mirror of
https://github.com/TombEngine/TombEngine.git
synced 2025-05-01 09:18:00 +03:00
589 lines
16 KiB
C++
589 lines
16 KiB
C++
#include "framework.h"
|
|
#include "Game/animation.h"
|
|
|
|
#include "Game/camera.h"
|
|
#include "Game/collision/collide_room.h"
|
|
#include "Game/control/flipeffect.h"
|
|
#include "Game/items.h"
|
|
#include "Game/Lara/lara.h"
|
|
#include "Game/Lara/lara_helpers.h"
|
|
#include "Objects/Generic/Object/rope.h"
|
|
#include "Renderer/Renderer11.h"
|
|
#include "Sound/sound.h"
|
|
#include "Specific/level.h"
|
|
#include "Specific/setup.h"
|
|
|
|
using namespace TEN::Entities::Generic;
|
|
using TEN::Renderer::g_Renderer;
|
|
|
|
BOUNDING_BOX InterpolatedBounds;
|
|
|
|
void AnimateLara(ItemInfo* item)
|
|
{
|
|
auto* lara = GetLaraInfo(item);
|
|
|
|
item->Animation.FrameNumber++;
|
|
|
|
auto* anim = &g_Level.Anims[item->Animation.AnimNumber];
|
|
if (anim->numberChanges > 0 && GetChange(item, anim))
|
|
{
|
|
anim = &g_Level.Anims[item->Animation.AnimNumber];
|
|
item->Animation.ActiveState = anim->ActiveState;
|
|
}
|
|
|
|
if (item->Animation.FrameNumber > anim->frameEnd)
|
|
{
|
|
if (anim->numberCommands > 0)
|
|
{
|
|
short* cmd = &g_Level.Commands[anim->commandIndex];
|
|
for (int i = anim->numberCommands; i > 0; i--)
|
|
{
|
|
switch (*(cmd++))
|
|
{
|
|
case COMMAND_MOVE_ORIGIN:
|
|
TranslateItem(item, item->Pose.Orientation.y, cmd[2], cmd[1], cmd[0]);
|
|
UpdateItemRoom(item, -LARA_HEIGHT / 2, -cmd[0], -cmd[2]);
|
|
cmd += 3;
|
|
break;
|
|
|
|
case COMMAND_JUMP_VELOCITY:
|
|
item->Animation.IsAirborne = true;
|
|
item->Animation.Velocity.y = *(cmd++);
|
|
item->Animation.Velocity.z = *(cmd++);
|
|
|
|
if (lara->Control.CalculatedJumpVelocity)
|
|
{
|
|
item->Animation.Velocity.y = lara->Control.CalculatedJumpVelocity;
|
|
lara->Control.CalculatedJumpVelocity = 0;
|
|
}
|
|
|
|
break;
|
|
|
|
case COMMAND_ATTACK_READY:
|
|
if (lara->Control.HandStatus != HandStatus::Special)
|
|
lara->Control.HandStatus = HandStatus::Free;
|
|
|
|
break;
|
|
|
|
case COMMAND_SOUND_FX:
|
|
case COMMAND_EFFECT:
|
|
cmd += 2;
|
|
break;
|
|
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
item->Animation.AnimNumber = anim->jumpAnimNum;
|
|
item->Animation.FrameNumber = anim->jumpFrameNum;
|
|
|
|
anim = &g_Level.Anims[item->Animation.AnimNumber];
|
|
item->Animation.ActiveState = anim->ActiveState;
|
|
}
|
|
|
|
if (anim->numberCommands > 0)
|
|
{
|
|
short* cmd = &g_Level.Commands[anim->commandIndex];
|
|
|
|
for (int i = anim->numberCommands; i > 0; i--)
|
|
{
|
|
switch (*(cmd++))
|
|
{
|
|
case COMMAND_MOVE_ORIGIN:
|
|
cmd += 3;
|
|
break;
|
|
|
|
case COMMAND_JUMP_VELOCITY:
|
|
cmd += 2;
|
|
break;
|
|
|
|
case COMMAND_SOUND_FX:
