mirror of
https://github.com/TombEngine/TombEngine.git
synced 2025-05-03 02:07:59 +03:00
806 lines
17 KiB
C++
806 lines
17 KiB
C++
#include "framework.h"
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#include "tr4_guide.h"
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#include "Game/items.h"
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#include "Game/control/box.h"
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#include "Game/control/lot.h"
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#include "Game/effects/effects.h"
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#include "Game/effects/tomb4fx.h"
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#include "Specific/setup.h"
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#include "Specific/level.h"
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#include "Game/animation.h"
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#include "Game/Lara/lara.h"
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#include "Game/misc.h"
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#include "Sound/sound.h"
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#include "Game/itemdata/creature_info.h"
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BITE_INFO GuideBite1 = { 0, 20, 200, 18 };
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BITE_INFO GuideBite2 = { 30, 80, 50, 15 };
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enum GuideState
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{
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GUIDE_STATE_IDLE = 1,
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GUIDE_STATE_WALK = 2,
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GUIDE_STATE_RUN = 3,
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GUIDE_STATE_IGNITE_TORCH = 11,
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GUIDE_STATE_LOOK_BACK = 22,
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GUIDE_STATE_TORCH_ATTACK = 31,
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GUIDE_STATE_PICKUP_TORCH = 37
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};
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// TODO
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enum GuideAnim
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{
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};
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void InitialiseGuide(short itemNumber)
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{
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auto* item = &g_Level.Items[itemNumber];
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ClearItem(itemNumber);
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item->AnimNumber = Objects[item->ObjectNumber].animIndex + 4;
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item->FrameNumber = g_Level.Anims[item->AnimNumber].frameBase;
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item->TargetState = GUIDE_STATE_IDLE;
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item->ActiveState = GUIDE_STATE_IDLE;
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if (Objects[ID_WRAITH1].loaded)
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{
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item->SwapMeshFlags = 0;
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item->ItemFlags[1] = 2;
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}
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else
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item->SwapMeshFlags = 0x40000;
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}
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void GuideControl(short itemNumber)
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{
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if (!CreatureActive(itemNumber))
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return;
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auto* item = &g_Level.Items[itemNumber];
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auto* creature = GetCreatureInfo(item);
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auto* object = &Objects[item->ObjectNumber];
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short angle = 0;
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short tilt = 0;
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short joint0 = 0;
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short joint1 = 0;
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short joint2 = 0;
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// Ignite torch
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if (item->ItemFlags[1] == 2)
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{
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PHD_VECTOR pos;
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pos.x = GuideBite1.x;
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pos.y = GuideBite1.y;
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pos.z = GuideBite1.z;
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GetJointAbsPosition(item, &pos, GuideBite1.meshNum);
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AddFire(pos.x, pos.y, pos.z, 0, item->RoomNumber, 0);
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SoundEffect(SFX_TR4_LOOP_FOR_SMALL_FIRES, &item->Position, 0);
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TriggerFireFlame(pos.x, pos.y - 40, pos.z, -1, 7);
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short random = GetRandomControl();
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TriggerDynamicLight(
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pos.x,
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pos.y,
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pos.z,
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15,
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255 - ((random >> 4) & 0x1F),
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192 - ((random >> 6) & 0x1F),
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random & 0x3F);
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if (item->AnimNumber == object->animIndex + 61)
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{
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if (item->FrameNumber > g_Level.Anims[item->AnimNumber].frameBase + 32 &&
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item->FrameNumber < g_Level.Anims[item->AnimNumber].frameBase + 42)
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{
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TriggerFireFlame(
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(random & 0x3F) + pos.x - 32,
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((random / 8) & 0x3F) + pos.y - 128,
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pos.z + ((random / 64) & 0x3F) - 32,
