This adds a test for the availability of the secret and speech SFX so
that when they are not present, the external files will play instead.
Resolves#2458.
This updates Lara's responsive jumping lock test to match TR2. It also
resets the flag in case it is set to false and the player uses the
console to disable TR2 jumping.
Resolves#2444.
This ensures Lara's HP is restored immediately on entering the fly
cheat to avoid the death count incrementing again on the same frame
before the end of Lara_Control resetting the HP.
Resolves#2264.
This moves cinematic frames into a new common camera cinematic module;
they should only be changed on level reading.
This also adds checks to TR2 in case there are no frames and a
cinematic is loaded.
Resolves#2413.
Fixes#2739 by bringing back the cutscene positioning game flow events.
We had previously removed these in 718a1d7, thinking they didn't make a
difference. Albeit subtle, turns out they do.
This adds a "hands-free" command at the end of Lara's underwater lever
animation, which is in line with TR2. It prevents issues after using an
underwater lever followed by entering the wading state. The additional
check in Lara's state control also matches TR2, which is one that we
missed before.
Resolves#2416.
This removes texture packing from the injection process. We instead
inject the individual pages that come with the injections (which are
packed individually anyway). Packing will later be re-introduced for
unoptimized page groups only, but this is dependent on a format
refactor.
This augments the config options for responsive jumping and swimming to
verify that relevant state changes exist in Lara's animation set.
Resolves#2397.
- Removes the need to supply "normal" level type
- Makes it not possible to override levels placed in their dedicated
sequences
- Makes it not possible to override level types to arbitrary level types
(eg two title levels)
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.
This introduces a flip status flag on rooms so that we can avoid
yielding rooms that are not in the correct state when finding one by
position.
Resolves#2362.
Resolves#2370.