mirror of
https://github.com/TombEngine/TombEngine.git
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381 lines
11 KiB
C++
381 lines
11 KiB
C++
#include "framework.h"
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#include "Objects/Generic/Object/burning_torch.h"
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#include "Game/Lara/lara_flare.h"
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#include "Game/Lara/lara_helpers.h"
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#include "Game/Lara/lara.h"
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#include "Game/animation.h"
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#include "Game/items.h"
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#include "Specific/level.h"
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#include "Specific/input.h"
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#include "Sound/sound.h"
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#include "Objects/Effects/flame_emitters.h"
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#include "Game/effects/effects.h"
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#include "Specific/setup.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/control/los.h"
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using namespace TEN::Entities::Effects;
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namespace TEN::Entities::Generic
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{
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void TriggerTorchFlame(char fxObj, char node)
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{
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auto* spark = &Sparks[GetFreeSpark()];
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spark->on = true;
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spark->sR = 255;
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spark->sB = 48;
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spark->sG = (GetRandomControl() & 0x1F) + 48;
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spark->dR = (GetRandomControl() & 0x3F) - 64;
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spark->dB = 32;
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spark->dG = (GetRandomControl() & 0x3F) + -128;
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spark->fadeToBlack = 8;
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spark->colFadeSpeed = (GetRandomControl() & 3) + 12;
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spark->transType = TransTypeEnum::COLADD;
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spark->life = spark->sLife = (GetRandomControl() & 7) + 24;
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spark->x = (GetRandomControl() & 0xF) - 8;
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spark->y = 0;
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spark->z = (GetRandomControl() & 0xF) - 8;
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spark->xVel = (GetRandomControl() & 0xFF) - 128;
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spark->yVel = -16 - (GetRandomControl() & 0xF);
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spark->zVel = (GetRandomControl() & 0xFF) - 128;
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spark->friction = 5;
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spark->flags = SP_NODEATTACH | SP_EXPDEF | SP_ITEM | SP_ROTATE | SP_DEF | SP_SCALE;
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spark->rotAng = GetRandomControl() & 0xFFF;
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if (GetRandomControl() & 1)
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spark->rotAdd = -16 - (GetRandomControl() & 0xF);
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else
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spark->rotAdd = (GetRandomControl() & 0xF) + 16;
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spark->gravity = -16 - (GetRandomControl() & 0x1F);
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spark->nodeNumber = node;
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spark->maxYvel = -16 - (GetRandomControl() & 7);
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spark->fxObj = fxObj;
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spark->scalar = 1;
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spark->sSize = spark->size = (GetRandomControl() & 0x1F) + 80;
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spark->dSize = spark->size / 8;
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}
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void DoFlameTorch()
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{
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switch (Lara.LeftArm.Locked)
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{
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case 0:
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if (Lara.Control.Weapon.RequestGunType != Lara.Control.Weapon.GunType)
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{
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Lara.LeftArm.Locked = true;
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Lara.LeftArm.FrameNumber = 31;
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Lara.LeftArm.AnimNumber = Objects[ID_LARA_TORCH_ANIM].animIndex + 2;
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break;
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}
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if (TrInput & IN_DRAW &&
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!LaraItem->VerticalVelocity &&
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!LaraItem->Airborne &&
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LaraItem->ActiveState != LS_JUMP_PREPARE &&
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LaraItem->ActiveState != LS_JUMP_UP &&
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LaraItem->ActiveState != LS_JUMP_FORWARD &&
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LaraItem->ActiveState != LS_JUMP_BACK &&
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LaraItem->ActiveState != LS_JUMP_LEFT &&
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LaraItem->ActiveState != LS_JUMP_RIGHT ||
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Lara.Control.WaterStatus == WaterStatus::Underwater)
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{
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Lara.LeftArm.Locked = true;
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Lara.LeftArm.FrameNumber = 1;
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Lara.LeftArm.AnimNumber = Objects[ID_LARA_TORCH_ANIM].animIndex + 1;
