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console/teleport: use higher Y value for item teleports
This teleports Lara slightly above the item she is teleporting to, so to avoid Room_GetSector tests pushing through to the room below in some cases. Resolves #2372.
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3 changed files with 4 additions and 1 deletions
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@ -22,6 +22,7 @@
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- fixed ghost meshes appearing near statics in custom levels (#2310)
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- fixed photo mode switching to the wrong flipmap rooms at times (#2362)
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- fixed the teleporting command sometimes putting Lara in invalid flipmap rooms (#2370)
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- fixed teleporting to an item on a ledge sometimes pushing Lara to the room below (#2372)
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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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@ -24,6 +24,7 @@
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- fixed potential memory corruption when reading a custom level with more than 512 sprite textures (#2338)
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- fixed photo mode switching to the wrong flipmap rooms at times (#2362)
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- fixed the teleporting command sometimes putting Lara in invalid flipmap rooms (#2370)
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- fixed teleporting to an item on a ledge sometimes pushing Lara to the room below (#2372)
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- fixed Lara activating triggers one frame too early (#2205, regression from 0.7)
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- fixed savegame incompatibility with OG (#2271, regression from 0.8)
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- fixed stopwatch showing wrong UI in some circumstances (#2221, regression from 0.8)
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@ -220,7 +220,8 @@ static COMMAND_RESULT M_TeleportToObject(const char *const user_input)
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}
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if (Lara_Cheat_Teleport(
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best_item->pos.x, best_item->pos.y, best_item->pos.z)) {
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best_item->pos.x, best_item->pos.y - STEP_L / 4,
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best_item->pos.z)) {
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Console_Log(GS(OSD_POS_SET_ITEM), obj_name);
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} else {
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Console_Log(GS(OSD_POS_SET_ITEM_FAIL), obj_name);
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