|
|
if (item->Animation.FrameNumber != *cmd)
|
|
{
|
|
cmd += 2;
|
|
break;
|
|
}
|
|
else
|
|
{
|
|
bool inWater = (cmd[1] & 0x8000) != 0;
|
|
bool inDry = (cmd[1] & 0x4000) != 0;
|
|
bool always = (inWater && inDry) || (!inWater && !inDry);
|
|
|
|
SoundEnvironment condition = SoundEnvironment::Always;
|
|
if (inWater) condition = SoundEnvironment::Water;
|
|
if (inDry) condition = SoundEnvironment::Land;
|
|
if (always) condition = SoundEnvironment::Always;
|
|
|
|
if (condition == SoundEnvironment::Always ||
|
|
(condition == SoundEnvironment::Land && (lara->WaterSurfaceDist >= -SHALLOW_WATER_START_LEVEL || lara->WaterSurfaceDist == NO_HEIGHT)) ||
|
|
(condition == SoundEnvironment::Water && lara->WaterSurfaceDist < -SHALLOW_WATER_START_LEVEL && lara->WaterSurfaceDist != NO_HEIGHT && !TestEnvironment(ENV_FLAG_SWAMP, item)))
|
|
{
|
|
SoundEffect(cmd[1] & 0x3FFF, &item->Pose, SoundEnvironment::Always);
|
|
}
|
|
}
|
|
|
|
cmd += 2;
|
|
break;
|
|
|
|
case COMMAND_EFFECT:
|
|
if (item->Animation.FrameNumber != *cmd)
|
|
{
|
|
cmd += 2;
|
|
break;
|
|
}
|
|
|
|
DoFlipEffect((cmd[1] & 0x3FFF), item);
|
|
|
|
cmd += 2;
|
|
break;
|
|
|
|
default:
|
|
break;
|
|
|
|
}
|
|
}
|
|
}
|
|
|
|
int frameCount = (anim->frameEnd - anim->frameBase) + 1;
|
|
int currentFrame = item->Animation.FrameNumber - anim->frameBase;
|
|
|
|
if (item->Animation.IsAirborne)
|
|
{
|
|
if (TestEnvironment(ENV_FLAG_SWAMP, item))
|
|
{
|
|
item->Animation.Velocity.z -= item->Animation.Velocity.z / 8.0f;
|
|
if (abs(item->Animation.Velocity.z) < 8.0f)
|
|
{
|
|
item->Animation.IsAirborne = false;
|
|
item->Animation.Velocity.z = 0.0f;
|
|
}
|
|
|
|
if (item->Animation.Velocity.y > 128.0f)
|
|
item->Animation.Velocity.y /= 2.0f;
|
|
item->Animation.Velocity.y -= item->Animation.Velocity.y / 4.0f;
|
|
|
|
if (item->Animation.Velocity.y < 4.0f)
|
|
item->Animation.Velocity.y = 4.0f;
|
|
item->Pose.Position.y += item->Animation.Velocity.y;
|
|
}
|
|
else
|
|
{
|
|
item->Animation.Velocity.z += (anim->VelocityEnd.z - anim->VelocityStart.z) / frameCount;
|
|
item->Animation.Velocity.y += item->Animation.Velocity.y >= 128.0f ? 1.0f : GRAVITY;
|
|
item->Pose.Position.y += item->Animation.Velocity.y;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (lara->Control.WaterStatus == WaterStatus::Wade && TestEnvironment(ENV_FLAG_SWAMP, item))
|
|
item->Animation.Velocity.z = (anim->VelocityStart.z / 2.0f) + ((((anim->VelocityEnd.z - anim->VelocityStart.z) / frameCount) * currentFrame) / 4.0f);
|
|
else
|
|
item->Animation.Velocity.z = anim->VelocityStart.z + (((anim->VelocityEnd.z - anim->VelocityStart.z) / frameCount) * currentFrame);
|
|
}
|
|
|
|
