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https://github.com/XProger/OpenLara.git
synced 2025-08-14 00:54:05 +02:00
#60 fix
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@@ -82,7 +82,8 @@ struct Collision {
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inf.floor = info.floor;
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inf.ceiling = info.ceiling;
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if ((info.ceiling == info.floor) || (info.floor - info.ceiling < height) || (py - info.floor > maxAscent) || (info.floor - py > maxDescent) || (info.ceiling > py)) {
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if ((info.ceiling == info.floor) || (info.floor - info.ceiling < height) || (py - info.floor > maxAscent) || (info.floor - py > maxDescent) || (info.ceiling > py) ||
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(maxAscent == maxDescent && (maxAscent <= 256 + 128) && (abs(info.slantX) > 2 || abs(info.slantZ) > 2))) {
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this->side = side;
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return true;
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}
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@@ -246,9 +246,9 @@ namespace Input {
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vec2 center = vec2(Core::width - offset * 0.7f, Core::height - offset * 0.7f);
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btnPos[bWeapon] = center;
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btnPos[bJump] = center + vec2(cos(-PI * 0.5f), sin(-PI * 0.5f)) * radius;
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btnPos[bAction] = center + vec2(cos(-PI * 3.0f / 4.0f), sin(-PI * 3.0f / 4.0f)) * radius;
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btnPos[bWalk] = center + vec2(cos(-PI), sin(-PI)) * radius;
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btnPos[bJump] = center + vec2(cosf(-PI * 0.5f), sinf(-PI * 0.5f)) * radius;
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btnPos[bAction] = center + vec2(cosf(-PI * 3.0f / 4.0f), sinf(-PI * 3.0f / 4.0f)) * radius;
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btnPos[bWalk] = center + vec2(cosf(-PI), sinf(-PI)) * radius;
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btnRadius = Core::height * (25.0f / 1080.0f);
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// touch update
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@@ -422,7 +422,7 @@ 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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//reset(15, vec3(70067, -256, 29104), -0.68f); // level 2 (pool)
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#ifdef _DEBUG
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//reset(14, vec3(40448, 3584, 60928), PI * 0.5f, true); // gym (pool)
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@@ -432,7 +432,7 @@ struct Lara : Character {
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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(1, vec3(62630, -1280, 19633), 0); // level 2 (dark medikit)
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//reset(1, vec3(62630, -1280, 19633), 0); // level 2 (dark medikit)
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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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@@ -514,7 +514,7 @@ struct MeshBuilder {
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// circle
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vec2 pos(32767.0f, 0.0f);
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vec2 cs(cos(PI2 / CIRCLE_SEGS), sin(PI2 / CIRCLE_SEGS));
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vec2 cs(cosf(PI2 / CIRCLE_SEGS), sinf(PI2 / CIRCLE_SEGS));
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for (int i = 0; i < CIRCLE_SEGS; i++) {
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Vertex &v = vertices[vCount + i];
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@@ -88,8 +88,8 @@ namespace Sound {
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float k = -10.0f / (44100.0f * rt60);
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for (int i = 0; i < MAX_FDN; i++) {
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absCoeff[i][0] = pow(10.0f, FDN[i] * k);
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absCoeff[i][1] = 1.0f - (2.0f / (1.0f + pow(absCoeff[i][0], 1.0f - 1.0f / 0.15f)));
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absCoeff[i][0] = powf(10.0f, FDN[i] * k);
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absCoeff[i][1] = 1.0f - (2.0f / (1.0f + powf(absCoeff[i][0], 1.0f - 1.0f / 0.15f)));
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}
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};
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