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if (Lara.Control.WaterStatus == WaterStatus::Underwater)
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Lara.LitTorch = false;
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}
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break;
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case 1:
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if (Lara.LeftArm.FrameNumber < 12 && LaraItem->Airborne)
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{
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Lara.LeftArm.Locked = false;
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Lara.LeftArm.FrameNumber = 0;
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Lara.LeftArm.AnimNumber = Objects[ID_LARA_TORCH_ANIM].animIndex;
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}
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else
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{
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Lara.LeftArm.FrameNumber++;
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if (Lara.LeftArm.FrameNumber == 27)
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{
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Lara.LitTorch = false;
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Lara.Flare.ControlLeft = false;
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Lara.LeftArm.Locked = false;
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Lara.Control.Weapon.GunType = Lara.Control.Weapon.LastGunType;
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Lara.Control.Weapon.RequestGunType = WEAPON_NONE;
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Lara.Control.HandStatus = HandStatus::Free;
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}
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else if (Lara.LeftArm.FrameNumber == 12)
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{
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Lara.MeshPtrs[LM_LHAND] = Objects[ID_LARA_SKIN].meshIndex + LM_LHAND;
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CreateFlare(LaraItem, ID_BURNING_TORCH_ITEM, true);
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}
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}
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break;
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case 2:
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Lara.LeftArm.FrameNumber++;
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if (Lara.LeftArm.FrameNumber == 41)
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{
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Lara.LitTorch = false;
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Lara.Flare.ControlLeft = false;
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Lara.LeftArm.Locked = false;
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Lara.Control.Weapon.LastGunType = WEAPON_NONE;
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Lara.Control.Weapon.GunType = WEAPON_NONE;
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Lara.Control.HandStatus = HandStatus::Free;
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}
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else if (Lara.LeftArm.FrameNumber == 36)
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{
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Lara.MeshPtrs[LM_LHAND] = Objects[ID_LARA_SKIN].meshIndex + LM_LHAND;
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CreateFlare(LaraItem, ID_BURNING_TORCH_ITEM, false);
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}
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break;
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case 3:
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if (LaraItem->ActiveState != LS_MISC_CONTROL)
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{
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Lara.LeftArm.Locked = false;
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Lara.LeftArm.FrameNumber = 0;
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Lara.Flare.ControlLeft = true;
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Lara.LitTorch = LaraItem->ItemFlags[3] & 1;
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Lara.LeftArm.AnimNumber = Objects[ID_LARA_TORCH_ANIM].animIndex;
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}
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break;
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default:
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break;
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}
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if (Lara.Flare.ControlLeft)
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Lara.Control.HandStatus = HandStatus::WeaponReady;
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Lara.LeftArm.FrameBase = g_Level.Anims[Lara.LeftArm.AnimNumber].framePtr;
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if (Lara.LitTorch)
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{
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PHD_VECTOR pos = { -32, 64, 256 };
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GetLaraJointPosition(&pos, LM_LHAND);
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TriggerDynamicLight(pos.x, pos.y, pos.z, 12 - (GetRandomControl() & 1), (GetRandomControl() & 0x3F) + 192, (GetRandomControl() & 0x1F) + 96, 0);
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if (!(Wibble & 7))
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TriggerTorchFlame(LaraItem - g_Level.Items.data(), 0);
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SoundEffect(SFX_TR4_LOOP_FOR_SMALL_FIRES, (PHD_3DPOS*)&pos, 0);
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}
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}
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void GetFlameTorch()
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{
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if (Lara.Control.Weapon.GunType == WEAPON_FLARE)
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CreateFlare(LaraItem, ID_FLARE_ITEM, false);
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Lara.Control.Weapon.RequestGunType = WEAPON_TORCH;
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Lara.Control.Weapon.GunType = WEAPON_TORCH;
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Lara.Flare.ControlLeft = true;
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Lara.LeftArm.AnimNumber = Objects[ID_LARA_TORCH_ANIM].animIndex;
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Lara.Control.HandStatus = HandStatus::WeaponReady;