item->Animation.Velocity.x = anim->VelocityStart.x + (((anim->VelocityEnd.x - anim->VelocityStart.x) / frameCount) * currentFrame);
|
|
|
|
if (lara->Control.Rope.Ptr != -1)
|
|
DelAlignLaraToRope(item);
|
|
|
|
if (!lara->Control.IsMoving)
|
|
TranslateItem(item, lara->Control.MoveAngle, item->Animation.Velocity.z, 0.0f, item->Animation.Velocity.x);
|
|
|
|
// Update matrices
|
|
g_Renderer.UpdateLaraAnimations(true);
|
|
}
|
|
|
|
void AnimateItem(ItemInfo* item)
|
|
{
|
|
item->TouchBits = NO_JOINT_BITS;
|
|
item->HitStatus = false;
|
|
|
|
item->Animation.FrameNumber++;
|
|
|
|
auto* anim = &g_Level.Anims[item->Animation.AnimNumber];
|
|
if (anim->numberChanges > 0 && GetChange(item, anim))
|
|
{
|
|
anim = &g_Level.Anims[item->Animation.AnimNumber];
|
|
|
|
item->Animation.ActiveState = anim->ActiveState;
|
|
if (item->Animation.RequiredState == item->Animation.ActiveState)
|
|
item->Animation.RequiredState = 0;
|
|
}
|
|
|
|
if (item->Animation.FrameNumber > anim->frameEnd)
|
|
{
|
|
if (anim->numberCommands > 0)
|
|
{
|
|
short* cmd = &g_Level.Commands[anim->commandIndex];
|
|
for (int i = anim->numberCommands; i > 0; i--)
|
|
{
|
|
switch (*(cmd++))
|
|
{
|
|
case COMMAND_MOVE_ORIGIN:
|
|
TranslateItem(item, item->Pose.Orientation.y, cmd[2], cmd[1], cmd[0]);
|
|
cmd += 3;
|
|
break;
|
|
|
|
case COMMAND_JUMP_VELOCITY:
|
|
item->Animation.Velocity.y = *(cmd++);
|
|
item->Animation.Velocity.z = *(cmd++);
|
|
item->Animation.IsAirborne = true;
|
|
break;
|
|
|
|
case COMMAND_DEACTIVATE:
|
|
if (Objects[item->ObjectNumber].intelligent && !item->AfterDeath)
|
|
item->AfterDeath = 1;
|
|
|
|
item->Status = ITEM_DEACTIVATED;
|
|
break;
|
|
|
|
case COMMAND_SOUND_FX:
|
|
case COMMAND_EFFECT:
|
|
cmd += 2;
|
|
break;
|
|
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
item->Animation.AnimNumber = anim->jumpAnimNum;
|
|
item->Animation.FrameNumber = anim->jumpFrameNum;
|
|
|
|
anim = &g_Level.Anims[item->Animation.AnimNumber];
|
|
if (item->Animation.ActiveState != anim->ActiveState)
|
|
{
|
|
item->Animation.ActiveState = anim->ActiveState;
|
|
item->Animation.TargetState = anim->ActiveState;
|
|
}
|
|
|
|
if (item->Animation.RequiredState == item->Animation.ActiveState)
|
|
item->Animation.RequiredState = 0;
|
|
}
|
|
|
|
if (anim->numberCommands > 0)
|
|
{
|
|
short* cmd = &g_Level.Commands[anim->commandIndex];
|
|
|
|
for (int i = anim->numberCommands; i > 0; i--)
|
|
{
|
|
switch (*(cmd++))
|
|
{
|
|
case COMMAND_MOVE_ORIGIN:
|
|
cmd += 3;
|
|
break;
|
|
|
|
case COMMAND_JUMP_VELOCITY:
|
|
cmd += 2;
|
|
break;
|
|
|
|
case COMMAND_SOUND_FX:
|
|
if (item->Animation.FrameNumber != *cmd)
|
|
{
|
|
cmd += 2;
|
|
break;
|
|
}
|
|
|
|
if (!Objects[item->ObjectNumber].waterCreature)
|
|
{
|
|