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-1,
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1);
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}
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}
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}
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item->AIBits = FOLLOW;
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item->HitPoints = NOT_TARGETABLE;
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GetAITarget(creature);
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AI_INFO AI;
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AI_INFO laraAI;
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int dx = LaraItem->Position.xPos - item->Position.xPos;
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int dz = LaraItem->Position.zPos - item->Position.zPos;
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laraAI.angle = phd_atan(dz, dx) - item->Position.yRot;
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laraAI.ahead = true;
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if (laraAI.angle <= -ANGLE(90.0f) || laraAI.angle >= ANGLE(90.0f))
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laraAI.ahead = false;
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int distance = 0;
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if (dz > 32000 || dz < -32000 || dx > 32000 || dx < -32000)
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laraAI.distance = 0x7FFFFFFF;
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else
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laraAI.distance = pow(dx, 2) + pow(dz, 2);
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dx = abs(dx);
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dz = abs(dz);
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int dy = item->Position.yPos - LaraItem->Position.yPos;
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short rot2 = 0;
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if (dx <= dz)
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laraAI.xAngle = phd_atan(dz + (dx / 2), dy);
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else
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laraAI.xAngle = phd_atan(dx + (dz / 2), dy);
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ITEM_INFO* foundEnemy = NULL;
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if (!Objects[ID_WRAITH1].loaded)
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{
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if (item->ActiveState < 4 ||
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item->ActiveState == GUIDE_STATE_TORCH_ATTACK)
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{
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int minDistance = 0x7FFFFFFF;
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for (int i = 0; i < ActiveCreatures.size(); i++)
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{
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auto* currentCreatureInfo = ActiveCreatures[i];
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if (currentCreatureInfo->ItemNumber == NO_ITEM || currentCreatureInfo->ItemNumber == itemNumber)
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continue;
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auto* currentItem = &g_Level.Items[currentCreatureInfo->ItemNumber];
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if (currentItem->ObjectNumber != ID_GUIDE &&
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abs(currentItem->Position.yPos - item->Position.yPos) <= 512)
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{
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dx = currentItem->Position.xPos - item->Position.xPos;
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dy = currentItem->Position.yPos - item->Position.yPos;
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dz = currentItem->Position.zPos - item->Position.zPos;
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if (dx > 32000 || dx < -32000 || dz > 32000 || dz < -32000)
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distance = 0x7FFFFFFF;
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else
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distance = pow(dx, 2) + pow(dz, 2);
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if (distance < minDistance &&
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distance < pow(SECTOR(2), 2) &&
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(abs(dy) < CLICK(1) ||
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laraAI.distance < pow(SECTOR(2), 2) ||
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currentItem->ObjectNumber == ID_DOG))
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{
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foundEnemy = currentItem;
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minDistance = distance;
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}
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}
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}
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}
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}
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auto* enemy = creature->Enemy;
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if (foundEnemy)
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creature->Enemy = foundEnemy;
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CreatureAIInfo(item, &AI);
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GetCreatureMood(item, &AI, VIOLENT);
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CreatureMood(item, &AI, VIOLENT);
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angle = CreatureTurn(item, creature->MaxTurn);
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if (foundEnemy)
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{
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creature->Enemy = enemy;
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enemy = foundEnemy;
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}
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bool someFlag = false;
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FLOOR_INFO* floor;
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PHD_VECTOR pos1;
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int frameNumber;
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short random;
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TENLog("Guide state:" + std::to_string(item->ActiveState), LogLevel::Info);
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switch (item->ActiveState)
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{
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case GUIDE_STATE_IDLE:
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creature->MaxTurn = 0;
