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https://github.com/LostArtefacts/TRX.git
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parent
dbc0cb232c
commit
13b8297621
7 changed files with 27 additions and 10 deletions
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@ -8,13 +8,14 @@
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- changed the pause screen to wait before yielding control during fade out effect
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- changed the compass and final stats to use two columns, similar to TR2 (doesn't apply to end-of-level "bare" stats)
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- changed the fix for transparent eyes on wolves to use black instead of off-white (#2252)
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- fixed blood spawning on Lara from gunshots using incorrect positioning data (#2253)
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- fixed the upside-down camera fix to no longer limit Lara's vision (#2276, regression from 4.2)
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- fixed being unable to load some old custom levels that contain certain (invalid) floor data (#2114, regression from 4.3)
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- fixed a desync in the Lost Valley demo if responsive swim cancellation was enabled (#2113, regression from 4.6)
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- fixed the game hanging when Lara is on fire and enters the fly cheat on the same frame as reaching water (#2116, regression from 0.8)
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- fixed Lara activating triggers one frame too early (#2208, regression from 4.3)
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- fixed wrong underwater caustics speed with the turbo cheat (#2231)
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- fixed 1-frame UI flicker on pause screen exit confirmation
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- fixed blood spawning on Lara from gunshots using incorrect positioning data (#2253)
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- fixed being able to use keys and puzzle items in keyholes/slots that have already been used (#2256, regression from 4.0)
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- fixed textures animating during demo fade-outs (#2217, regression from 4.0)
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- fixed waterfall mist not animating during demo (#2218, regression from 3.0)
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@ -22,6 +22,7 @@
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- fixed item counter shown even for a single medipack (#2222, regression from 0.3)
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- fixed item counter always hidden in NG+, even for keys (#2223, regression from 0.3)
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- fixed the passport object not being selected when exiting to title (#2192, regression from 0.8)
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- fixed the upside-down camera fix to no longer limit Lara's vision (#2276, regression from 0.8)
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## [0.8](https://github.com/LostArtefacts/TRX/compare/tr2-0.8...tr2-0.8) - 2025-01-01
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- completed decompilation efforts – TR2X.dll is gone, Tomb2.exe no longer needed (#1694)
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@ -20,7 +20,6 @@ typedef struct {
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int16_t actual_angle;
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#endif
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int16_t target_elevation;
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int16_t box;
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int16_t num;
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int16_t last;
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int16_t timer;
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@ -30,6 +29,8 @@ typedef struct {
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ITEM *last_item;
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OBJECT_VECTOR *fixed;
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int32_t debuff;
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#if TR_VERSION == 1
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// used for the manual camera control
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int16_t additional_angle;
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@ -44,8 +45,6 @@ typedef struct {
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int16_t room_num;
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} interp;
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#else
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// TODO: remove this - now stored in g_Config
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int32_t is_lara_mic;
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XYZ_32 mic_pos;
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#endif
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} CAMERA_INFO;
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@ -172,6 +172,7 @@ static void M_Look(const ITEM *const item)
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g_Camera.target.x = old.x + (g_Camera.target.x - old.x) / g_Camera.speed;
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M_Move(&ideal, g_Camera.speed);
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g_Camera.debuff = 5;
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}
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static void M_Fixed(void)
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@ -737,8 +738,15 @@ void Camera_Update(void)
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M_Combat(item);
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}
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} else {
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g_Camera.target.x = item->pos.x;
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g_Camera.target.z = item->pos.z;
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if (g_Camera.debuff > 0) {
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const XYZ_32 old = g_Camera.target.pos;
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g_Camera.target.x = (item->pos.x + old.x) / 2;
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g_Camera.target.z = (item->pos.z + old.z) / 2;
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g_Camera.debuff--;
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} else {
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g_Camera.target.x = item->pos.x;
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g_Camera.target.z = item->pos.z;
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}
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if (g_Camera.flags == FOLLOW_CENTRE) {
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const int16_t shift = (bounds->min.z + bounds->max.z) / 2;
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@ -70,7 +70,7 @@
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#define DEATH_WAIT_MIN (2 * LOGIC_FPS)
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#define MAX_HEAD_ROTATION (50 * DEG_1) // = 9100
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#define MAX_HEAD_TILT_LOOK (22 * DEG_1) // = 4004
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#define MIN_HEAD_TILT_LOOK (-35 * DEG_1) // = -6370
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#define MIN_HEAD_TILT_LOOK (-42 * DEG_1) // = -7644
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#define MAX_HEAD_TILT_CAM (85 * DEG_1) // = 15470
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#define MIN_HEAD_TILT_CAM (-85 * DEG_1) // = 15470
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#define HEAD_TURN (4 * DEG_1) // = 728
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@ -682,6 +682,7 @@ void Camera_Look(const ITEM *item)
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g_Camera.target.z = old.z + (g_Camera.target.z - old.z) / g_Camera.speed;
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g_Camera.target.x = old.x + (g_Camera.target.x - old.x) / g_Camera.speed;
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Camera_Move(&target, g_Camera.speed);
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g_Camera.debuff = 5;
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}
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void Camera_Fixed(void)
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@ -796,8 +797,15 @@ void Camera_Update(void)
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Camera_Combat(item);
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}
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} else {
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g_Camera.target.x = item->pos.x;
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g_Camera.target.z = item->pos.z;
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if (g_Camera.debuff > 0) {
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const XYZ_32 old = g_Camera.target.pos;
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g_Camera.target.x = (item->pos.x + old.x) / 2;
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g_Camera.target.z = (item->pos.z + old.z) / 2;
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g_Camera.debuff--;
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} else {
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g_Camera.target.x = item->pos.x;
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g_Camera.target.z = item->pos.z;
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}
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if (g_Camera.flags == CF_FOLLOW_CENTRE) {
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const int32_t shift = (bounds->min.z + bounds->max.z) / 2;
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@ -58,7 +58,7 @@
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#define HEAD_TURN (2 * DEG_1) // = 364
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#define MAX_HEAD_TILT (22 * DEG_1) // = 4004
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#define MIN_HEAD_TILT (-35 * DEG_1) // = -6370
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#define MIN_HEAD_TILT (-42 * DEG_1) // = -7644
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#define MAX_HEAD_ROTATION (44 * DEG_1) // = 8008
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#define MIN_HEAD_ROTATION (-MAX_HEAD_ROTATION) // = -8008
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#define HEAD_TURN_CAM (4 * DEG_1) // = 728
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