Minor formatting

This commit is contained in:
Sezz 2023-12-29 18:19:52 +11:00
parent bfc7d1b3d4
commit 07879bc744
7 changed files with 16 additions and 16 deletions

View file

@ -14,13 +14,13 @@ Version 1.3
* Fix player not being able to pick up a torch when crouching.
* Fix jittery camera when performing crawl-to-hang.
* Fix several issues with limited pistol ammo.
* Fix Lara not being able to crawl if two-handed weapon is currently equipped.
* Fix player not being able to crawl if two-handed weapon is currently equipped.
* Fix playback issues with audio tracks placed in subfolders.
* Fix legacy trigger leveljumps ignoring provided level index.
* Separate underwater wall and ceiling switch objects into two slots each.
* Improve fly cheat collision.
* Add global events.
* Add previously missing Lara start position object functionality.
* Add previously missing player start position object functionality.
* Add fast speed for fly cheat by holding Sprint input action.
* Allow walking on slopes when wading in water (similar to quicksand).
* Allow player to pull certain levers with both hands when holding a flare.

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@ -71,7 +71,7 @@ void InitializeLara(bool restore)
InitializePlayerStateMachine();
InitializeLaraMeshes(LaraItem);
InitializeLaraAnims(LaraItem);
InitializeLaraStartPosition(LaraItem);
InitializeLaraStartPosition(*LaraItem);
g_Hud.StatusBars.Initialize(*LaraItem);
}
@ -164,20 +164,20 @@ void InitializeLaraLoad(short itemNumber)
LaraItem = &g_Level.Items[itemNumber];
}
void InitializeLaraStartPosition(ItemInfo* item)
void InitializeLaraStartPosition(ItemInfo& playerItem)
{
for (auto& it : g_Level.Items)
for (const auto& item : g_Level.Items)
{
if (it.ObjectNumber != GAME_OBJECT_ID::ID_LARA_START_POS)
if (item.ObjectNumber != GAME_OBJECT_ID::ID_LARA_START_POS)
continue;
if (!it.TriggerFlags || it.TriggerFlags != RequiredStartPos)
if (!item.TriggerFlags || item.TriggerFlags != RequiredStartPos)
continue;
item->Pose = it.Pose;
item->RoomNumber = it.RoomNumber;
playerItem.Pose = item.Pose;
playerItem.RoomNumber = item.RoomNumber;
TENLog("Player start position has been set according to start position object with index " + std::to_string(it.TriggerFlags), LogLevel::Info);
TENLog("Player start position has been set according to start position object with index " + std::to_string(item.TriggerFlags), LogLevel::Info);
break;
}
}

View file

@ -6,6 +6,6 @@ void InitializeLara(bool restore);
void InitializeLaraLoad(short itemNumber);
void InitializeLaraMeshes(ItemInfo* item);
void InitializeLaraAnims(ItemInfo* item);
void InitializeLaraStartPosition(ItemInfo* item);
void InitializeLaraStartPosition(ItemInfo& playerItem);
void InitializeLaraLevelJump(ItemInfo* item, LaraInfo* lBackup);
void InitializeLaraDefaultInventory();
void InitializeLaraDefaultInventory();

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@ -812,7 +812,7 @@ std::optional<Vector3> GetStaticObjectLos(const Vector3& origin, int roomNumber,
return std::nullopt;
}
std::pair<GameVector, GameVector> GetRayFrom2DPosition(Vector2 screenPos)
std::pair<GameVector, GameVector> GetRayFrom2DPosition(const Vector2& screenPos)
{
auto pos = g_Renderer.GetRay(screenPos);

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@ -11,4 +11,4 @@ int ObjectOnLOS2(GameVector* origin, GameVector* target, Vector3i* vec, MESH_IN
bool LOSAndReturnTarget(GameVector* origin, GameVector* target, int push);
std::optional<Vector3> GetStaticObjectLos(const Vector3& origin, int roomNumber, const Vector3& dir, float dist, bool onlySolid);
std::pair<GameVector, GameVector> GetRayFrom2DPosition(Vector2 screenPos);
std::pair<GameVector, GameVector> GetRayFrom2DPosition(const Vector2& screenPos);

View file

@ -750,7 +750,7 @@ void TestTriggers(int x, int y, int z, FloorInfo* floor, Activator activator, bo
break;
case TO_FINISH:
NextLevel = value ? value : CurrentLevel + 1;
NextLevel = value ? value : (CurrentLevel + 1);
RequiredStartPos = timer;
break;

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@ -155,7 +155,7 @@ namespace TEN::Scripting::Util
static sol::optional <std::unique_ptr<Static>> PickStatic(const Vec2& screenPos)
{
auto realScreenPos = PercentToScreen(screenPos.x, screenPos.y);
auto ray = GetRayFrom2DPosition(Vector2(int(std::get<0>(realScreenPos)), int(std::get<1>(realScreenPos))));
auto ray = GetRayFrom2DPosition(Vector2((int)std::get<0>(realScreenPos), (int)std::get<1>(realScreenPos)));
MESH_INFO* mesh = nullptr;
auto vector = Vector3i::Zero;