mirror of
https://github.com/TombEngine/TombEngine.git
synced 2025-04-30 16:57:57 +03:00
1457 lines
36 KiB
C++
1457 lines
36 KiB
C++
#include "framework.h"
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#include "switch.h"
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#include "door.h"
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#include "items.h"
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#include "lot.h"
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#include "objects.h"
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#include "Lara.h"
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#ifdef NEW_INV
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#include "newinv2.h"
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#else
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#include "inventory.h"
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#endif
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#include "draw.h"
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#include "sphere.h"
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#include "camera.h"
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#include "setup.h"
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#include "level.h"
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#include "input.h"
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#include "sound.h"
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byte SequenceUsed[6];
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byte SequenceResults[3][3][3];
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byte Sequences[3];
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byte CurrentSequence;
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int PulleyItemNumber = NO_ITEM;
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extern PHD_VECTOR OldPickupPos;
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#ifndef NEW_INV
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extern Inventory g_Inventory;
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#endif
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static PHD_VECTOR CogSwitchPos(0, 0, -856);
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OBJECT_COLLISION_BOUNDS CogSwitchBounds =
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{
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0xFE00, 0x0200, 0x0000, 0x0000, 0xFA00, 0xFE00, 0xF8E4, 0x071C, 0xEAAC, 0x1554,
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0xF8E4, 0x071C
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};
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OBJECT_COLLISION_BOUNDS Switch2Bounds =
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{
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0xFC00, 0x0400, 0xFC00, 0x0400, 0xFC00, 0x0200, 0xC720, 0x38E0, 0xC720, 0x38E0,
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0xC720, 0x38E0
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};
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PHD_VECTOR Switch2Position = { 0, 0, 108 };
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OBJECT_COLLISION_BOUNDS TurnSwitchBoundsA = // offset 0xA14D8
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{
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0x0200, 0x0380, 0x0000, 0x0000, 0xFE00, 0x0000, 0xF8E4, 0x071C, 0xEAAC, 0x1554,
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0xF8E4, 0x071C
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};
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PHD_VECTOR TurnSwitchPos = { 650, 0, 138 }; // offset 0xA14F0
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OBJECT_COLLISION_BOUNDS TurnSwitchBoundsC = // offset 0xA14FC
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{
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0x0200, 0x0380, 0x0000, 0x0000, 0x0000, 0x0200, 0xF8E4, 0x071C, 0xEAAC, 0x1554,
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0xF8E4, 0x071C
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};
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PHD_VECTOR TurnSwitchPosA = { 650, 0, -138 }; // offset 0xA1514
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PHD_VECTOR RailSwitchPos = { 0, 0, -550 }; // offset 0xA1544
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OBJECT_COLLISION_BOUNDS RailSwitchBounds = // offset 0xA1550
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{
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0xFF00, 0x0100, 0x0000, 0x0000, 0xFD00, 0xFE00, 0xF8E4, 0x071C, 0xEAAC, 0x1554,
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0xF8E4, 0x071C
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};
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PHD_VECTOR RailSwitchPos2 = { 0, 0, 550 }; // offset 0xA1568
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OBJECT_COLLISION_BOUNDS RailSwitchBounds2 = // offset 0xA1574
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{
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0xFF00, 0x0100, 0x0000, 0x0000, 0x0200, 0x0300, 0xF8E4, 0x071C, 0xEAAC, 0x1554,
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0xF8E4, 0x071C
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};
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OBJECT_COLLISION_BOUNDS JumpSwitchBounds = // offset 0xA158C
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{
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0xFF80, 0x0080, 0xFF00, 0x0100, 0x0180, 0x0200, 0xF8E4, 0x071C, 0xEAAC, 0x1554,
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0xF8E4, 0x071C
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};
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PHD_VECTOR JumpSwitchPos = { 0, -208, 256 }; // offset 0xA15A4
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PHD_VECTOR CrowbarPos = { -89, 0, -328 }; // offset 0xA15B0
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OBJECT_COLLISION_BOUNDS CrowbarBounds = // offset 0xA15BC
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{
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0xFF00, 0x0100, 0x0000, 0x0000, 0xFE00, 0xFF00, 0xF8E4, 0x071C, 0xEAAC, 0x1554,
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0xF8E4, 0x071C
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};
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PHD_VECTOR CrowbarPos2 = { 89, 0, 328 }; // offset 0xA15D4
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OBJECT_COLLISION_BOUNDS CrowbarBounds2 = // offset 0xA15E0
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{
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0xFF00, 0x0100, 0x0000, 0x0000, 0x0100, 0x0200, 0xF8E4, 0x071C, 0xEAAC, 0x1554,
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0xF8E4, 0x071C
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};
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OBJECT_COLLISION_BOUNDS FullBlockSwitchBounds = // offset 0xA15F8
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{
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0xFE80, 0x0180, 0x0000, 0x0100, 0x0000, 0x0200, 0xF8E4, 0x071C, 0xEAAC, 0x1554,
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0xF8E4, 0x071C
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};
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PHD_VECTOR FullBlockSwitchPos = { 0, 0, 0 }; // offset 0xA1610
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OBJECT_COLLISION_BOUNDS PulleyBounds = // offset 0xA161C
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{
