mirror of
https://github.com/XProger/OpenLara.git
synced 2025-08-20 03:41:33 +02:00
#3 fix align to movable block
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@@ -221,10 +221,33 @@ struct Controller {
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return vec3(angle.x, angle.y);
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}
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void alignToWall(float offset = 0.0f) {
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int q = angleQuadrant(angle.y);
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int x = int(pos.x) & ~1023;
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int z = int(pos.z) & ~1023;
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bool alignToWall(float offset = 0.0f, int quadrant = -1, int maxDist = 0, int maxWidth = 0) {
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int q = angleQuadrant(angle.y);
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int ix = int(pos.x);
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int iz = int(pos.z);
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int x = ix & ~1023;
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int z = iz & ~1023;
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if (quadrant > -1 && quadrant != q)
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return false;
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if (maxDist) { // check dist
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int dist = 0;
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switch (q) {
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case 0 : dist = z + 1024 - iz; break;
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case 1 : dist = x + 1024 - ix; break;
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case 2 : dist = iz - z; break;
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case 3 : dist = ix - x; break;
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}
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if (dist > maxDist)
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return false;
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}
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if (maxWidth) {
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int width = abs( ((q % 2) ? (iz - z) : (ix - x)) - 512);
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if (width > maxWidth)
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return false;
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}
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switch (q) {
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case 0 : pos.z = z + 1024 + offset; break;
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@@ -235,6 +258,7 @@ struct Controller {
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angle.y = q * (PI * 0.5f);
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updateEntity();
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return true;
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}
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virtual Box getBoundingBox() {
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163
src/lara.h
163
src/lara.h
@@ -406,104 +406,25 @@ struct Lara : Character {
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if (level->extra.braid > -1)
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braid = new Braid(this, vec3(-4.0f, 24.0f, -48.0f));
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/*
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pos = vec3(40448, 3584, 60928);
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angle = vec3(0.0f, PI * 0.5f, 0.0f);
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getEntity().room = 14;
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stand = STAND_ONWATER;
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animation.setAnim(ANIM_TO_ONWATER);
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updateEntity();
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*/
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#ifdef _DEBUG
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/*
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// gym
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pos = vec3(43182, 2473, 51556);
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angle = vec3(0.0f, PI * 0.5f, 0.0f);
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getEntity().room = 12;
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// gym (pool)
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pos = vec3(40448, 3584, 60928);
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angle = vec3(0.0f, PI * 0.5f, 0.0f);
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getEntity().room = 14;
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stand = STAND_ONWATER;
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animation.setAnim(ANIM_TO_ONWATER);
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// level 2 (pool)
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pos = vec3(70067, -256, 29104);
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angle = vec3(0.0f, -0.68f, 0.0f);
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getEntity().room = 15;
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// level 2 (blade)
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pos = vec3(27221, -1024, 29205);
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angle = vec3(0.0f, PI * 0.5f, 0.0f);
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getEntity().room = 61;
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// level 2 (wolf)
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pos = vec3(75671, -1024, 22862);
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angle = vec3(0.0f, -PI * 0.25f, 0.0f);
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getEntity().room = 13;
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// level 2 (reach)
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pos = vec3(31400, -2560, 25200);
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angle = vec3(0.0f, PI, 0.0f);
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getEntity().room = 43;
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// level 2 (hang & climb)
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pos = vec3(60907, 0, 39642);
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angle = vec3(0.0f, PI * 3 / 2, 0.0f);
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getEntity().room = 16;
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// level 2 (medikit)
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pos = vec3(30800, -7936, 22131);
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angle = vec3(0.0f, 0.0f, 0.0f);
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getEntity().room = 58;
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// level 2 (block)
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pos = vec3(60843, 1024, 30557);
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angle = vec3(0.0f, PI, 0.0f);
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getEntity().room = 19;
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// level 2 (bat trigger)
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pos = vec3(64108, -512, 16514);
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angle = vec3(0.0f, -PI * 0.5f, 0.0f);
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getEntity().room = 7;
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// level 2 (bear)
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pos = vec3(70082, -512, 26935);
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angle = vec3(0.0f, PI * 0.5f, 0.0f);
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getEntity().room = 15;
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// level 2 (trap floor)
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pos = vec3(31390, -2048, 33472);
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angle = vec3(0.0f, 0.0f, 0.0f);
