TombEngine/TR5Main/Objects/Generic/Switches/jump_switch.cpp
2021-09-25 16:00:30 +03:00

54 lines
No EOL
1.2 KiB
C++

#include "framework.h"
#include "jump_switch.h"
#include "control/control.h"
#include "input.h"
#include "lara.h"
#include "generic_switch.h"
#include "level.h"
#include "collide.h"
#include "items.h"
namespace TEN::Entities::Switches
{
OBJECT_COLLISION_BOUNDS JumpSwitchBounds =
{
-128, 128,
-256, 256,
384, 512,
-ANGLE(10), ANGLE(10),
-ANGLE(30), ANGLE(30),
-ANGLE(10), ANGLE(10)
};
PHD_VECTOR JumpSwitchPos = { 0, -208, 256 };
void JumpSwitchCollision(short itemNum, ITEM_INFO* l, COLL_INFO* coll)
{
ITEM_INFO* item = &g_Level.Items[itemNum];
if ((TrInput & IN_ACTION)
&& !Lara.gunStatus
&& (l->currentAnimState == LS_REACH || l->currentAnimState == LS_JUMP_UP)
&& (l->status || l->gravityStatus)
&& l->fallspeed > 0
&& !item->currentAnimState)
{
if (TestLaraPosition(&JumpSwitchBounds, item, l))
{
AlignLaraPosition(&JumpSwitchPos, item, l);
l->currentAnimState = LS_SWITCH_DOWN;
l->animNumber = LA_JUMPSWITCH_PULL;
l->fallspeed = 0;
l->frameNumber = g_Level.Anims[l->animNumber].frameBase;
l->gravityStatus = false;
Lara.gunStatus = LG_HANDS_BUSY;
item->goalAnimState = SWITCH_ON;
item->status = ITEM_ACTIVE;
AddActiveItem(itemNum);
}
}
}
}