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0xFF00, 0x0100, 0x0000, 0x0000, 0xFE00, 0x0200, 0xF8E4, 0x071C, 0xEAAC, 0x1554,
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0xF8E4, 0x071C
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};
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PHD_VECTOR PulleyPos = { 0, 0, -148 }; // offset 0xA1634
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PHD_VECTOR CrowDovePos = { 0, 0, -400 }; // offset 0xA1640
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OBJECT_COLLISION_BOUNDS UnderwaterSwitchBounds = // offset 0xA164C
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{
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0xFF00, 0x0100, 0xFB00, 0xFE00, 0xFE00, 0x0000, 0xC720, 0x38E0, 0xC720, 0x38E0,
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0xC720, 0x38E0
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};
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OBJECT_COLLISION_BOUNDS UnderwaterSwitchBounds2 = // offset 0xA1664
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{
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0xFF00, 0x0100, 0xFB00, 0xFE00, 0x0000, 0x0200, 0xC720, 0x38E0, 0xC720, 0x38E0,
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0xC720, 0x38E0
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};
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PHD_VECTOR UnderwaterSwitchPos = { 0, -736, -416 }; // offset 0xA167C
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PHD_VECTOR UnderwaterSwitchPos2 = { 0, -736, 416 }; // offset 0xA1688
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OBJECT_COLLISION_BOUNDS SwitchBounds = // offset 0xA1694
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{
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0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0xF8E4, 0x071C, 0xEAAC, 0x1554,
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0xF8E4, 0x071C
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};
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PHD_VECTOR SwitchPos = { 0, 0, 0 }; // offset 0xA16AC
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void ProcessExplodingSwitchType8(ITEM_INFO* item)
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{
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PHD_VECTOR pos;
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pos.x = 0;
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pos.y = 0;
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pos.z = 0;
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GetJointAbsPosition(item, &pos, 0);
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TestTriggersAtXYZ(pos.x, pos.y, pos.z, item->roomNumber, 1, 0);
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ExplodeItemNode(item, Objects[item->objectNumber].nmeshes - 1, 0, 64);
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item->meshBits |= 1 << ((Objects[item->objectNumber].nmeshes & 0xFF) - 2);
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}
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void CrowDoveSwitchCollision(short itemNum, ITEM_INFO* l, COLL_INFO* coll)
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{
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ITEM_INFO* item = &g_Level.Items[itemNum];
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if (item->flags & 0x100
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|| !(item->meshBits & 4)
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|| (!(TrInput & IN_ACTION)
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|| Lara.gunStatus
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|| l->currentAnimState != LS_STOP
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|| l->animNumber != LA_STAND_IDLE
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|| l->gravityStatus)
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&& (!Lara.isMoving || Lara.generalPtr != (void*)itemNum))
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{
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if (l->currentAnimState != LS_DOVESWITCH)
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ObjectCollision(itemNum, l, coll);
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}
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else
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{
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int oldYrot = item->pos.yRot;
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item->pos.yRot = l->pos.yRot;
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if (TestLaraPosition(&PulleyBounds, item, l))
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{
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if (MoveLaraPosition(&CrowDovePos, item, l))
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{
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l->animNumber = LA_DOVESWITCH_TURN;
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l->currentAnimState = LS_DOVESWITCH;
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l->frameNumber = g_Level.Anims[l->animNumber].frameBase;
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AddActiveItem(itemNum);
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item->itemFlags[0] = 0; // This enables the switch again (in TR5 this switch was always triggered by heavy triggers)
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item->status = ITEM_ACTIVE;
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item->pos.yRot = oldYrot;
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Lara.isMoving = false;
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Lara.headYrot = 0;
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Lara.headXrot = 0;
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Lara.torsoYrot = 0;
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Lara.torsoXrot = 0;
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Lara.gunStatus = LG_HANDS_BUSY;
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Lara.generalPtr = (void*)item;
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}
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else
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{
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Lara.generalPtr = (void*)itemNum;
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}
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item->pos.yRot = oldYrot;
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}
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else
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{
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if (Lara.isMoving && Lara.generalPtr == (void*)itemNum)
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{
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Lara.isMoving = false;
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Lara.gunStatus = LG_NO_ARMS;
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}
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item->pos.yRot = oldYrot;
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}
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}
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}
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void CrowDoveSwitchControl(short itemNumber)
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{
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ITEM_INFO* item = &g_Level.Items[itemNumber];
