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fix death in hang state
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parent
a62d0df8db
commit
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10
src/lara.h
10
src/lara.h
@ -1575,7 +1575,7 @@ struct Lara : Character {
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virtual void hit(float damage, Controller *enemy = NULL, TR::HitType hitType = TR::HIT_DEFAULT) {
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virtual void hit(float damage, Controller *enemy = NULL, TR::HitType hitType = TR::HIT_DEFAULT) {
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if (dozy || level->isCutsceneLevel()) return;
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if (dozy || level->isCutsceneLevel()) return;
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if (health <= 0.0f) return;
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if (health <= 0.0f && hitType != TR::HIT_FALL) return;
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damageTime = LARA_DAMAGE_TIME;
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damageTime = LARA_DAMAGE_TIME;
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@ -2820,7 +2820,13 @@ struct Lara : Character {
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}
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}
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virtual int getStateDeath() {
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virtual int getStateDeath() {
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return (stand == STAND_UNDERWATER || stand == STAND_ONWATER) ? STATE_UNDERWATER_DEATH : (state == STATE_MIDAS_DEATH ? STATE_MIDAS_DEATH : STATE_DEATH);
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if (stand == STAND_UNDERWATER || stand == STAND_ONWATER)
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return STATE_UNDERWATER_DEATH;
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if (state == STATE_MIDAS_DEATH)
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return STATE_MIDAS_DEATH;
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if (state == STATE_HANG || state == STATE_HANG_LEFT || state == STATE_HANG_RIGHT || state == STATE_UP_JUMP)
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return STATE_FALL;
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return STATE_DEATH;
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}
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}
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virtual int getStateDefault() {
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virtual int getStateDefault() {
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