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creature->Flags = 0;
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creature->LOT.IsJumping = false;
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joint2 = AI.angle / 2;
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if (laraAI.ahead)
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{
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joint0 = laraAI.angle / 2;
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joint1 = laraAI.xAngle / 2;
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joint2 = laraAI.angle / 2;
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}
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else if (AI.ahead)
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{
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joint0 = AI.angle / 2;
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joint1 = AI.xAngle / 2;
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joint2 = AI.angle / 2;
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}
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if (Objects[ID_WRAITH1].loaded)
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{
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if (item->ItemFlags[3] == 5)
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item->TargetState = GUIDE_STATE_WALK;
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if (item->ItemFlags[3] == 5 || item->ItemFlags[3] == 6)
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break;
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}
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if (item->RequiredState)
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item->TargetState = item->RequiredState;
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else if (Lara.Location >= item->ItemFlags[3] ||
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item->ItemFlags[1] != 2)
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{
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if (!creature->ReachedGoal || foundEnemy)
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{
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if (item->SwapMeshFlags == 0x40000)
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item->TargetState = 40;
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else if (foundEnemy && AI.distance < pow(SECTOR(1), 2))
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{
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if (AI.bite)
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item->TargetState = GUIDE_STATE_TORCH_ATTACK;
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}
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else if (enemy != LaraItem || AI.distance > pow(SECTOR(2), 2))
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item->TargetState = GUIDE_STATE_WALK;
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}
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else
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{
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if (!enemy->Flags)
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{
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creature->ReachedGoal = false;
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creature->Enemy = NULL;
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item->AIBits = FOLLOW;
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item->ItemFlags[3]++;
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break;
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}
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if (AI.distance <= pow(CLICK(0.5f), 2))
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{
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switch (enemy->Flags)
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{
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case 0x02:
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item->TargetState = 38;
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item->RequiredState = 38;
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break;
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case 0x20:
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item->TargetState = GUIDE_STATE_PICKUP_TORCH;
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item->RequiredState = GUIDE_STATE_PICKUP_TORCH;
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break;
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case 0x28:
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if (laraAI.distance < pow(SECTOR(2), 2))
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{
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item->TargetState = 39;
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item->RequiredState = 39;
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}
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break;
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case 0x10:
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if (laraAI.distance < pow(SECTOR(2), 2))
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{
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// Ignite torch
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item->TargetState = 36;
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item->RequiredState = 36;
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}
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break;
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case 0x04:
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if (laraAI.distance < pow(SECTOR(2), 2))
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{
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item->TargetState = 36;
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item->RequiredState = 43;
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}
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break;
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case 0x3E:
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item->Status = ITEM_INVISIBLE;
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RemoveActiveItem(itemNumber);
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DisableEntityAI(itemNumber);
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break;
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}
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}
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else
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{
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creature->MaxTurn = 0;
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item->RequiredState = 42 - (AI.ahead != 0);
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}
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}