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if ((item->meshBits & 2))
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{
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ExplodeItemNode(item, 1, 0, 0x100);
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SoundEffect(SFX_TR5_RAVENSWITCH_EXP, &item->pos, 0);
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item->meshBits = 5;
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RemoveActiveItem(itemNumber);
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item->itemFlags[0] = 1; // I use this for not making it activable again by trigger
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}
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else if (!item->itemFlags[0])
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{
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if (item->currentAnimState == 0)
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item->goalAnimState = 1;
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AnimateItem(item);
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if (item->currentAnimState == 0)
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item->pos.yRot += ANGLE(90);
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}
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}
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void FullBlockSwitchCollision(short itemNum, ITEM_INFO* l, COLL_INFO* coll)
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{
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ITEM_INFO* item = &g_Level.Items[itemNum];
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if ((!(TrInput & IN_ACTION)
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|| item->status
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|| item->flags & 0x100
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|| CurrentSequence >= 3u
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|| Lara.gunStatus
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|| l->currentAnimState != LS_STOP
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|| l->animNumber != LA_STAND_IDLE)
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&& (!Lara.isMoving || Lara.generalPtr != (void*)itemNum))
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{
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ObjectCollision(itemNum, l, coll);
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return;
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}
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if (TestLaraPosition(&FullBlockSwitchBounds, item, l))
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{
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if (MoveLaraPosition(&FullBlockSwitchPos, item, l))
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{
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if (item->currentAnimState == 1)
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{
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l->currentAnimState = LS_SWITCH_DOWN;
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l->animNumber = LA_BUTTON_GIANT_PUSH;
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item->goalAnimState = 0;
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}
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l->goalAnimState = LS_STOP;
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l->frameNumber = g_Level.Anims[l->animNumber].frameBase;
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item->status = ITEM_ACTIVE;
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AddActiveItem(itemNum);
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AnimateItem(item);
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Lara.isMoving = false;
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Lara.headYrot = 0;
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Lara.headXrot = 0;
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Lara.torsoYrot = 0;
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Lara.torsoXrot = 0;
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Lara.gunStatus = LG_HANDS_BUSY;
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}
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else
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{
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Lara.generalPtr = (void*)itemNum;
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}
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}
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else if (Lara.isMoving && Lara.generalPtr == (void*)itemNum)
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{
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Lara.isMoving = false;
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Lara.gunStatus = LG_NO_ARMS;
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}
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}
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void FullBlockSwitchControl(short itemNumber)
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{
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ITEM_INFO* item = &g_Level.Items[itemNumber];
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if (item->animNumber != Objects[item->objectNumber].animIndex + 2
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|| CurrentSequence >= 3u
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|| item->itemFlags[0])
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{
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if (CurrentSequence >= 4u)
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{
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item->itemFlags[0] = 0;
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item->goalAnimState = 1;
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item->status = ITEM_NOT_ACTIVE;
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if (++CurrentSequence >= 7u)
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CurrentSequence = 0;
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}
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}
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else
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{
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item->itemFlags[0] = 1;
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Sequences[CurrentSequence++] = item->triggerFlags;
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}
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AnimateItem(item);
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}
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void CrowbarSwitchCollision(short itemNum, ITEM_INFO* l, COLL_INFO* coll)
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{
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int doSwitch = 0;
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ITEM_INFO* item = &g_Level.Items[itemNum];
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if ((!(TrInput & IN_ACTION) &&
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#ifdef NEW_INV
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GLOBAL_inventoryitemchosen != ID_CROWBAR_ITEM
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#else
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g_Inventory.GetSelectedObject() != ID_CROWBAR_ITEM
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#endif
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|| l->currentAnimState != LS_STOP