bool inWater = (cmd[1] & 0x8000) != 0;
|
|
bool inDry = (cmd[1] & 0x4000) != 0;
|
|
bool always = (inWater && inDry) || (!inWater && !inDry);
|
|
|
|
if (item->RoomNumber == NO_ROOM)
|
|
{
|
|
item->Pose.Position.x = LaraItem->Pose.Position.x;
|
|
item->Pose.Position.y = LaraItem->Pose.Position.y - 762;
|
|
item->Pose.Position.z = LaraItem->Pose.Position.z;
|
|
|
|
SoundEffect(cmd[1] & 0x3FFF, &item->Pose, SoundEnvironment::Always);
|
|
}
|
|
else if (TestEnvironment(ENV_FLAG_WATER, item))
|
|
{
|
|
if (always || (inWater && TestEnvironment(ENV_FLAG_WATER, Camera.pos.roomNumber)))
|
|
SoundEffect(cmd[1] & 0x3FFF, &item->Pose, SoundEnvironment::Always);
|
|
}
|
|
else if (always || (inDry && !TestEnvironment(ENV_FLAG_WATER, Camera.pos.roomNumber) && !TestEnvironment(ENV_FLAG_SWAMP, Camera.pos.roomNumber)))
|
|
SoundEffect(cmd[1] & 0x3FFF, &item->Pose, SoundEnvironment::Always);
|
|
}
|
|
else
|
|
{
|
|
SoundEffect(cmd[1] & 0x3FFF, &item->Pose, TestEnvironment(ENV_FLAG_WATER, item) ? SoundEnvironment::Water : SoundEnvironment::Land);
|
|
}
|
|
|
|
break;
|
|
|
|
case COMMAND_EFFECT:
|
|
if (item->Animation.FrameNumber != *cmd)
|
|
{
|
|
cmd += 2;
|
|
break;
|
|
}
|
|
|
|
DoFlipEffect((cmd[1] & 0x3FFF), item);
|
|
|
|
cmd += 2;
|
|
break;
|
|
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
int frameCount = (anim->frameEnd - anim->frameBase) + 1;
|
|
int currentFrame = item->Animation.FrameNumber - anim->frameBase;
|
|
|
|
if (item->Animation.IsAirborne)
|
|
{
|
|
item->Animation.Velocity.y += (item->Animation.Velocity.y >= 128.0f) ? 1.0f : 6.0f;
|
|
item->Pose.Position.y += item->Animation.Velocity.y;
|
|
}
|
|
else
|
|
{
|
|
item->Animation.Velocity.z = anim->VelocityStart.z + (((anim->VelocityEnd.z - anim->VelocityStart.z) / frameCount) * currentFrame);
|
|
item->Animation.Velocity.x = anim->VelocityStart.x + (((anim->VelocityEnd.x - anim->VelocityStart.x) / frameCount) * currentFrame);
|
|
}
|
|
|
|
TranslateItem(item, item->Pose.Orientation.y, item->Animation.Velocity.z, 0.0f, item->Animation.Velocity.x);
|
|
|
|
// Update matrices.
|
|
short itemNumber = item - g_Level.Items.data();
|
|
g_Renderer.UpdateItemAnimations(itemNumber, true);
|
|
}
|
|
|
|
bool HasStateDispatch(ItemInfo* item, int targetState)
|
|
{
|
|
auto* anim = &g_Level.Anims[item->Animation.AnimNumber];
|
|
|
|
if (anim->numberChanges <= 0)
|
|
return false;
|
|
|
|
if (targetState < 0)
|
|
targetState = item->Animation.TargetState;
|
|
|
|
// Iterate over possible state dispatches.
|
|
for (int i = 0; i < anim->numberChanges; i++)
|
|
{
|
|
auto* dispatch = &g_Level.Changes[anim->changeIndex + i];
|
|
if (dispatch->TargetState == targetState)
|
|
{
|
|
// Iterate over frame range of state dispatch.