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}
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else
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item->TargetState = GUIDE_STATE_IDLE;
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break;
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case GUIDE_STATE_WALK:
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creature->MaxTurn = ANGLE(7.0f);
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creature->LOT.IsJumping = false;
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if (laraAI.ahead)
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{
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if (AI.ahead)
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joint2 = AI.angle;
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}
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else
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joint2 = laraAI.angle;
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if (Objects[ID_WRAITH1].loaded && item->ItemFlags[3] == 5)
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{
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item->ItemFlags[3] = 6;
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item->TargetState = GUIDE_STATE_IDLE;
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}
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else if (item->ItemFlags[1] == 1)
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{
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item->TargetState = GUIDE_STATE_IDLE;
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item->RequiredState = GUIDE_STATE_IGNITE_TORCH;
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}
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else if (creature->ReachedGoal)
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{
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if (!enemy->Flags)
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{
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creature->ReachedGoal = false;
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creature->Enemy = NULL;
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item->AIBits = FOLLOW;
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item->ItemFlags[3]++;
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break;
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}
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item->TargetState = GUIDE_STATE_IDLE;
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}
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else
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{
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if (Lara.Location >= item->ItemFlags[3])
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{
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if (!foundEnemy ||
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AI.distance >= 0x200000 &&
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(item->SwapMeshFlags & 0x40000 || AI.distance >= pow(SECTOR(3), 2)))
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{
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if (creature->Enemy == LaraItem)
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{
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if (AI.distance >= pow(SECTOR(2), 2))
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{
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if (AI.distance > pow(SECTOR(4), 2))
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item->TargetState = GUIDE_STATE_RUN;
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}
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else
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item->TargetState = GUIDE_STATE_IDLE;
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}
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else if (Lara.Location > item->ItemFlags[3] &&
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laraAI.distance > pow(SECTOR(2), 2))
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{
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item->TargetState = GUIDE_STATE_RUN;
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}
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}
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else
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item->TargetState = GUIDE_STATE_IDLE;
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}
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else
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item->TargetState = GUIDE_STATE_IDLE;
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}
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break;
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case GUIDE_STATE_RUN:
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creature->MaxTurn = ANGLE(11.0f);
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tilt = angle / 2;
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if (AI.ahead)
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joint2 = AI.angle;
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if (AI.distance < pow(SECTOR(2), 2) ||
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Lara.Location < item->ItemFlags[3])
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{
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item->TargetState = GUIDE_STATE_IDLE;
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break;
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}
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if (creature->ReachedGoal)
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{
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if (!enemy->Flags)
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{
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creature->ReachedGoal = false;
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creature->Enemy = NULL;
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item->AIBits = FOLLOW;
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item->ItemFlags[3]++;
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break;
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}
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item->TargetState = GUIDE_STATE_IDLE;
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}
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else if (foundEnemy &&
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(AI.distance < 0x200000 ||
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!(item->SwapMeshFlags & 0x40000) &&
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AI.distance < pow(SECTOR(3), 2)))
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{
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item->TargetState = GUIDE_STATE_IDLE;