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Lara.LeftArm.Locked = false;
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Lara.LeftArm.FrameNumber = 0;
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Lara.LeftArm.FrameBase = g_Level.Anims[Lara.LeftArm.AnimNumber].framePtr;
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Lara.MeshPtrs[LM_LHAND] = Objects[ID_LARA_TORCH_ANIM].meshIndex + LM_LHAND;
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}
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void TorchControl(short itemNumber)
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{
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auto* item = &g_Level.Items[itemNumber];
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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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if (item->VerticalVelocity)
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item->Position.zRot += ANGLE(5);
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else if (!item->Velocity)
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{
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item->Position.xRot = 0;
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item->Position.zRot = 0;
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}
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int xv = item->Velocity * phd_sin(item->Position.yRot);
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int zv = item->Velocity * phd_cos(item->Position.yRot);
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item->Position.xPos += xv;
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item->Position.zPos += zv;
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if (g_Level.Rooms[item->RoomNumber].flags & ENV_FLAG_WATER)
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{
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item->VerticalVelocity += (5 - item->VerticalVelocity) / 2;
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item->Velocity += (5 - item->Velocity) / 2;
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if (item->ItemFlags[3] != 0)
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item->ItemFlags[3] = 0;
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}
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else
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{
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item->VerticalVelocity += 6;
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}
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item->Position.yPos += item->VerticalVelocity;
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DoProjectileDynamics(itemNumber, oldX, oldY, oldZ, xv, item->VerticalVelocity, zv);
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if (GetCollidedObjects(item, 0, true, CollidedItems, CollidedMeshes, 0))
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{
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LaraCollision.Setup.EnableObjectPush = true;
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if (CollidedItems)
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{
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if (!Objects[CollidedItems[0]->ObjectNumber].intelligent
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&& CollidedItems[0]->ObjectNumber != ID_LARA)
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ObjectCollision(CollidedItems[0] - g_Level.Items.data(), item, &LaraCollision);
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}
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else
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{
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ItemPushStatic(item, CollidedMeshes[0], &LaraCollision);
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}
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item->Velocity >>= 1;
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}
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if (item->ItemFlags[3])
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{
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TriggerDynamicLight(item->Position.xPos, item->Position.yPos, item->Position.zPos, 12 - (GetRandomControl() & 1), (GetRandomControl() & 0x3F) + 192, (GetRandomControl() & 0x1F) + 96, 0);
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if (!(Wibble & 7))
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TriggerTorchFlame(itemNumber, 1);
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SoundEffect(SFX_TR4_LOOP_FOR_SMALL_FIRES, &item->Position, 0);
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}
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}
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void LaraTorch(PHD_VECTOR* src, PHD_VECTOR* target, int rot, int color)
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{
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GAME_VECTOR pos1;
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pos1.x = src->x;
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pos1.y = src->y;
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pos1.z = src->z;
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pos1.roomNumber = LaraItem->RoomNumber;
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GAME_VECTOR pos2;
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pos2.x = target->x;
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pos2.y = target->y;
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pos2.z = target->z;
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TriggerDynamicLight(pos1.x, pos1.y, pos1.z, 12, color, color, color >> 1);
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if (!LOS(&pos1, &pos2))
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{
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int l = sqrt(pow(pos1.x - pos2.x, 2) + pow(pos1.y - pos2.y, 2) + pow(pos1.z - pos2.z, 2)) * CLICK(1);
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if (l + 8 > 31)
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l = 31;
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if (color - l >= 0)
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TriggerDynamicLight(pos2.x, pos2.y, pos2.z, l + 8, color - l, color - l, (color - l) * 2);
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}
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}
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void FireCollision(short itemNumber, ITEM_INFO* laraItem, COLL_INFO* coll)
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{
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auto* laraInfo = GetLaraInfo(laraItem);
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auto* torchItem = &g_Level.Items[itemNumber];