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|| l->animNumber != LA_STAND_IDLE
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|| Lara.gunStatus
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|| item->itemFlags[0])
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&& (!Lara.isMoving || Lara.generalPtr != (void*)itemNum))
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{
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ObjectCollision(itemNum, l, coll);
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return;
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}
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if (item->currentAnimState)
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{
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if (item->currentAnimState != 1)
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{
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ObjectCollision(itemNum, l, coll);
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return;
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}
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l->pos.yRot ^= (short)ANGLE(180);
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if (TestLaraPosition(&CrowbarBounds2, item, l))
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{
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if (Lara.isMoving ||
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#ifdef NEW_INV
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GLOBAL_inventoryitemchosen == ID_CROWBAR_ITEM
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#else
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g_Inventory.GetSelectedObject() == ID_CROWBAR_ITEM
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#endif
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)
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{
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if (MoveLaraPosition(&CrowbarPos2, item, l))
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{
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l->animNumber = LA_CROWBAR_USE_ON_FLOOR;
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doSwitch = 1;
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l->frameNumber = g_Level.Anims[l->animNumber].frameBase;
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item->goalAnimState = 0;
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}
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else
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{
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Lara.generalPtr = (void*)itemNum;
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}
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#ifdef NEW_INV
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GLOBAL_inventoryitemchosen = NO_ITEM;
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#else
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g_Inventory.SetSelectedObject(NO_ITEM);
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#endif
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}
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else
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{
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doSwitch = -1;
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}
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}
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else if (Lara.isMoving && Lara.generalPtr == (void*)itemNum)
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{
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Lara.isMoving = false;
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Lara.gunStatus = LG_NO_ARMS;
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}
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l->pos.yRot ^= (short)ANGLE(180);
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}
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else
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{
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if (!TestLaraPosition(&CrowbarBounds, item, l))
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{
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if (Lara.isMoving && Lara.generalPtr == (void*)itemNum)
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{
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Lara.isMoving = false;
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Lara.gunStatus = LG_NO_ARMS;
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}
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ObjectCollision(itemNum, l, coll);
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return;
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}
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if (!(Lara.isMoving &&
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#ifdef NEW_INV
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GLOBAL_inventoryitemchosen != ID_CROWBAR_ITEM)
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#else
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g_Inventory.GetSelectedObject() != ID_CROWBAR_ITEM)
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#endif
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)
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{
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if (Lara.Crowbar)
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#ifdef NEW_INV
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GLOBAL_inventoryitemchosen = ID_CROWBAR_ITEM;
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#else
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g_Inventory.SetEnterObject(ID_CROWBAR_ITEM);
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#endif
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else
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{
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if (OldPickupPos.x != l->pos.xPos || OldPickupPos.y != l->pos.yPos || OldPickupPos.z != l->pos.zPos)
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{
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OldPickupPos.x = l->pos.xPos;
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OldPickupPos.y = l->pos.yPos;
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OldPickupPos.z = l->pos.zPos;
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SayNo();
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}
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}
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return;
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}
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if (MoveLaraPosition(&CrowbarPos, item, l))
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{
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l->animNumber = LA_CROWBAR_USE_ON_FLOOR;
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doSwitch = 1;
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l->frameNumber = g_Level.Anims[l->animNumber].frameBase;
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item->goalAnimState = 1;
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}
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else
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{
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Lara.generalPtr = (void*)itemNum;
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}
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#ifdef NEW_INV