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break;
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}
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break;
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case GUIDE_STATE_IGNITE_TORCH:
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// Ignite torch
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pos1.x = GuideBite2.x;
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pos1.y = GuideBite2.y;
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pos1.z = GuideBite2.z;
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GetJointAbsPosition(item, &pos1, GuideBite2.meshNum);
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frameNumber = item->FrameNumber - g_Level.Anims[item->AnimNumber].frameBase;
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random = GetRandomControl();
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if (frameNumber == 32)
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item->SwapMeshFlags |= 0x8000;
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else if (frameNumber == 216)
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item->SwapMeshFlags &= 0x7FFF;
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else if (frameNumber <= 79 || frameNumber >= 84)
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{
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if (frameNumber <= 83 || frameNumber >= 94)
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{
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if (frameNumber <= 159 || frameNumber >= 164)
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{
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if (frameNumber > 163 && frameNumber < 181)
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{
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TriggerFireFlame(
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(random & 0x3F) + pos1.x - 64,
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((random >> 5) & 0x3F) + pos1.y - 96,
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((random >> 10) & 0x3F) + pos1.z - 64,
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-1,
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7);
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TriggerDynamicLight(
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pos1.x - 32,
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pos1.y - 64,
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pos1.z - 32,
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10,
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-64 - ((random >> 4) & 0x1F),
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-128 - ((random >> 6) & 0x1F),
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random & 0x1F);
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item->ItemFlags[1] = 2;
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}
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}
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else
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{
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TriggerMetalSparks(pos1.x, pos1.y, pos1.z, -1, -1, 0, 1);
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TriggerDynamicLight(
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pos1.x,
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pos1.y,
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pos1.z,
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10,
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random & 0x1F,
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96 - ((random >> 6) & 0x1F),
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128 - ((random >> 4) & 0x1F));
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}
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}
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else
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{
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TriggerDynamicLight(
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pos1.x - 32,
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pos1.y - 64,
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pos1.z - 32,
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10,
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-64 - ((random >> 4) & 0x1F),
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-128 - ((random >> 6) & 0x1F),
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random & 0x1F);
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TriggerFireFlame(
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(random & 0x3F) + pos1.x - 64,
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((random >> 5) & 0x3F) + pos1.y - 96,
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((random >> 10) & 0x3F) + pos1.z - 64,
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-1,
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7);
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}
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}
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else
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{
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TriggerDynamicLight(
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pos1.x,
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pos1.y,
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pos1.z,
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10,
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random & 0x1F,
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96 - ((random >> 6) & 0x1F),
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128 - ((random >> 4) & 0x1F));
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TriggerMetalSparks(pos1.x, pos1.y, pos1.z, -1, -1, 0, 1);
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}
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break;
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case GUIDE_STATE_LOOK_BACK:
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creature->MaxTurn = 0;
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if (laraAI.angle < -256)
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item->Position.yRot -= 399;
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break;
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case GUIDE_STATE_TORCH_ATTACK:
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creature->MaxTurn = 0;
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if (AI.ahead)
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{
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joint0 = AI.angle / 2;
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joint2 = AI.angle / 2;
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joint1 = AI.xAngle / 2;
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}