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getEntity().room = 63;
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// level 2 (trap door)
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pos = vec3(21987, -1024, 29144);
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angle = vec3(0.0f, PI * 3.0f * 0.5f, 0.0f);
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getEntity().room = 61;
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// level 3a (t-rex)
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pos = vec3(41015, 3584, 34494);
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angle = vec3(0.0f, -PI, 0.0f);
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getEntity().room = 51;
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// level 3a (gears)
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pos = vec3(38643, -3072, 92370);
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angle = vec3(0.0f, PI * 0.5f, 0.0f);
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getEntity().room = 5;
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// level 1
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pos = vec3(20215, 6656, 52942);
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angle = vec3(0.0f, PI, 0.0f);
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getEntity().room = 14;
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// level 8c
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pos = vec3(40913, -1012, 42252);
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angle = vec3(0.0f, PI, 0.0f);
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getEntity().room = 0;
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*/
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updateEntity();
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#ifdef _DEBUG
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//reset(14, vec3(40448, 3584, 60928), PI * 0.5f); // gym (pool)
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//stand = STAND_ONWATER;
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//animation.setAnim(ANIM_TO_ONWATER);
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//reset(14, vec3(20215, 6656, 52942), PI); // level 1 (bridge)
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//reset(15, vec3(70067, -256, 29104), -0.68f); // level 2 (pool)
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//reset(61, vec3(27221, -1024, 29205), PI * 0.5f); // level 2 (blade)
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//reset(43, vec3(31400, -2560, 25200), PI); // level 2 (reach)
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//reset(16, vec3(60907, 0, 39642), PI * 3 / 2); // level 2 (hang & climb)
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reset(19, vec3(60843, 1024, 30557), PI); // level 2 (block)
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//reset(7, vec3(64108, -512, 16514), -PI * 0.5f); // level 2 (bat trigger)
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//reset(15, vec3(70082, -512, 26935), PI * 0.5f); // level 2 (bear)
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//reset(63, vec3(31390, -2048, 33472), 0.0f); // level 2 (trap floor)
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//reset(61, vec3(21987, -1024, 29144), PI * 3.0f * 0.5f); // level 2 (trap door)
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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(0, vec3(40913, -1012, 42252), PI); // level 8c
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#endif
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chestOffset = animation.getJoints(getMatrix(), 7).pos;
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}
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@@ -511,6 +432,13 @@ struct Lara : Character {
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virtual ~Lara() {
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delete braid;
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}
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void reset(int room, const vec3 &pos, float angle) {
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getEntity().room = room;
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this->pos = pos;
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this->angle = vec3(0.0f, angle, 0.0f);
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updateEntity();
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}
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void wpnSet(Weapon::Type wType) {
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wpnCurrent = wType;
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@@ -1435,26 +1363,37 @@ struct Lara : Character {
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return state;
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}
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int entityQuadrant(const TR::Entity &entity) {
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int ix = int(pos.x) / 1024;
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int iz = int(pos.z) / 1024;
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int bx = entity.x / 1024;
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int bz = entity.z / 1024;
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int q = -1;
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if (abs(bx - ix) ^ abs(bz - iz)) {
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if (bx > ix) q = 1;
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if (bx < ix) q = 3;
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if (bz > iz) q = 0;
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if (bz < iz) q = 2;
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}
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return q;
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}
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Block* getBlock() {
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int x = (int)pos.x;
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int y = (int)pos.y;
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int z = (int)pos.z;
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int y = int(pos.y);
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for (int i = 0; i < level->entitiesCount; i++) {
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TR::Entity &e = level->entities[i];
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if (e.isBlock() && e.y == y) {
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int dx = abs(e.x - x);
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int dz = abs(e.z - z);
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if ((dx <= (512 + 128) && dz <= (512 - 128)) ||
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(dx <= (512 - 128) && dz <= (512 + 128))) {
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alignToWall(-LARA_RADIUS);
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Block *block = (Block*)e.controller;
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block->angle.y = angle.y;
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block->updateEntity();
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return block;
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}
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int q = entityQuadrant(e);
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if (q > -1 && e.isBlock() && e.y == y && alignToWall(-LARA_RADIUS, q, 64 + LARA_RADIUS, 512 - LARA_RADIUS)) {
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Block *block = (Block*)e.controller;
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block->angle.y = angle.y;
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block->updateEntity();
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return block;
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}
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}
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return NULL;
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