mirror of
https://github.com/TombEngine/TombEngine.git
synced 2025-05-06 19:01:06 +03:00
267 lines
No EOL
4.8 KiB
C++
267 lines
No EOL
4.8 KiB
C++
#include "../newobjects.h"
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#include "../../Game/Box.h"
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#include "../../Game/people.h"
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BITE_INFO workerDualGunL = { -2, 275, 23, 6 };
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BITE_INFO workerDualGunR = { 2, 275, 23, 10 };
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void WorkerDualGunControl(short itemNum)
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{
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if (!CreatureActive(itemNum))
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return;
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ITEM_INFO* item;
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CREATURE_INFO* dual;
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AI_INFO info;
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short angle, head_x, head_y, torso_x, torso_y, tilt;
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item = &Items[itemNum];
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dual = (CREATURE_INFO*)item->data;
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angle = head_x = head_y = torso_x = torso_y = tilt = 0;
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if (item->hitPoints <= 0)
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{
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if (item->currentAnimState != 11)
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{
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item->animNumber = Objects[item->objectNumber].animIndex + 32;
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item->frameNumber = Anims[item->animNumber].frameBase;
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item->currentAnimState = 11;
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}
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}
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else if (LaraItem->hitPoints <= 0)
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{
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item->goalAnimState = 2;
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}
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else
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{
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CreatureAIInfo(item, &info);
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GetCreatureMood(item, &info, VIOLENT);
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CreatureMood(item, &info, VIOLENT);
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angle = CreatureTurn(item, dual->maximumTurn);
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switch (item->currentAnimState)
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{
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case 1:
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case 2:
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dual->maximumTurn = 0;
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if (info.ahead)
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{
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head_y = info.angle;
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head_x = info.xAngle;
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}
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if (dual->mood == ATTACK_MOOD || LaraItem->hitPoints > 0)
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{
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if (Targetable(item, &info))
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{
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if (info.distance <= 0x900000)
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item->goalAnimState = 9;
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else
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item->goalAnimState = 3;
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}
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else
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{
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switch (dual->mood)
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{
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case ATTACK_MOOD:
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if (info.distance > 0x19000000 || !info.ahead)
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item->goalAnimState = 4;
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else
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item->goalAnimState = 3;
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break;
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case ESCAPE_MOOD:
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item->goalAnimState = 4;
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break;
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case STALK_MOOD:
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item->goalAnimState = 3;
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break;
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default:
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if (!info.ahead)
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item->goalAnimState = 3;
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break;
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}
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}
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}
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else
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{
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item->goalAnimState = 1;
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}
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break;
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case 3:
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dual->maximumTurn = ANGLE(3);
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if (info.ahead)
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{
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head_y = info.angle;
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head_x = info.xAngle;
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}
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if (Targetable(item, &info))
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{
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if (info.distance < 0x900000 || info.zoneNumber != info.enemyZone)
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{
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item->goalAnimState = 1;
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}
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else
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{
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if (info.angle >= 0)
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item->goalAnimState = 6;
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else
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item->goalAnimState = 5;
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}
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}
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if (dual->mood == ESCAPE_MOOD)
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{
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item->goalAnimState = 4;
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}
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else if (dual->mood == ATTACK_MOOD || dual->mood == STALK_MOOD)
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{
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if (info.distance > 0x19000000 || !info.ahead)
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item->goalAnimState = 4;
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}
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else if (LaraItem->hitPoints > 0)
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{
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if (info.ahead)
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item->goalAnimState = 1;
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}
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else
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{
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item->goalAnimState = 2;
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}
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break;
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case 4:
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dual->maximumTurn = ANGLE(6);
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if (info.ahead)
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{
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head_y = info.angle;
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head_x = info.xAngle;
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}
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tilt = angle / 4;
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if (Targetable(item, &info))
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{
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if (info.zoneNumber == info.enemyZone)
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{
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if (info.angle >= 0)
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item->goalAnimState = 6;
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else
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item->goalAnimState = 5;
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}
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else
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{
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item->goalAnimState = 3;
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}
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}
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else if (dual->mood == ATTACK_MOOD)
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{
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if (info.ahead && info.distance < 0x19000000)
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item->goalAnimState = 3;
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}
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else if (LaraItem->hitPoints > 0)
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{
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item->goalAnimState = 1;
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}
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else
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{
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item->goalAnimState = 2;
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}
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break;
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case 5:
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dual->flags = 0;
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if (info.ahead)
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{
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torso_y = info.angle;
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torso_x = info.xAngle;
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}
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if (Targetable(item, &info))
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item->goalAnimState = 7;
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else
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item->goalAnimState = 3;
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break;
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case 6:
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dual->flags = 0;
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if (info.ahead)
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{
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torso_y = info.angle;
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torso_x = info.xAngle;
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}
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if (Targetable(item, &info))
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item->goalAnimState = 8;
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else
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item->goalAnimState = 3;
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break;
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case 7:
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if (info.ahead)
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{
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torso_y = info.angle;
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torso_x = info.xAngle;
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}
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if (!dual->flags)
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{
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ShotLara(item, &info, &workerDualGunL, torso_y, 50);
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dual->flags = 1;
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}
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break;
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case 8:
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if (info.ahead)
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{
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torso_y = info.angle;
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torso_x = info.xAngle;
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}
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if (!dual->flags)
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{
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ShotLara(item, &info, &workerDualGunR, torso_y, 50);
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dual->flags = 1;
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}
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break;
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case 9:
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dual->flags = 0;
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if (info.ahead)
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{
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torso_y = info.angle;
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torso_x = info.xAngle;
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}
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if (Targetable(item, &info))
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item->goalAnimState = 10;
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else
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item->goalAnimState = 1;
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break;
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case 10:
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if (info.ahead)
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{
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torso_y = info.angle;
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torso_x = info.xAngle;
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}
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if (!dual->flags)
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{
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ShotLara(item, &info, &workerDualGunL, torso_y, 50);
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ShotLara(item, &info, &workerDualGunR, torso_y, 50);
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dual->flags = 1;
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}
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break;
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}
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}
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CreatureTilt(item, tilt);
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CreatureJoint(item, 0, torso_y);
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CreatureJoint(item, 1, torso_x);
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CreatureJoint(item, 2, head_y);
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CreatureJoint(item, 3, head_x);
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CreatureAnimation(itemNum, angle, tilt);
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} |