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Minor formatting
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bfc7d1b3d4
commit
07879bc744
7 changed files with 16 additions and 16 deletions
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@ -14,13 +14,13 @@ Version 1.3
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* Fix player not being able to pick up a torch when crouching.
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* Fix player not being able to pick up a torch when crouching.
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* Fix jittery camera when performing crawl-to-hang.
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* Fix jittery camera when performing crawl-to-hang.
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* Fix several issues with limited pistol ammo.
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* Fix several issues with limited pistol ammo.
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* Fix Lara not being able to crawl if two-handed weapon is currently equipped.
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* Fix player not being able to crawl if two-handed weapon is currently equipped.
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* Fix playback issues with audio tracks placed in subfolders.
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* Fix playback issues with audio tracks placed in subfolders.
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* Fix legacy trigger leveljumps ignoring provided level index.
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* Fix legacy trigger leveljumps ignoring provided level index.
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* Separate underwater wall and ceiling switch objects into two slots each.
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* Separate underwater wall and ceiling switch objects into two slots each.
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* Improve fly cheat collision.
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* Improve fly cheat collision.
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* Add global events.
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* Add global events.
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* Add previously missing Lara start position object functionality.
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* Add previously missing player start position object functionality.
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* Add fast speed for fly cheat by holding Sprint input action.
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* Add fast speed for fly cheat by holding Sprint input action.
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* Allow walking on slopes when wading in water (similar to quicksand).
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* Allow walking on slopes when wading in water (similar to quicksand).
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* Allow player to pull certain levers with both hands when holding a flare.
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* 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)
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InitializePlayerStateMachine();
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InitializePlayerStateMachine();
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InitializeLaraMeshes(LaraItem);
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InitializeLaraMeshes(LaraItem);
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InitializeLaraAnims(LaraItem);
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InitializeLaraAnims(LaraItem);
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InitializeLaraStartPosition(LaraItem);
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InitializeLaraStartPosition(*LaraItem);
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g_Hud.StatusBars.Initialize(*LaraItem);
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g_Hud.StatusBars.Initialize(*LaraItem);
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}
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}
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@ -164,20 +164,20 @@ void InitializeLaraLoad(short itemNumber)
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LaraItem = &g_Level.Items[itemNumber];
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LaraItem = &g_Level.Items[itemNumber];
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}
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}
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void InitializeLaraStartPosition(ItemInfo* item)
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void InitializeLaraStartPosition(ItemInfo& playerItem)
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{
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{
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for (auto& it : g_Level.Items)
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for (const auto& item : g_Level.Items)
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{
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{
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if (it.ObjectNumber != GAME_OBJECT_ID::ID_LARA_START_POS)
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if (item.ObjectNumber != GAME_OBJECT_ID::ID_LARA_START_POS)
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continue;
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continue;
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if (!it.TriggerFlags || it.TriggerFlags != RequiredStartPos)
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if (!item.TriggerFlags || item.TriggerFlags != RequiredStartPos)
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continue;
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continue;
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item->Pose = it.Pose;
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playerItem.Pose = item.Pose;
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item->RoomNumber = it.RoomNumber;
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playerItem.RoomNumber = item.RoomNumber;
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TENLog("Player start position has been set according to start position object with index " + std::to_string(it.TriggerFlags), LogLevel::Info);
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TENLog("Player start position has been set according to start position object with index " + std::to_string(item.TriggerFlags), LogLevel::Info);
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break;
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break;
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}
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}
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}
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}
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@ -6,6 +6,6 @@ void InitializeLara(bool restore);
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void InitializeLaraLoad(short itemNumber);
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void InitializeLaraLoad(short itemNumber);
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void InitializeLaraMeshes(ItemInfo* item);
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void InitializeLaraMeshes(ItemInfo* item);
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void InitializeLaraAnims(ItemInfo* item);
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void InitializeLaraAnims(ItemInfo* item);
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void InitializeLaraStartPosition(ItemInfo* item);
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void InitializeLaraStartPosition(ItemInfo& playerItem);
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void InitializeLaraLevelJump(ItemInfo* item, LaraInfo* lBackup);
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void InitializeLaraLevelJump(ItemInfo* item, LaraInfo* lBackup);
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void InitializeLaraDefaultInventory();
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void InitializeLaraDefaultInventory();
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@ -812,7 +812,7 @@ std::optional<Vector3> GetStaticObjectLos(const Vector3& origin, int roomNumber,
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return std::nullopt;
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return std::nullopt;
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}
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}
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std::pair<GameVector, GameVector> GetRayFrom2DPosition(Vector2 screenPos)
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std::pair<GameVector, GameVector> GetRayFrom2DPosition(const Vector2& screenPos)
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{
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{
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auto pos = g_Renderer.GetRay(screenPos);
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auto pos = g_Renderer.GetRay(screenPos);
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@ -11,4 +11,4 @@ int ObjectOnLOS2(GameVector* origin, GameVector* target, Vector3i* vec, MESH_IN
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bool LOSAndReturnTarget(GameVector* origin, GameVector* target, int push);
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bool LOSAndReturnTarget(GameVector* origin, GameVector* target, int push);
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std::optional<Vector3> GetStaticObjectLos(const Vector3& origin, int roomNumber, const Vector3& dir, float dist, bool onlySolid);
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std::optional<Vector3> GetStaticObjectLos(const Vector3& origin, int roomNumber, const Vector3& dir, float dist, bool onlySolid);
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std::pair<GameVector, GameVector> GetRayFrom2DPosition(Vector2 screenPos);
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std::pair<GameVector, GameVector> GetRayFrom2DPosition(const Vector2& screenPos);
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@ -750,7 +750,7 @@ void TestTriggers(int x, int y, int z, FloorInfo* floor, Activator activator, bo
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break;
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break;
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case TO_FINISH:
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case TO_FINISH:
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NextLevel = value ? value : CurrentLevel + 1;
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NextLevel = value ? value : (CurrentLevel + 1);
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RequiredStartPos = timer;
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RequiredStartPos = timer;
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break;
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break;
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@ -155,7 +155,7 @@ namespace TEN::Scripting::Util
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static sol::optional <std::unique_ptr<Static>> PickStatic(const Vec2& screenPos)
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static sol::optional <std::unique_ptr<Static>> PickStatic(const Vec2& screenPos)
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{
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{
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auto realScreenPos = PercentToScreen(screenPos.x, screenPos.y);
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auto realScreenPos = PercentToScreen(screenPos.x, screenPos.y);
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auto ray = GetRayFrom2DPosition(Vector2(int(std::get<0>(realScreenPos)), int(std::get<1>(realScreenPos))));
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auto ray = GetRayFrom2DPosition(Vector2((int)std::get<0>(realScreenPos), (int)std::get<1>(realScreenPos)));
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MESH_INFO* mesh = nullptr;
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MESH_INFO* mesh = nullptr;
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auto vector = Vector3i::Zero;
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auto vector = Vector3i::Zero;
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