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if (
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!(TrInput & IN_ACTION) ||
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laraItem->ActiveState != LS_IDLE ||
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laraItem->AnimNumber != LA_STAND_IDLE ||
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laraItem->Airborne ||
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laraInfo->Control.Weapon.GunType != WEAPON_TORCH ||
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laraInfo->Control.HandStatus != HandStatus::WeaponReady ||
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laraInfo->LeftArm.Locked ||
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laraInfo->LitTorch == (torchItem->Status == ITEM_ACTIVE) ||
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torchItem->Timer == -1)
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{
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if (torchItem->ObjectNumber == ID_BURNING_ROOTS)
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ObjectCollision(itemNumber, laraItem, coll);
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}
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else
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{
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short rot = torchItem->Position.yRot;
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switch (torchItem->ObjectNumber)
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{
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case ID_FLAME_EMITTER:
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FireBounds.boundingBox.X1 = -256;
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FireBounds.boundingBox.X2 = 256;
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FireBounds.boundingBox.Y1 = 0;
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FireBounds.boundingBox.Y2 = 1024;
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FireBounds.boundingBox.Z1 = -800;
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FireBounds.boundingBox.Z2 = 800;
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break;
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case ID_FLAME_EMITTER2:
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FireBounds.boundingBox.X1 = -256;
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FireBounds.boundingBox.X2 = 256;
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FireBounds.boundingBox.Y1 = 0;
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FireBounds.boundingBox.Y2 = 1024;
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FireBounds.boundingBox.Z1 = -600;
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FireBounds.boundingBox.Z2 = 600;
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break;
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case ID_BURNING_ROOTS:
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FireBounds.boundingBox.X1 = -384;
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FireBounds.boundingBox.X2 = 384;
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FireBounds.boundingBox.Y1 = 0;
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FireBounds.boundingBox.Y2 = 2048;
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FireBounds.boundingBox.Z1 = -384;
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FireBounds.boundingBox.Z2 = 384;
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break;
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}
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torchItem->Position.yRot = laraItem->Position.yRot;
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if (TestLaraPosition(&FireBounds, torchItem, laraItem))
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{
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if (torchItem->ObjectNumber == ID_BURNING_ROOTS)
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laraItem->AnimNumber = LA_TORCH_LIGHT_5;
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else
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{
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int dy = abs(laraItem->Position.yPos - torchItem->Position.yPos);
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laraItem->ItemFlags[3] = 1;
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laraItem->AnimNumber = (dy >> 8) + LA_TORCH_LIGHT_1;
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}
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laraItem->ActiveState = LS_MISC_CONTROL;
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laraItem->FrameNumber = g_Level.Anims[laraItem->AnimNumber].frameBase;
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laraInfo->Flare.ControlLeft = false;
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laraInfo->LeftArm.Locked = true;
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laraInfo->InteractedItem = itemNumber;
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}
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torchItem->Position.yRot = rot;
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}
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if (laraItem->ActiveState == LS_MISC_CONTROL &&
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laraInfo->InteractedItem == itemNumber &&
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torchItem->Status != ITEM_ACTIVE)
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{
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if (laraItem->AnimNumber >= LA_TORCH_LIGHT_1 &&
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laraItem->AnimNumber <= LA_TORCH_LIGHT_5)
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{
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if (laraItem->FrameNumber - g_Level.Anims[laraItem->AnimNumber].frameBase == 40)
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{
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TestTriggers(torchItem, true, torchItem->Flags & IFLAG_ACTIVATION_MASK);
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torchItem->Flags |= 0x3E00;
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torchItem->ItemFlags[3] = 0;
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torchItem->Status = ITEM_ACTIVE;
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AddActiveItem(itemNumber);
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}
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}
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}
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}
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}
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