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GLOBAL_inventoryitemchosen = NO_ITEM;
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#else
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g_Inventory.SetSelectedObject(NO_ITEM);
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#endif
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}
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if (!doSwitch)
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{
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ObjectCollision(itemNum, l, coll);
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return;
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}
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if (doSwitch != -1)
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{
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l->goalAnimState = LS_SWITCH_DOWN;
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l->currentAnimState = LS_SWITCH_DOWN;
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Lara.isMoving = false;
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Lara.headYrot = 0;
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Lara.headXrot = 0;
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Lara.torsoYrot = 0;
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Lara.torsoXrot = 0;
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Lara.gunStatus = LG_HANDS_BUSY;
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item->status = ITEM_ACTIVE;
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AddActiveItem(itemNum);
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AnimateItem(item);
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return;
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}
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if (Lara.Crowbar)
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#ifdef NEW_INV
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GLOBAL_enterinventory = ID_CROWBAR_ITEM;
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#else
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g_Inventory.SetEnterObject(ID_CROWBAR_ITEM);
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#endif
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else
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{
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if (OldPickupPos.x != l->pos.xPos || OldPickupPos.y != l->pos.yPos || OldPickupPos.z != l->pos.zPos)
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{
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OldPickupPos.x = l->pos.xPos;
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OldPickupPos.y = l->pos.yPos;
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OldPickupPos.z = l->pos.zPos;
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SayNo();
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}
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}
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}
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void JumpSwitchCollision(short itemNum, ITEM_INFO* l, COLL_INFO* coll)
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{
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ITEM_INFO* item = &g_Level.Items[itemNum];
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if (TrInput & IN_ACTION)
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{
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if (!Lara.gunStatus)
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{
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if (l->currentAnimState == LS_REACH || l->currentAnimState == LS_JUMP_UP)
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{
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if (l->status || l->gravityStatus)
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{
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if (l->fallspeed > 0 && !item->currentAnimState)
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{
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if (TestLaraPosition(&JumpSwitchBounds, item, l))
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{
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AlignLaraPosition(&JumpSwitchPos, item, l);
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l->currentAnimState = LS_SWITCH_DOWN;
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l->animNumber = LA_JUMPSWITCH_PULL;
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l->fallspeed = 0;
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l->frameNumber = g_Level.Anims[l->animNumber].frameBase;
|
|
l->gravityStatus = false;
|
|
Lara.gunStatus = LG_HANDS_BUSY;
|
|
|
|
item->goalAnimState = 1;
|
|
item->status = ITEM_ACTIVE;
|
|
|
|
AddActiveItem(itemNum);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void RailSwitchCollision(short itemNum, ITEM_INFO* l, COLL_INFO* coll)
|
|
{
|
|
int flag = 0;
|
|
ITEM_INFO* item = &g_Level.Items[itemNum];
|
|
|
|
if ((!(TrInput & IN_ACTION)
|
|
|| l->currentAnimState != LS_STOP
|
|
|| l->animNumber != LA_STAND_IDLE
|
|
|| Lara.gunStatus)
|
|
&& (!Lara.isMoving
|
|
|| Lara.generalPtr != (void*)itemNum))
|
|
{
|
|
ObjectCollision(itemNum, l, coll);
|
|
return;
|
|
}
|
|
|
|
if (item->currentAnimState)
|
|
{
|
|
if (item->currentAnimState == 1)
|
|
{
|
|
l->pos.yRot ^= (short)ANGLE(180);
|
|
if (TestLaraPosition(&RailSwitchBounds2, item, l))
|
|
{
|
|
if (MoveLaraPosition(&RailSwitchPos2, item, l))
|
|
{
|
|
item->goalAnimState = 0;
|
|
flag = 1;
|
|
}
|
|
else
|
|
{
|
|
Lara.generalPtr = (void*)itemNum;
|
|
}
|
|
}
|
|
else if (Lara.isMoving && Lara.generalPtr == (void*)itemNum)
|
|
{
|
|
Lara.isMoving = false;
|
|
Lara.gunStatus = LG_NO_ARMS;
|
|
}
|
|
|
|
l->pos.yRot ^= (short)ANGLE(180);
|
|
|
|
if (flag)
|
|
{
|
|
l->animNumber = LA_LEVER_PUSH;
|
|
l->frameNumber = g_Level.Anims[l->animNumber].frameBase;
|
|
l->goalAnimState = LS_LEVERSWITCH_PUSH;
|
|
l->currentAnimState = LS_LEVERSWITCH_PUSH;
|
|
Lara.isMoving = false;
|
|
Lara.headYrot = 0;
|
|
Lara.headXrot = 0;
|
|
Lara.torsoYrot = 0;
|
|
Lara.torsoXrot = 0;
|
|
Lara.gunStatus = LG_HANDS_BUSY;
|
|
|
|
item->status = ITEM_ACTIVE;
|
|
AddActiveItem(itemNum);
|
|
AnimateItem(item);
|
|
|
|
return;
|
|
}
|
|
}
|
|
|
|
ObjectCollision(itemNum, l, coll);
|
|
}
|
|
else
|
|
{
|
|
if (TestLaraPosition(&RailSwitchBounds, item, l))
|
|
{
|
|
if (MoveLaraPosition(&RailSwitchPos, item, l))
|
|
{
|
|
item->goalAnimState = 1;
|
|
l->animNumber = LA_LEVER_PUSH;
|
|
l->frameNumber = g_Level.Anims[l->animNumber].frameBase;
|
|
l->goalAnimState = LS_LEVERSWITCH_PUSH;
|
|
l->currentAnimState = LS_LEVERSWITCH_PUSH;
|
|
Lara.isMoving = false;
|
|
Lara.headYrot = 0;
|
|
Lara.headXrot = 0;
|
|
Lara.torsoYrot = 0;
|
|
Lara.torsoXrot = 0;
|
|
Lara.gunStatus = LG_HANDS_BUSY;
|
|
|
|
item->status = ITEM_ACTIVE;
|
|
AddActiveItem(itemNum);
|
|
AnimateItem(item);
|
|
}
|
|
else
|
|
{
|
|
Lara.generalPtr = (void*)itemNum;
|
|
}
|
|
}
|
|
else if (Lara.isMoving)
|
|
{
|
|
if (Lara.generalPtr == (void*)itemNum)
|
|
{
|
|
Lara.isMoving = false;
|
|
Lara.gunStatus = LG_NO_ARMS;
|
|
}
|
|
}
|
|
|
|
ObjectCollision(itemNum, l, coll);
|
|
}
|
|
}
|
|
|
|
void TurnSwitchCollision(short itemNum, ITEM_INFO* l, COLL_INFO* coll)
|
|
{
|
|
ITEM_INFO* item = &g_Level.Items[itemNum];
|
|
int flag = 0;
|
|
|
|
if (item->currentAnimState
|
|
&& TrInput & IN_ACTION
|
|
&& l->currentAnimState == LS_STOP
|
|
&& l->animNumber == LA_STAND_IDLE
|
|
&& !l->gravityStatus
|
|
&& Lara.gunStatus == LG_NO_ARMS
|
|
|| Lara.isMoving && Lara.generalPtr == (void*)itemNum)