|
|
for (int j = 0; j < dispatch->numberRanges; j++)
|
|
{
|
|
auto* range = &g_Level.Ranges[dispatch->rangeIndex + j];
|
|
if (item->Animation.FrameNumber >= range->startFrame && item->Animation.FrameNumber <= range->endFrame)
|
|
return true;
|
|
}
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
bool TestLastFrame(ItemInfo* item, int animNumber)
|
|
{
|
|
if (animNumber < 0)
|
|
animNumber = item->Animation.AnimNumber;
|
|
|
|
if (item->Animation.AnimNumber != animNumber)
|
|
return false;
|
|
|
|
auto* anim = &g_Level.Anims[animNumber];
|
|
return (item->Animation.FrameNumber >= anim->frameEnd);
|
|
}
|
|
|
|
void TranslateItem(ItemInfo* item, short angle, float forward, float down, float right)
|
|
{
|
|
item->Pose.Position = TranslateVector(item->Pose.Position, angle, forward, down, right);
|
|
}
|
|
|
|
void TranslateItem(ItemInfo* item, Vector3Shrt orient, float distance)
|
|
{
|
|
item->Pose.Position = TranslateVector(item->Pose.Position, orient, distance);
|
|
}
|
|
|
|
void TranslateItem(ItemInfo* item, Vector3 direction, float distance)
|
|
{
|
|
item->Pose.Position = TranslateVector(item->Pose.Position, direction, distance);
|
|
}
|
|
|
|
void SetAnimation(ItemInfo* item, int animIndex, int frameToStart)
|
|
{
|
|
if (item->Animation.AnimNumber == animIndex)
|
|
return;
|
|
|
|
int index = Objects[item->ObjectNumber].animIndex + animIndex;
|
|
if (index < 0 || index >= g_Level.Anims.size())
|
|
{
|
|
TENLog(std::string("Attempted to set nonexistent animation ") + std::to_string(animIndex) + std::string(" for object ") + std::to_string(item->ObjectNumber), LogLevel::Warning);
|
|
return;
|
|
}
|
|
|
|
item->Animation.AnimNumber = index;
|
|
item->Animation.FrameNumber = g_Level.Anims[index].frameBase + frameToStart;
|
|
item->Animation.ActiveState = g_Level.Anims[index].ActiveState;
|
|
item->Animation.TargetState = item->Animation.ActiveState;
|
|
}
|
|
|
|
bool GetChange(ItemInfo* item, ANIM_STRUCT* anim)
|
|
{
|
|
if (item->Animation.ActiveState == item->Animation.TargetState)
|
|
return false;
|
|
|
|
if (anim->numberChanges <= 0)
|
|
return false;
|
|
|
|
// Iterate over possible state dispatches.
|
|
for (int i = 0; i < anim->numberChanges; i++)
|
|
{
|
|
auto* dispatch = &g_Level.Changes[anim->changeIndex + i];
|
|
if (dispatch->TargetState == item->Animation.TargetState)
|
|
{
|
|
// Iterate over frame range of state dispatch.
|
|
for (int j = 0; j < dispatch->numberRanges; j++)
|
|
{
|
|
auto* range = &g_Level.Ranges[dispatch->rangeIndex + j];
|
|
if (item->Animation.FrameNumber >= range->startFrame && item->Animation.FrameNumber <= range->endFrame)
|
|
{
|
|
item->Animation.AnimNumber = range->linkAnimNum;
|
|
item->Animation.FrameNumber = range->linkFrameNum;
|
|
return true;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
BOUNDING_BOX* GetBoundsAccurate(ItemInfo* item)
|
|
{
|
|
int rate = 0;
|
|
ANIM_FRAME* framePtr[2];
|
|
|
|
int frac = GetFrame(item, framePtr, &rate);
|
|
if (frac == 0)
|
|
return &framePtr[0]->boundingBox;
|
|
else
|
|
{
|
|
InterpolatedBounds.X1 = framePtr[0]->boundingBox.X1 + (framePtr[1]->boundingBox.X1 - framePtr[0]->boundingBox.X1) * frac / rate;
|
|
InterpolatedBounds.X2 = framePtr[0]->boundingBox.X2 + (framePtr[1]->boundingBox.X2 - framePtr[0]->boundingBox.X2) * frac / rate;
|
|
InterpolatedBounds.Y1 = framePtr[0]->boundingBox.Y1 + (framePtr[1]->boundingBox.Y1 - framePtr[0]->boundingBox.Y1) * frac / rate;
|
|
InterpolatedBounds.Y2 = framePtr[0]->boundingBox.Y2 + (framePtr[1]->boundingBox.Y2 - framePtr[0]->boundingBox.Y2) * frac / rate;
|
|
InterpolatedBounds.Z1 = framePtr[0]->boundingBox.Z1 + (framePtr[1]->boundingBox.Z1 - framePtr[0]->boundingBox.Z1) * frac / rate;
|
|
InterpolatedBounds.Z2 = framePtr[0]->boundingBox.Z2 + (framePtr[1]->boundingBox.Z2 - framePtr[0]->boundingBox.Z2) * frac / rate;
|
|
{
|
|
return &InterpolatedBounds;
|
|
}
|
|
}
|
|
}
|
|
|
|
ANIM_FRAME* GetBestFrame(ItemInfo* item)
|
|
{
|
|
int rate = 0;
|
|
ANIM_FRAME* framePtr[2];
|
|
|
|
int frac = GetFrame(item, framePtr, &rate);
|
|
|
|
if (frac <= (rate >> 1))
|
|
return framePtr[0];
|
|
else
|
|
return framePtr[1];
|
|
}
|
|
|
|
int GetFrame(ItemInfo* item, ANIM_FRAME* framePtr[], int* rate)
|
|
{
|
|
int frame = item->Animation.FrameNumber;
|
|
auto* anim = &g_Level.Anims[item->Animation.AnimNumber];
|
|
framePtr[0] = framePtr[1] = &g_Level.Frames[anim->framePtr];
|
|
int rate2 = *rate = anim->Interpolation & 0x00ff;
|
|
frame -= anim->frameBase;
|
|
|
|
int first = frame / rate2;
|
|
int interpolation = frame % rate2;
|
|
framePtr[0] += first; // Get frame pointers...
