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#22 fix pickup items in alternative rooms
This commit is contained in:
14
src/lara.h
14
src/lara.h
@@ -448,6 +448,7 @@ struct Lara : Character {
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//reset(51, vec3(41015, 3584, 34494), -PI); // level 3a (t-rex)
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//reset(5, vec3(38643, -3072, 92370), PI * 0.5f); // level 3a (gears)
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//reset(43, vec3(64037, 6656, 48229), PI); // level 3b (movingblock)
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//reset(99, vec3(45562, -3328, 63366), 225 * DEG2RAD); // level 7a (flipmap)
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//reset(0, vec3(40913, -1012, 42252), PI); // level 8c
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//reset(10, vec3(90443, 11264 - 256, 114614), PI, STAND_ONWATER); // villa mortal 2
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#endif
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@@ -1365,12 +1366,11 @@ struct Lara : Character {
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for (int i = 0; i < level->entitiesCount; i++) {
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TR::Entity &item = level->entities[i];
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if (item.room == room && !item.flags.invisible) {
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if (!item.isItem())
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continue;
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Controller *controller = (Controller*)item.controller;
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if (!item.isItem())
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continue;
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Controller *controller = (Controller*)item.controller;
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if (controller->getRoomIndex() == room && !item.flags.invisible) {
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if (stand == STAND_UNDERWATER)
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controller->angle.x = -25 * DEG2RAD;
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controller->angle.y = angle.y;
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@@ -1443,7 +1443,7 @@ struct Lara : Character {
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if (!info.trigCmdCount) return; // has no trigger
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TR::Limits::Limit *limit = NULL;
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bool switchIsDown = -1;
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bool switchIsDown = false;
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bool skipFirst = false;
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float timer = info.trigInfo.timer == 1 ? EPS : float(info.trigInfo.timer);
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