|
|
{
|
|
short ItemNos[8];
|
|
if (TestLaraPosition(&TurnSwitchBoundsA, item, l))
|
|
{
|
|
if (MoveLaraPosition(&TurnSwitchPosA, item, l))
|
|
{
|
|
l->animNumber = LA_TURNSWITCH_GRAB_COUNTER_CLOCKWISE;
|
|
l->frameNumber = g_Level.Anims[LA_TURNSWITCH_GRAB_COUNTER_CLOCKWISE].frameBase;
|
|
item->animNumber = Objects[item->objectNumber].animIndex + 4;
|
|
item->frameNumber = g_Level.Anims[item->animNumber].frameBase;
|
|
item->itemFlags[0] = 1;
|
|
ForcedFixedCamera.x = item->pos.xPos - 1024 * phd_sin(item->pos.yRot);
|
|
ForcedFixedCamera.z = item->pos.zPos - 1024 * phd_cos(item->pos.yRot);
|
|
Lara.isMoving = 0;
|
|
Lara.headYrot = 0;
|
|
Lara.headXrot = 0;
|
|
Lara.torsoYrot = 0;
|
|
Lara.torsoXrot = 0;
|
|
Lara.gunStatus = LG_HANDS_BUSY;
|
|
l->currentAnimState = LA_REACH;
|
|
|
|
UseForcedFixedCamera = true;
|
|
ForcedFixedCamera.y = item->pos.yPos - 2048;
|
|
ForcedFixedCamera.roomNumber = item->roomNumber;
|
|
|
|
AddActiveItem(itemNum);
|
|
|
|
item->status = ITEM_ACTIVE;
|
|
item->itemFlags[1] = 0;
|
|
|
|
if (GetSwitchTrigger(item, ItemNos, 0))
|
|
{
|
|
if (!TriggerActive(&g_Level.Items[ItemNos[0]]))
|
|
{
|
|
g_Level.Items[ItemNos[0]].animNumber = Objects[g_Level.Items[ItemNos[0]].objectNumber].animIndex;
|
|
g_Level.Items[ItemNos[0]].frameNumber = g_Level.Anims[g_Level.Items[ItemNos[0]].animNumber].frameBase;
|
|
}
|
|
}
|
|
return;
|
|
}
|
|
Lara.generalPtr = (void*)itemNum;
|
|
}
|
|
else
|
|
{
|
|
l->pos.yRot ^= (short)ANGLE(180);
|
|
if (TestLaraPosition(&TurnSwitchBoundsC, item, l))
|
|
{
|
|
if (MoveLaraPosition(&TurnSwitchPos, item, l))
|
|
{
|
|
l->animNumber = 319;
|
|
flag = 1;
|
|
l->frameNumber = g_Level.Anims[319].frameBase;
|
|
item->itemFlags[0] = 2;
|
|
ForcedFixedCamera.x = item->pos.xPos + 1024 * phd_sin(item->pos.yRot);
|
|
ForcedFixedCamera.z = item->pos.zPos + 1024 * phd_cos(item->pos.yRot);
|
|
}
|
|
else
|
|
{
|
|
Lara.generalPtr = (void*)itemNum;
|
|
}
|
|
}
|
|
else if (Lara.isMoving && Lara.generalPtr == (void*)itemNum)
|
|
{
|
|
Lara.isMoving = false;
|
|
Lara.gunStatus = LG_NO_ARMS;
|
|
}
|
|
l->pos.yRot ^= (short)ANGLE(180);
|
|
if (flag)
|
|
{
|
|
Lara.isMoving = 0;
|
|
Lara.headYrot = 0;
|
|
Lara.headXrot = 0;
|
|
Lara.torsoYrot = 0;
|
|
Lara.torsoXrot = 0;
|
|
Lara.gunStatus = LG_HANDS_BUSY;
|
|
l->currentAnimState = LA_REACH;
|
|
UseForcedFixedCamera = true;
|
|
ForcedFixedCamera.y = item->pos.yPos - 2048;
|
|
ForcedFixedCamera.roomNumber = item->roomNumber;
|
|
AddActiveItem(itemNum);
|
|
item->status = ITEM_ACTIVE;
|
|
item->itemFlags[1] = 0;
|
|
if (GetSwitchTrigger(item, ItemNos, 0))
|
|
{
|
|
if (!TriggerActive(&g_Level.Items[ItemNos[0]]))
|
|
{
|
|
g_Level.Items[ItemNos[0]].animNumber = Objects[g_Level.Items[ItemNos[0]].objectNumber].animIndex + 4;
|
|
g_Level.Items[ItemNos[0]].frameNumber = g_Level.Anims[g_Level.Items[ItemNos[0]].animNumber].frameBase;
|
|
}
|
|
}
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (coll->enableBaddiePush && TestBoundsCollide(item, l, coll->radius))
|
|
{
|
|
GlobalCollisionBounds.X1 = -512;
|
|
GlobalCollisionBounds.X2 = 512;
|
|
GlobalCollisionBounds.Y1 = -512;
|
|
GlobalCollisionBounds.Y2 = 0;
|
|
GlobalCollisionBounds.Z1 = -512;
|
|
GlobalCollisionBounds.Z2 = 512;
|
|
|
|
ItemPushLara(item, l, coll, 0, 2);
|
|
|
|
GlobalCollisionBounds.X1 = 256;
|
|
GlobalCollisionBounds.X2 = 1024;
|
|
GlobalCollisionBounds.Z1 = -128;
|
|
GlobalCollisionBounds.Z2 = 128;
|
|
|
|
ItemPushLara(item, l, coll, 0, 2);
|
|
}
|
|
}
|
|
|
|
void TurnSwitchControl(short itemNum)
|
|
{
|
|
ITEM_INFO* l = LaraItem;
|
|
ITEM_INFO* item = &g_Level.Items[itemNum];
|
|
|
|
if (g_Level.Items[itemNum].itemFlags[0] == 2)
|
|
{
|
|
if (item->animNumber == Objects[ID_TURN_SWITCH].animIndex + 2)
|
|
{
|
|
item->pos.yRot += ANGLE(90);
|
|
if (TrInput & IN_ACTION)
|
|
{
|
|
l->animNumber = LA_TURNSWITCH_PUSH_CLOCKWISE_START;
|
|
l->frameNumber = g_Level.Anims[l->animNumber].frameBase;
|
|
item->animNumber = Objects[item->objectNumber].animIndex + 1;
|
|
item->frameNumber = g_Level.Anims[item->animNumber].frameBase;
|
|
}
|
|
}
|
|
|
|
if (l->animNumber == LA_TURNSWITCH_PUSH_CLOCKWISE_END && l->frameNumber == g_Level.Anims[l->animNumber].frameEnd && !item->itemFlags[1])
|
|
item->itemFlags[1] = 1;
|
|
|
|
if (l->frameNumber >= g_Level.Anims[LA_TURNSWITCH_PUSH_CLOCKWISE_START].frameBase &&
|
|
l->frameNumber <= g_Level.Anims[LA_TURNSWITCH_PUSH_CLOCKWISE_START].frameBase + 43
|
|
||
|
|
l->frameNumber >= g_Level.Anims[LA_TURNSWITCH_PUSH_CLOCKWISE_START].frameBase + 58 &&
|
|
l->frameNumber <= g_Level.Anims[LA_TURNSWITCH_PUSH_CLOCKWISE_START].frameBase + 115)
|
|
{
|
|
SoundEffect(SFX_TR4_PUSHABLE_SOUND, &item->pos, 2);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (item->animNumber == Objects[ID_TURN_SWITCH].animIndex + 6)
|
|
{
|
|
item->pos.yRot -= ANGLE(90);
|
|
if (TrInput & IN_ACTION)
|
|
{
|
|
l->animNumber = LA_TURNSWITCH_PUSH_COUNTER_CLOCKWISE_START;
|
|
l->frameNumber = g_Level.Anims[l->animNumber].frameBase;
|
|
item->animNumber = Objects[item->objectNumber].animIndex + 5;
|
|
item->frameNumber = g_Level.Anims[item->animNumber].frameBase;
|
|
}
|
|
}
|
|
|
|
if (l->animNumber == LA_TURNSWITCH_PUSH_COUNTER_CLOCKWISE_END && l->frameNumber == g_Level.Anims[LA_TURNSWITCH_PUSH_COUNTER_CLOCKWISE_END].frameEnd &&
|
|
!item->itemFlags[1])
|
|
item->itemFlags[1] = 1;
|
|
|
|
if (l->frameNumber >= g_Level.Anims[LA_TURNSWITCH_PUSH_COUNTER_CLOCKWISE_START].frameBase &&
|
|
l->frameNumber <= g_Level.Anims[LA_TURNSWITCH_PUSH_COUNTER_CLOCKWISE_START].frameBase + 43
|
|
||
|
|
l->frameNumber >= g_Level.Anims[LA_TURNSWITCH_PUSH_COUNTER_CLOCKWISE_START].frameBase + 58 &&
|
|
l->frameNumber <= g_Level.Anims[LA_TURNSWITCH_PUSH_COUNTER_CLOCKWISE_START].frameBase + 115)
|
|
{
|
|
SoundEffect(SFX_TR4_PUSHABLE_SOUND, &item->pos, 2);
|
|
}
|
|
}
|
|
|
|
AnimateItem(item);
|
|
|
|
if (item->itemFlags[1] == 1)
|
|
{
|
|
l->animNumber = LA_STAND_IDLE;
|
|
l->currentAnimState = LS_STOP;
|
|
l->frameNumber = g_Level.Anims[l->animNumber].frameBase;
|
|
item->animNumber = Objects[item->objectNumber].animIndex;
|
|
item->frameNumber = g_Level.Anims[item->animNumber].frameBase;
|
|
item->status = ITEM_NOT_ACTIVE;
|
|
|
|
RemoveActiveItem(itemNum);
|
|
|
|
Lara.gunStatus = LG_NO_ARMS;
|
|
UseForcedFixedCamera = 0;
|
|
item->itemFlags[1] = 2;
|
|
}
|
|
}
|
|
|
|
void PulleyCollision(short itemNum, ITEM_INFO* l, COLL_INFO* coll)
|
|
{
|
|
ITEM_INFO* item = &g_Level.Items[itemNum];
|
|
|
|
if (item->flags & 0x100
|
|
|| (!(TrInput & IN_ACTION)
|
|
|| Lara.gunStatus
|
|
|| l->currentAnimState != LS_STOP
|
|
|| l->animNumber != LA_STAND_IDLE
|
|
|| item->gravityStatus)
|
|
&& (!Lara.isMoving
|
|
|| Lara.generalPtr != (void*)itemNum))
|
|
{
|
|
if (l->currentAnimState != LS_PULLEY)
|
|
ObjectCollision(itemNum, l, coll);
|
|
}
|
|
else
|
|
{
|
|
short oldYrot = item->pos.yRot;
|
|
item->pos.yRot = l->pos.yRot;
|
|
if (TestLaraPosition(&PulleyBounds, item, l))
|
|
{
|
|
if (item->itemFlags[1])
|
|
{
|
|
if (OldPickupPos.x != l->pos.xPos || OldPickupPos.y != l->pos.yPos || OldPickupPos.z != l->pos.zPos)
|
|
{
|
|
OldPickupPos.x = l->pos.xPos;
|
|
OldPickupPos.y = l->pos.yPos;
|
|
OldPickupPos.z = l->pos.zPos;
|
|
SayNo();
|
|
}
|
|
}
|
|
else if (MoveLaraPosition(&PulleyPos, item, l))
|
|
{
|
|
l->animNumber = LA_PULLEY_GRAB;
|
|
l->currentAnimState = LS_PULLEY;
|
|
l->frameNumber = g_Level.Anims[l->animNumber].frameBase;
|
|
|
|
AddActiveItem(itemNum);
|
|
|
|
item->pos.yRot = oldYrot;
|
|
item->status = ITEM_ACTIVE;
|
|
|
|
Lara.isMoving = false;
|
|
Lara.headYrot = 0;
|
|
Lara.headXrot = 0;
|
|
Lara.torsoYrot = 0;
