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fix waterfall fliprooms
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@ -22,11 +22,12 @@ namespace Game {
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delete level;
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delete level;
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level = new Level(*lvl);
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level = new Level(*lvl);
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bool playLogo = level->level.isTitle() && id == TR::LVL_MAX;
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bool playVideo = id != level->level.id;
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bool playVideo = id != level->level.id;
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if (level->level.isTitle() && id != TR::LVL_MAX)
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if (level->level.isTitle() && id != TR::LVL_MAX)
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playVideo = false;
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playVideo = false;
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level->init(id == TR::LVL_MAX, playVideo);
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level->init(playLogo, playVideo);
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UI::game = level;
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UI::game = level;
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#if !defined(_OS_PSP) && !defined(_OS_CLOVER)
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#if !defined(_OS_PSP) && !defined(_OS_CLOVER)
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@ -1456,7 +1456,7 @@ struct Waterfall : Controller {
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Waterfall(IGame *game, int entity) : Controller(game, entity), timer(0.0f) {}
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Waterfall(IGame *game, int entity) : Controller(game, entity), timer(0.0f) {}
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virtual void update() {
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virtual void update() {
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if (getEntity().room != getRoomIndex()) // room is flipped
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if (getRoom().alternateRoom != -1 && level->state.flags.flipped) // room is flipped
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return;
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return;
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vec3 delta = (game->getLara(pos)->pos - pos) * (1.0f / 1024.0f);
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vec3 delta = (game->getLara(pos)->pos - pos) * (1.0f / 1024.0f);
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