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if (abs(AI.angle) >= ANGLE(7.0f))
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{
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if (AI.angle < 0)
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item->Position.yRot += ANGLE(7.0f);
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else
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item->Position.yRot -= ANGLE(7.0f);
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}
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else
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item->Position.yRot += AI.angle;
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if (!creature->Flags)
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{
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if (enemy)
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{
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if (item->FrameNumber > g_Level.Anims[item->AnimNumber].frameBase + 15 &&
|
|
item->FrameNumber < g_Level.Anims[item->AnimNumber].frameBase + 26)
|
|
{
|
|
dx = abs(enemy->Position.xPos - item->Position.xPos);
|
|
dy = abs(enemy->Position.yPos - item->Position.yPos);
|
|
dz = abs(enemy->Position.zPos - item->Position.zPos);
|
|
|
|
if (dx < CLICK(2) &&
|
|
dy < CLICK(2) &&
|
|
dz < CLICK(2))
|
|
{
|
|
enemy->HitPoints -= 20;
|
|
|
|
if (enemy->HitPoints <= 0)
|
|
item->AIBits = FOLLOW;
|
|
|
|
enemy->HitStatus = true;
|
|
creature->Flags = 1;
|
|
|
|
CreatureEffect2(
|
|
item,
|
|
&GuideBite1,
|
|
8,
|
|
-1,
|
|
DoBloodSplat);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
break;
|
|
|
|
case 35:
|
|
creature->MaxTurn = 0;
|
|
|
|
if (laraAI.angle > 256)
|
|
item->Position.yRot += 399;
|
|
|
|
break;
|
|
|
|
case 36:
|
|
case 43:
|
|
if (enemy)
|
|
{
|
|
short deltaAngle = enemy->Position.yRot - item->Position.yRot;
|
|
if (deltaAngle < -ANGLE(2.0f))
|
|
item->Position.yRot -= ANGLE(2.0f);
|
|
else if (deltaAngle > ANGLE(2.0f))
|
|
item->Position.yRot = ANGLE(2.0f);
|
|
}
|
|
|
|
if (item->RequiredState == 43)
|
|
item->TargetState = 43;
|
|
else
|
|
{
|
|
if (item->AnimNumber != object->animIndex + 57 &&
|
|
item->FrameNumber == g_Level.Anims[item->AnimNumber].frameEnd - 20)
|
|
{
|
|
TestTriggers(item, true);
|
|
|
|
creature->ReachedGoal = false;
|
|
creature->Enemy = NULL;
|
|
item->AIBits = FOLLOW;
|
|
item->ItemFlags[3]++;
|
|
item->TargetState = GUIDE_STATE_IDLE;
|
|
break;
|
|
}
|
|
}
|
|
|
|
break;
|
|
|
|
case GUIDE_STATE_PICKUP_TORCH:
|
|
if (item->FrameNumber == g_Level.Anims[item->AnimNumber].frameBase)
|
|
{
|
|
someFlag = true;
|
|
|
|
item->Position.xPos = enemy->Position.xPos;
|
|
item->Position.yPos = enemy->Position.yPos;
|
|
item->Position.zPos = enemy->Position.zPos;
|
|
item->Position.xRot = enemy->Position.xRot;
|
|
item->Position.yRot = enemy->Position.yRot;
|
|
item->Position.zRot = enemy->Position.zRot;
|
|
}
|
|
else if (item->FrameNumber == g_Level.Anims[item->AnimNumber].frameBase + 35)
|
|
{
|
|
item->SwapMeshFlags &= 0xFFFBFFFF;
|
|
|
|
auto* room = &g_Level.Rooms[item->RoomNumber];
|
|
ITEM_INFO* currentItem = NULL;
|
|
|
|
short currentitemNumber = room->itemNumber;
|
|
while (currentitemNumber != NO_ITEM)
|
|
{
|
|
currentItem = &g_Level.Items[currentitemNumber];
|
|
|
|
if (currentItem->ObjectNumber >= ID_ANIMATING1 &&
|
|
currentItem->ObjectNumber <= ID_ANIMATING15 &&
|
|
trunc(item->Position.xPos) == trunc(currentItem->Position.xPos) &&
|
|
trunc(item->Position.zPos) == trunc(currentItem->Position.zPos))
|
|
{
|
|
break;
|
|
}
|
|
|
|
currentitemNumber = currentItem->NextItem;
|
|
}
|
|
|
|
if (currentItem != NULL)
|
|
currentItem->MeshBits = 0xFFFFFFFD;
|
|
}
|
|
|
|
item->ItemFlags[1] = 1;
|
|
|
|
if (someFlag)
|
|
{
|
|
creature->ReachedGoal = false;
|
|
creature->Enemy = NULL;
|
|
item->AIBits = FOLLOW;
|
|
item->ItemFlags[3]++;
|
|
}
|
|
|
|
break;
|
|
|
|
case 38:
|
|
if (item->FrameNumber == g_Level.Anims[item->AnimNumber].frameBase)
|
|
{
|
|
item->Position.xPos = enemy->Position.xPos;
|
|
item->Position.yPos = enemy->Position.yPos;
|
|
item->Position.zPos = enemy->Position.zPos;
|
|
}
|
|
else
|
|
{
|
|
if (item->FrameNumber == g_Level.Anims[item->AnimNumber].frameBase + 42)
|
|
{
|
|
TestTriggers(item, true);
|
|
|
|
item->Position.yRot = enemy->Position.yRot;
|
|
creature->ReachedGoal = false;
|
|
creature->Enemy = NULL;
|
|
item->AIBits = FOLLOW;
|
|
item->ItemFlags[3]++;
|
|
break;
|
|
}
|
|
else if (item->FrameNumber < g_Level.Anims[item->AnimNumber].frameBase + 42)
|
|
{
|
|
if (enemy->Position.yRot - item->Position.yRot <= ANGLE(2.0f))
|
|
{
|
|
if (enemy->Position.yRot - item->Position.yRot < -ANGLE(2.0f))
|
|
item->Position.yRot -= ANGLE(2.0f);
|
|
}
|
|
else
|
|
item->Position.yRot += ANGLE(2.0f);
|
|
}
|
|
}
|
|
|
|
break;
|
|
|
|
case 39:
|
|
if (item->FrameNumber >= g_Level.Anims[item->AnimNumber].frameBase + 20)
|
|
{
|
|
if (item->FrameNumber == g_Level.Anims[item->AnimNumber].frameBase + 20)
|
|
{
|
|
item->TargetState = GUIDE_STATE_IDLE;
|
|
|
|
TestTriggers(item, true);
|
|
|
|
creature->ReachedGoal = false;
|
|
creature->Enemy = NULL;
|
|
item->AIBits = FOLLOW;
|
|
item->ItemFlags[3]++;
|
|
break;
|
|
}
|
|
|
|
if (item->FrameNumber == g_Level.Anims[item->AnimNumber].frameBase + 70 && item->RoomNumber == 70)
|
|
{
|
|
item->RequiredState = GUIDE_STATE_RUN;
|
|
item->SwapMeshFlags |= 0x200000;
|
|
SoundEffect(SFX_TR4_GUIDE_SCARE, &item->Position, 0);
|
|
}
|
|
}
|
|
else if (enemy->Position.yRot - item->Position.yRot <= ANGLE(2.0f))
|
|
{
|
|
if (enemy->Position.yRot - item->Position.yRot < -ANGLE(2.0f))
|
|
item->Position.yRot -= ANGLE(2.0f);
|
|
}
|
|
else
|
|
item->Position.yRot += ANGLE(2.0f);
|
|
|
|
break;
|
|
|
|
case 40:
|
|
creature->LOT.IsJumping;
|
|
creature->MaxTurn = ANGLE(7.0f);
|
|
|
|
if (laraAI.ahead)
|
|
{
|
|
if (AI.ahead)
|
|
joint2 = AI.angle;
|
|
}
|
|
else
|
|
joint2 = laraAI.angle;
|
|
|
|
if (!(creature->ReachedGoal))
|
|
break;
|
|
|
|
if (!enemy->Flags)
|
|
{
|
|
creature->ReachedGoal = false;
|
|
creature->Enemy = NULL;
|
|
item->AIBits = FOLLOW;
|
|
item->ItemFlags[3]++;
|
|
break;
|
|
}
|
|
if (enemy->Flags == 42)
|
|
{
|
|
TestTriggers(item, true);
|
|
|
|
creature->ReachedGoal = false;
|
|
creature->Enemy = NULL;
|
|
item->AIBits = FOLLOW;
|
|
item->ItemFlags[3]++;
|
|
}
|
|
else if (item->TriggerFlags <= 999)
|
|
item->TargetState = GUIDE_STATE_IDLE;
|
|
else
|
|
{
|
|
KillItem(itemNumber);
|
|
DisableEntityAI(itemNumber);
|
|
item->Flags |= 1;
|
|
}
|
|
|
|
break;
|
|
|
|
case 41:
|
|
case 42:
|
|
creature->MaxTurn = 0;
|
|
MoveCreature3DPos(&item->Position, &enemy->Position, 15, enemy->Position.yRot - item->Position.yRot, ANGLE(10.0f));
|
|
|
|
default:
|
|
break;
|
|
}
|
|
|
|
CreatureTilt(item, tilt);
|
|
CreatureJoint(item, 0, joint0);
|
|
CreatureJoint(item, 1, joint1);
|
|
CreatureJoint(item, 2, joint2);
|
|
CreatureJoint(item, 3, joint1);
|
|
CreatureAnimation(itemNumber, angle, 0);
|
|
}
|