|
|
Lara.torsoXrot = 0;
|
|
Lara.gunStatus = LG_HANDS_BUSY;
|
|
Lara.generalPtr = item;
|
|
}
|
|
else
|
|
{
|
|
Lara.generalPtr = (void*)itemNum;
|
|
}
|
|
item->pos.yRot = oldYrot;
|
|
}
|
|
else
|
|
{
|
|
if (Lara.isMoving && Lara.generalPtr == (void*)itemNum)
|
|
{
|
|
Lara.isMoving = false;
|
|
Lara.gunStatus = LG_NO_ARMS;
|
|
}
|
|
item->pos.yRot = oldYrot;
|
|
}
|
|
}
|
|
}
|
|
|
|
void UnderwaterSwitchCollision(short itemNum, ITEM_INFO* l, COLL_INFO* coll)
|
|
{
|
|
ITEM_INFO* item = &g_Level.Items[itemNum];
|
|
int flag = 0;
|
|
|
|
if (TrInput & IN_ACTION
|
|
&& Lara.waterStatus == LW_UNDERWATER
|
|
&& l->currentAnimState == LS_UNDERWATER_STOP
|
|
&& l->animNumber == LA_UNDERWATER_IDLE
|
|
&& !Lara.gunStatus
|
|
&& !item->currentAnimState
|
|
|| Lara.isMoving && Lara.generalPtr == (void*)itemNum)
|
|
{
|
|
flag = 0;
|
|
if (TestLaraPosition(&UnderwaterSwitchBounds, item, l))
|
|
{
|
|
if (!MoveLaraPosition(&UnderwaterSwitchPos, item, l))
|
|
{
|
|
Lara.generalPtr = (void*)itemNum;
|
|
return ;
|
|
}
|
|
LABEL_17:
|
|
l->currentAnimState = LS_SWITCH_DOWN;
|
|
l->animNumber = LA_UNDERWATER_CEILING_SWITCH_PULL;
|
|
l->frameNumber = g_Level.Anims[l->animNumber].frameBase;
|
|
l->fallspeed = 0;
|
|
Lara.isMoving = false;
|
|
Lara.gunStatus = LG_HANDS_BUSY;
|
|
item->goalAnimState = 1;
|
|
item->status = ITEM_ACTIVE;
|
|
|
|
AddActiveItem(itemNum);
|
|
|
|
ForcedFixedCamera.x = item->pos.xPos - 1024 * phd_sin(item->pos.yRot + ANGLE(90));
|
|
ForcedFixedCamera.y = item->pos.yPos - 1024;
|
|
ForcedFixedCamera.z = item->pos.zPos - 1024 * phd_cos(item->pos.yRot + ANGLE(90));
|
|
ForcedFixedCamera.roomNumber = item->roomNumber;
|
|
|
|
return;
|
|
}
|
|
|
|
l->pos.yRot ^= (short)ANGLE(180);
|
|
if (TestLaraPosition(&UnderwaterSwitchBounds2, item, l))
|
|
{
|
|
if (MoveLaraPosition(&UnderwaterSwitchPos2, item, l))
|
|
flag = 1;
|
|
else
|
|
Lara.generalPtr = (void*)itemNum;
|
|
}
|
|
l->pos.yRot ^= (short)ANGLE(180);
|
|
|
|
if (flag)
|
|
{
|
|
l->currentAnimState = LS_SWITCH_DOWN;
|
|
l->animNumber = LA_UNDERWATER_CEILING_SWITCH_PULL;
|
|
l->frameNumber = g_Level.Anims[l->animNumber].frameBase;
|
|
l->fallspeed = 0;
|
|
Lara.isMoving = false;
|
|
Lara.gunStatus = LG_HANDS_BUSY;
|
|
item->goalAnimState = 1;
|
|
item->status = ITEM_ACTIVE;
|
|
|
|
AddActiveItem(itemNum);
|
|
|
|
ForcedFixedCamera.x = item->pos.xPos - 1024 * phd_sin(item->pos.yRot + ANGLE(90));
|
|
ForcedFixedCamera.y = item->pos.yPos - 1024;
|
|
ForcedFixedCamera.z = item->pos.zPos - 1024 * phd_cos(item->pos.yRot + ANGLE(90));
|
|
ForcedFixedCamera.roomNumber = item->roomNumber;
|
|
}
|
|
}
|
|
}
|
|
|
|
void SwitchCollision2(short itemNum, ITEM_INFO* l, COLL_INFO* coll)
|
|
{
|
|
ITEM_INFO* item = &g_Level.Items[itemNum];
|
|
|
|
if (TrInput & IN_ACTION)
|
|
{
|
|
if (item->status == ITEM_NOT_ACTIVE && Lara.waterStatus == LW_UNDERWATER && !Lara.gunStatus && l->currentAnimState == LS_UNDERWATER_STOP)
|
|
{
|
|
if (TestLaraPosition(&Switch2Bounds, item, l))
|
|
{
|
|
if (item->currentAnimState == 1 || !item->currentAnimState)
|
|
{
|
|
if (MoveLaraPosition(&Switch2Position, item, l))
|
|
{
|
|
l->fallspeed = 0;
|
|
l->goalAnimState = LS_SWITCH_DOWN;
|
|
|
|
do
|
|
AnimateLara(l);
|
|
while (l->goalAnimState != LS_SWITCH_DOWN);
|
|
|
|
l->goalAnimState = LS_UNDERWATER_STOP;
|
|
Lara.gunStatus = LG_HANDS_BUSY;
|
|
item->goalAnimState = item->currentAnimState != 1;
|
|
item->status = ITEM_ACTIVE;
|
|
AddActiveItem(itemNum);
|
|
AnimateItem(item);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void SwitchCollision(short itemNum, ITEM_INFO* l, COLL_INFO* coll)
|
|
{
|
|
ITEM_INFO* item = &g_Level.Items[itemNum];
|
|
if (TrInput & IN_ACTION
|
|
&& l->currentAnimState == LS_STOP
|
|
&& l->animNumber == LA_STAND_IDLE
|
|
&& !Lara.gunStatus
|
|
&& item->status == ITEM_NOT_ACTIVE
|
|
&& !(item->flags & 0x100)
|
|
&& item->triggerFlags >= 0
|
|
|| Lara.isMoving && Lara.generalPtr == (void*)itemNum)
|
|
{
|
|
BOUNDING_BOX* bounds = GetBoundsAccurate(item);
|
|
|
|
if (item->triggerFlags == 3 && item->currentAnimState == 1 || item->triggerFlags >= 5 && item->triggerFlags <= 7 && !item->currentAnimState)
|
|
return;
|
|
|
|
SwitchBounds.boundingBox.X1 = bounds->X1 - 256;
|
|
SwitchBounds.boundingBox.X2 = bounds->X2 + 256;
|
|
if (item->triggerFlags)
|
|
{
|
|
SwitchBounds.boundingBox.Z1 = bounds->Z1 - 512;
|
|
SwitchBounds.boundingBox.Z2 = bounds->Z2 + 512;
|
|
|
|
if (item->triggerFlags == 3)
|
|
{
|
|
SwitchPos.z = bounds->Z1 - 256;
|
|
}
|
|
else if (item->triggerFlags == 4)
|
|
{
|
|
SwitchPos.z = bounds->Z1 - 88;
|
|
}
|
|
else if (item->triggerFlags < 5 || item->triggerFlags > 7)
|
|
{
|
|
if (item->triggerFlags < 8)
|
|
SwitchPos.z = bounds->Z1 - 128;
|
|
else
|
|
SwitchPos.z = bounds->Z1 - 96;
|
|
}
|
|
else
|
|
{
|
|
SwitchPos.z = bounds->Z1 - 160;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
SwitchBounds.boundingBox.Z1 = bounds->Z1 - 200;
|
|
SwitchBounds.boundingBox.Z2 = bounds->Z2 + 200;
|
|
SwitchPos.z = bounds->Z1 - 64;
|
|
}
|
|
|
|
if (TestLaraPosition(&SwitchBounds, item, l))
|
|
{
|
|
if (MoveLaraPosition(&SwitchPos, item, l))
|
|
{
|
|
if (item->currentAnimState == 1) /* Switch down */
|
|
{
|
|
if (item->triggerFlags)
|
|
{
|
|
if (item->triggerFlags >= 3)
|
|
{
|
|
if (item->triggerFlags == 4)
|
|
{
|
|
l->currentAnimState = LS_SWITCH_UP;
|
|
l->animNumber = LA_SWITCH_SMALL_DOWN;
|
|
item->goalAnimState = 0;
|
|
}
|
|
else
|
|
{
|
|
if (item->triggerFlags >= 5 && item->triggerFlags <= 7)
|
|
{
|
|
if (item->triggerFlags == 6)
|
|
DisableLaraControl = true;
|
|
l->currentAnimState = LS_SWITCH_DOWN;
|
|
l->animNumber = LA_BUTTON_SMALL_PUSH;
|
|
}
|
|
item->goalAnimState = 0;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
l->animNumber = LA_HOLESWITCH_ACTIVATE;
|
|
l->currentAnimState = LS_HOLE;
|
|
item->goalAnimState = 0;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
l->currentAnimState = LS_SWITCH_UP;
|
|
l->animNumber = LA_WALLSWITCH_DOWN;
|
|
item->goalAnimState = 0;
|
|
}
|
|
}
|
|
else /* Switch up */
|
|
{
|
|
if (item->triggerFlags)
|
|
{
|
|
if (item->triggerFlags == 3)
|
|
{
|
|
l->currentAnimState = LS_SWITCH_DOWN;
|
|
l->animNumber = LA_BUTTON_LARGE_PUSH;
|
|
}
|
|
else if (item->triggerFlags == 4)
|
|
{
|
|
l->currentAnimState = LS_SWITCH_DOWN;
|
|
l->animNumber = LA_SWITCH_SMALL_UP;
|
|
}
|
|
else if (item->triggerFlags < 8)
|
|
{
|
|
l->currentAnimState = LS_HOLE;
|
|
l->animNumber = LA_HOLESWITCH_ACTIVATE;
|
|
}
|
|
else
|
|
{
|
|
l->currentAnimState = LS_SWITCH_DOWN;
|
|
l->animNumber = LA_VALVE_TURN;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
l->currentAnimState = LS_SWITCH_DOWN;
|
|
l->animNumber = LA_WALLSWITCH_UP;
|
|
}
|
|
|
|
item->goalAnimState = 1;
|
|
}
|
|
l->frameNumber = g_Level.Anims[l->animNumber].frameBase;
|
|
Lara.isMoving = false;
|
|
Lara.gunStatus = LG_HANDS_BUSY;
|
|
Lara.headYrot = 0;
|
|
Lara.headXrot = 0;
|
|
Lara.torsoYrot = 0;
|
|
Lara.torsoXrot = 0;
|
|
|
|
AddActiveItem(itemNum);
|
|
item->status = ITEM_ACTIVE;
|
|
AnimateItem(item);
|
|
}
|
|
else
|
|
{
|
|
Lara.generalPtr = (void*)itemNum;
|
|
}
|
|
}
|
|
else if (Lara.isMoving && Lara.generalPtr == (void*)itemNum)
|
|
{
|
|
Lara.isMoving = false;
|
|
Lara.gunStatus = LG_NO_ARMS;
|
|
}
|
|
|
|
return;
|
|
}
|
|
|
|
if (l->currentAnimState != LS_SWITCH_DOWN && l->currentAnimState != LS_SWITCH_UP)
|
|
ObjectCollision(itemNum, l, coll);
|
|
}
|
|
|
|
void SwitchControl(short itemNumber)
|
|
{
|
|
ITEM_INFO* item = &g_Level.Items[itemNumber];
|
|
if (item->objectNumber != ID_AIRLOCK_SWITCH || item->triggerFlags < 8)
|
|
{
|
|
item->flags |= 0x3E00;
|
|