|
|
framePtr[1] = framePtr[0] + 1; // and store away.
|
|
|
|
if (interpolation == 0)
|
|
return 0;
|
|
|
|
// Clamp key frame to end if need be.
|
|
int second = first * rate2 + rate2;
|
|
if (second > anim->frameEnd)
|
|
*rate = anim->frameEnd - (second - rate2);
|
|
|
|
return interpolation;
|
|
}
|
|
|
|
int GetCurrentRelativeFrameNumber(ItemInfo* item)
|
|
{
|
|
return item->Animation.FrameNumber - GetFrameNumber(item, 0);
|
|
}
|
|
|
|
int GetFrameNumber(ItemInfo* item, int frameToStart)
|
|
{
|
|
int animNumber = item->Animation.AnimNumber - Objects[item->ObjectNumber].animIndex;
|
|
return GetFrameNumber(item->ObjectNumber, animNumber, frameToStart);
|
|
}
|
|
|
|
int GetFrameNumber(int objectID, int animNumber, int frameToStart)
|
|
{
|
|
return (g_Level.Anims[Objects[objectID].animIndex + animNumber].frameBase + frameToStart);
|
|
}
|
|
|
|
int GetFrameCount(int animNumber)
|
|
{
|
|
if (animNumber < 0 || g_Level.Anims.size() <= animNumber)
|
|
return 0;
|
|
|
|
int end = g_Level.Anims[animNumber].frameEnd;
|
|
int base = g_Level.Anims[animNumber].frameBase;
|
|
return (end - base);
|
|
}
|
|
|
|
int GetNextAnimState(ItemInfo* item)
|
|
{
|
|
return GetNextAnimState(item->ObjectNumber, item->Animation.AnimNumber);
|
|
}
|
|
|
|
int GetNextAnimState(int objectID, int animNumber)
|
|
{
|
|
int nextAnim = g_Level.Anims[Objects[objectID].animIndex + animNumber].jumpAnimNum;
|
|
return g_Level.Anims[Objects[objectID].animIndex + nextAnim].ActiveState;
|
|
}
|
|
|
|
void DrawAnimatingItem(ItemInfo* item)
|
|
{
|
|
// TODO: to refactor
|
|
// Empty stub because actually we disable items drawing when drawRoutine pointer is NULL in ObjectInfo
|
|
}
|
|
|
|
void GetLaraJointPosition(Vector3Int* pos, int laraMeshIndex)
|
|
{
|
|
if (laraMeshIndex >= NUM_LARA_MESHES)
|
|
laraMeshIndex = LM_HEAD;
|
|
|
|
Vector3 p = Vector3(pos->x, pos->y, pos->z);
|
|
g_Renderer.GetLaraAbsBonePosition(&p, laraMeshIndex);
|
|
|
|
pos->x = p.x;
|
|
pos->y = p.y;
|
|
pos->z = p.z;
|
|
}
|
|
|
|
void ClampRotation(PHD_3DPOS* pos, short angle, short rotation)
|
|
{
|
|
if (angle <= rotation)
|
|
{
|
|
if (angle >= -rotation)
|
|
pos->Orientation.y += angle;
|
|
else
|
|
pos->Orientation.y -= rotation;
|
|
}
|
|
else
|
|
pos->Orientation.y += rotation;
|
|
}
|