
|
coll->Setup.OldPosition.z = item->Position.zPos;
|
|
|
|
coll->Setup.FloorSlopeIsWall = false;
|
|
coll->Setup.FloorSlopeIsPit = false;
|
|
coll->Setup.CeilingSlopeIsWall = false;
|
|
coll->Setup.DeathFlagIsPit = false;
|
|
coll->Setup.NoMonkeyFlagIsWall = false;
|
|
coll->Setup.EnableObjectPush = false;
|
|
coll->Setup.EnableSpasm = false;
|
|
coll->Setup.Mode = CollProbeMode::FreeForward;
|
|
|
|
coll->Setup.Radius = LARA_RAD;
|
|
coll->Setup.Height = LARA_HEIGHT_SURFACE;
|
|
|
|
if (TrInput & IN_LOOK && lara->Control.CanLook)
|
|
LookLeftRight(item);
|
|
else
|
|
ResetLook(item);
|
|
|
|
lara->Control.CanLook = true;
|
|
lara->Control.Count.Pose = 0;
|
|
|
|
lara_control_routines[item->ActiveState](item, coll);
|
|
|
|
if (!lara->Control.IsMoving && !(TrInput & (IN_LEFT | IN_RIGHT)))
|
|
{
|
|
if (abs(item->Position.zRot) > 0)
|
|
item->Position.zRot += item->Position.zRot / -8;
|
|
}
|
|
|
|
if (lara->WaterCurrentActive && lara->Control.WaterStatus != WaterStatus::FlyCheat)
|
|
LaraWaterCurrent(item, coll);
|
|
|
|
AnimateLara(item);
|
|
|
|
item->Position.xPos += item->VerticalVelocity * phd_sin(lara->Control.MoveAngle) / 4;
|
|
item->Position.zPos += item->VerticalVelocity * phd_cos(lara->Control.MoveAngle) / 4;
|
|
|
|
DoObjectCollision(item, coll);
|
|
|
|
if (lara->Vehicle == NO_ITEM)
|
|
lara_collision_routines[item->ActiveState](item, coll);
|
|
|
|
UpdateItemRoom(item, LARA_RAD);
|
|
|
|
LaraGun(item);
|
|
|
|
ProcessSectorFlags(item);
|
|
TestTriggers(item, false);
|
|
TestVolumes(item);
|
|
}
|
|
|
|
void LaraCheat(ITEM_INFO* item, COLL_INFO* coll)
|
|
{
|
|
auto* lara = GetLaraInfo(item);
|
|
|
|
item->HitPoints = LARA_HEALTH_MAX;
|
|
LaraUnderWater(item, coll);
|
|
|
|
if (TrInput & IN_WALK && !(TrInput & IN_LOOK))
|
|
{
|
|
if (TestEnvironment(ENV_FLAG_WATER, item) || (lara->WaterSurfaceDist > 0 && lara->WaterSurfaceDist != NO_HEIGHT))
|
|
{
|
|
lara->Control.WaterStatus = WaterStatus::Underwater;
|
|
SetAnimation(item, LA_UNDERWATER_IDLE);
|
|
ResetLaraFlex(item);
|
|
}
|
|
else
|
|
{
|
|
lara->Control.WaterStatus = WaterStatus::Dry;
|
|
SetAnimation(item, LA_STAND_SOLID);
|
|
item->Position.zRot = 0;
|
|
item->Position.xRot = 0;
|
|
ResetLaraFlex(item);
|
|
}
|
|
|
|
lara->Control.HandStatus = HandStatus::Free;
|
|
LaraInitialiseMeshes(item);
|
|
item->HitPoints = LARA_HEALTH_MAX;
|
|
}
|
|
}
|