if (!TriggerActive(item) && !(item->flags & 0x100))
|
|
{
|
|
if (item->objectNumber == ID_JUMP_SWITCH)
|
|
{
|
|
item->goalAnimState = 0;
|
|
item->timer = 0;
|
|
AnimateItem(item);
|
|
}
|
|
else
|
|
{
|
|
item->goalAnimState = 1;
|
|
item->timer = 0;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (item->triggerFlags == 8)
|
|
{
|
|
PHD_VECTOR pos;
|
|
pos.x = 0;
|
|
pos.y = 0;
|
|
pos.z = 0;
|
|
|
|
GetJointAbsPosition(item, &pos, 0);
|
|
|
|
short roomNumber = item->roomNumber;
|
|
GetFloor(pos.x, pos.y, pos.z, &roomNumber);
|
|
if (roomNumber != item->roomNumber)
|
|
{
|
|
ItemNewRoom(itemNumber, roomNumber);
|
|
AnimateItem(item);
|
|
}
|
|
}
|
|
}
|
|
|
|
AnimateItem(item);
|
|
}
|
|
|
|
int GetKeyTrigger(ITEM_INFO* item)
|
|
{
|
|
FLOOR_INFO* floor = GetFloor(item->pos.xPos, item->pos.yPos, item->pos.zPos, &item->roomNumber);
|
|
auto triggerIndex = GetTriggerIndex(floor, item->pos.xPos, item->pos.yPos, item->pos.zPos);
|
|
|
|
if (triggerIndex)
|
|
{
|
|
short* trigger = triggerIndex;
|
|
for (short i = *triggerIndex; (i & 0x1F) != 4; trigger++)
|
|
{
|
|
if (i < 0)
|
|
break;
|
|
i = trigger[1];
|
|
}
|
|
if (*trigger & 4)
|
|
{
|
|
for (short* j = &trigger[2]; (*j / 256) & 0x3C || item != &g_Level.Items[*j & 0x3FF]; j++)
|
|
{
|
|
if (*j & 0x8000)
|
|
return 0;
|
|
}
|
|
return 1;
|
|
}
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
int GetSwitchTrigger(ITEM_INFO* item, short* itemNos, int AttatchedToSwitch)
|
|
{
|
|
FLOOR_INFO* floor = GetFloor(item->pos.xPos, item->pos.yPos, item->pos.zPos, &item->roomNumber);
|
|
auto triggerIndex = GetTriggerIndex(floor, item->pos.xPos, item->pos.yPos, item->pos.zPos);
|
|
|
|
if (triggerIndex)
|
|
{
|
|
short* trigger;
|
|
for (trigger = triggerIndex; (*trigger & DATA_TYPE) != TRIGGER_TYPE; trigger++)
|
|
{
|
|
if (*trigger & END_BIT)
|
|
break;
|
|
}
|
|
|
|
if (*trigger & 4)
|
|
{
|
|
trigger += 2;
|
|
short* current = itemNos;
|
|
int k = 0;
|
|
do
|
|
{
|
|
if (TRIG_BITS(*trigger) == TO_OBJECT && item != &g_Level.Items[*trigger & VALUE_BITS])
|
|
{
|
|
current[k] = *trigger & VALUE_BITS;
|
|
++k;
|
|
}
|
|
if (*trigger & END_BIT)
|
|
break;
|
|
++trigger;
|
|
}
|
|
while (true);
|
|
|
|
return k;
|
|
}
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
int SwitchTrigger(short itemNum, short timer)
|
|
{
|
|
ITEM_INFO* item = &g_Level.Items[itemNum];
|
|
if (item->status == ITEM_DEACTIVATED)
|
|
{
|
|
if ((!item->currentAnimState && item->objectNumber != ID_JUMP_SWITCH || item->currentAnimState == 1 && item->objectNumber == ID_JUMP_SWITCH) && timer > 0)
|
|
{
|
|
item->timer = timer;
|
|
item->status = ITEM_ACTIVE;
|
|
if (timer != 1)
|
|
item->timer = 30 * timer;
|
|
return 1;
|
|
}
|
|
if (item->triggerFlags != 6 || item->currentAnimState)
|
|
{
|
|
RemoveActiveItem(itemNum);
|
|
|
|
item->status = ITEM_NOT_ACTIVE;
|
|
if (!item->itemFlags[0] == 0)
|
|
item->flags |= 0x100;
|
|
if (item->currentAnimState != 1)
|
|
return 1;
|
|
if (item->triggerFlags != 5 && item->triggerFlags != 6)
|
|
return 1;
|
|
}
|
|
else
|
|
{
|
|
item->status = ITEM_ACTIVE;
|
|
return 1;
|
|
}
|
|
}
|
|
else if (item->status)
|
|
{
|
|
return ((item->flags & 0x100u) / 256);
|
|
}
|
|
else
|
|
{
|
|
return 0;
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
void InitialiseSwitch(short itemNumber)
|
|
{
|
|
ITEM_INFO* item = &g_Level.Items[itemNumber];
|
|
if (item->triggerFlags >= 1000)
|
|
{
|
|
item->itemFlags[3] = ((item->triggerFlags - 1000) % 10) | 16 * ((item->triggerFlags - 1000) / 10);
|
|
item->triggerFlags = 6;
|
|
}
|
|
}
|
|
|
|
void InitialiseShootSwitch(short itemNumber)
|
|
{
|
|
ITEM_INFO* item = &g_Level.Items[itemNumber];
|
|
if (item->triggerFlags == 444)
|
|
item->meshBits &= ~(1 << (Objects[item->objectNumber].nmeshes - 2));
|
|
}
|
|
|
|
void InitialisePulleySwitch(short itemNumber)
|
|
{
|
|
ITEM_INFO* item = &g_Level.Items[itemNumber];
|
|
|
|
item->itemFlags[3] = item->triggerFlags;
|
|
item->triggerFlags = abs(item->triggerFlags);
|
|
|
|
if (item->status == ITEM_INVISIBLE)
|
|
{
|
|
item->itemFlags[1] = 1;
|
|
item->status = ITEM_NOT_ACTIVE;
|
|
}
|
|
}
|
|
|
|
void InitialiseCrowDoveSwitch(short itemNumber)
|
|
{
|
|
g_Level.Items[itemNumber].meshBits = 3;
|
|
}
|
|
|
|
void ShootSwitchCollision(short itemNumber, ITEM_INFO* l, COLL_INFO* coll)
|
|
{
|
|
ITEM_INFO* item = &g_Level.Items[itemNumber];
|
|
|
|
if (item->objectNumber == ID_SHOOT_SWITCH1 && !(item->meshBits & 1))
|
|
item->status = ITEM_INVISIBLE;
|
|
}
|
|
|
|
void CogSwitchCollision(short itemNum, ITEM_INFO* l, COLL_INFO* coll)
|
|
{
|
|
ITEM_INFO* item = &g_Level.Items[itemNum];
|
|
|
|
FLOOR_INFO* floor = GetFloor(item->pos.xPos, item->pos.yPos, item->pos.zPos, &item->roomNumber);
|
|
auto triggerIndex = GetTriggerIndex(floor, item->pos.xPos, item->pos.yPos, item->pos.zPos);
|
|
|
|
if (!triggerIndex)
|
|
{
|
|
ObjectCollision(itemNum, l, coll);
|
|
return;
|
|
}
|
|
|
|
short* trigger = triggerIndex;
|
|
for (int i = *triggerIndex; (i & 0x1F) != 4; trigger++)
|
|
{
|
|
if (i < 0)
|
|
break;
|
|
i = trigger[1];
|
|
}
|
|
|
|
ITEM_INFO* target = &g_Level.Items[trigger[3] & 0x3FF];
|
|
DOOR_DATA* door = (DOOR_DATA*)target->data;
|
|
|
|
if (item->status == ITEM_NOT_ACTIVE)
|
|
{
|
|
if (!(item->flags & 0x100)
|
|
&& (TrInput & IN_ACTION
|
|
&& !Lara.gunStatus
|
|
&& !item->gravityStatus
|
|
&& l->currentAnimState == LS_STOP
|
|
&& l->animNumber == LA_STAND_IDLE
|
|
|| Lara.isMoving
|
|
&& Lara.generalPtr == (void*)itemNum))
|
|
{
|
|
if (TestLaraPosition(&CogSwitchBounds, item, l))
|
|
{
|
|
if (MoveLaraPosition(&CogSwitchPos, item, l))
|
|
{
|
|
Lara.isMoving = false;
|
|
Lara.headYrot = 0;
|
|
Lara.headXrot = 0;
|
|
Lara.torsoYrot = 0;
|
|
Lara.torsoXrot = 0;
|
|
Lara.gunStatus = LG_HANDS_BUSY;
|
|
Lara.generalPtr = target;
|
|
item->goalAnimState = 1;
|
|
item->status = ITEM_ACTIVE;
|
|
l->animNumber = LA_COGWHEEL_GRAB;
|
|
l->goalAnimState = LS_COGWHEEL;
|
|
l->currentAnimState = LS_COGWHEEL;
|
|
l->frameNumber = g_Level.Anims[l->animNumber].frameBase;
|
|
|
|
AddActiveItem(itemNum);
|
|
if (door != NULL)
|
|
{
|
|
if (!door->opened)
|
|
{
|
|
AddActiveItem((target - g_Level.Items.data()));
|
|
target->itemFlags[2] = target->pos.yPos;
|
|
target->status = ITEM_ACTIVE;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
Lara.generalPtr = (void*)itemNum;
|
|
}
|
|
return;
|
|
}
|
|
if (Lara.isMoving && Lara.generalPtr == (void*)itemNum)
|
|
{
|
|
Lara.isMoving = false;
|
|
Lara.gunStatus = LG_NO_ARMS;
|
|
}
|
|
}
|
|
|
|
ObjectCollision(itemNum, l, coll);
|
|
}
|
|
}
|
|
|
|
void CogSwitchControl(short itemNumber)
|
|
{
|
|
ITEM_INFO* item = &g_Level.Items[itemNumber];
|
|
|
|
AnimateItem(item);
|
|
|
|
if (item->currentAnimState == 1)
|
|
{
|
|
if (item->goalAnimState == 1 && !(TrInput & IN_ACTION))
|
|
{
|
|
LaraItem->goalAnimState = LS_STOP;
|
|
item->goalAnimState = 0;
|
|
}
|
|
|
|
if (LaraItem->animNumber == LA_COGWHEEL_PULL)
|
|
{
|
|
if (LaraItem->frameNumber == g_Level.Anims[LA_COGWHEEL_PULL].frameBase + 10)
|
|
{
|
|
ITEM_INFO* it = (ITEM_INFO*)Lara.generalPtr;
|
|
it->itemFlags[0] = 40;
|
|
Lara.generalPtr = (ITEM_INFO*)it;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (item->frameNumber == g_Level.Anims[item->animNumber].frameEnd)
|
|
{
|
|
item->currentAnimState = 0;
|
|
item->status = ITEM_NOT_ACTIVE;
|
|
|
|
RemoveActiveItem(itemNumber);
|
|
|
|
LaraItem->animNumber = LA_STAND_SOLID;
|
|
LaraItem->frameNumber = g_Level.Anims[item->animNumber].frameBase;
|
|
LaraItem->goalAnimState = LS_STOP;
|
|
LaraItem->currentAnimState = LS_STOP;
|
|
Lara.gunStatus = LG_NO_ARMS;
|
|
}
|
|
}
|
|
}
|