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Update animation bools and fix Settings.lua; use correct block in monkey idle state
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parent
e42538aa8d
commit
153e0a3d05
7 changed files with 6 additions and 38 deletions
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@ -26,9 +26,7 @@ public:
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virtual bool HasCrawlExtended() const = 0;
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virtual bool HasCrouchRoll() const = 0;
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virtual bool HasCrawlspaceSwandive() const = 0;
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virtual bool HasMonkeyTurn180() const = 0;
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virtual bool HasMonkeyAutoJump() const = 0;
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virtual bool HasOscillateHang() const = 0;
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virtual bool HasSprintJump() const = 0;
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virtual bool HasAFKPose() const = 0;
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virtual bool HasOverhangClimb() const = 0;
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@ -14,8 +14,6 @@ void Animations::Register(sol::table& parent)
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"crouchRoll", &Animations::HasCrouchRoll,
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"crawlspaceSwandive", &Animations::HasCrawlspaceDive,
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"monkeyAutoJump", &Animations::HasMonkeyAutoJump,
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"monkeyTurn180", &Animations::HasMonkeyTurn180,
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"oscillateHang", &Animations::HasOscillateHang,
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"overhangClimb", &Animations::HasOverhangClimb,
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"slideExtended", &Animations::HasSlideExtended,
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"sprintJump", &Animations::HasSprintJump,
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@ -18,8 +18,6 @@ struct Animations
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bool HasCrawlExtended; // Extended crawl moveset.
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bool HasCrouchRoll; // Crouch roll.
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bool HasOverhangClimb; // Overhang functionality.
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bool HasMonkeyTurn180;
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bool HasOscillateHang;
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static void Register(sol::table &);
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};
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@ -57,13 +57,11 @@ public:
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bool HasCrawlExtended() const override { return Anims.HasCrawlExtended; }
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bool HasCrouchRoll() const override { return Anims.HasCrouchRoll; }
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bool HasCrawlspaceSwandive() const override { return Anims.HasCrawlspaceDive; }
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bool HasMonkeyTurn180() const override { return Anims.HasMonkeyTurn180; }
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bool HasMonkeyAutoJump() const override { return Anims.HasMonkeyAutoJump; }
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bool HasAFKPose() const override { return Anims.HasPose; }
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bool HasOverhangClimb() const override { return Anims.HasOverhangClimb; }
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bool HasSlideExtended() const override { return Anims.HasSlideExtended; }
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bool HasSprintJump() const override { return Anims.HasSprintJump; }
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bool HasOscillateHang() const override { return Anims.HasOscillateHang; }
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bool DoFlow() override;
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};
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@ -11,7 +11,7 @@ local RotationAxis = Flow.RotationAxis
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local ItemAction = Flow.ItemAction
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-- Title level
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Flow.SetIntroImagePath("SCREENS\\MAIN.PNG")
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Flow.SetIntroImagePath("Screens\\Main.png")
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Flow.SetTitleScreenImagePath("Screens\\Title.png")
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Flow.SetFarView(210)
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@ -1,12 +1,7 @@
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-- TombEngine settings file
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-- Created by MontyTRC
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<<<<<<< HEAD
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-- Place in this Lua script all the engine settings for your game
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-- WARNING: bad values could make your game unplayable, please follow with attention the reference guide
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=======
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-- Place all the engine settings for your game in this Lua script.
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-- WARNING: Bad values could make your game unplayable; please follow reference guide attentively.
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>>>>>>> state_cleaning_tier_2
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local Flow = TEN.Flow
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@ -22,25 +17,10 @@ settings.showDebugInfo = true;
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settings.errorMode = Flow.ErrorMode.WARN;
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Flow.SetSettings(settings);
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<<<<<<< HEAD
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local anims = Flow.Animations.new();
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anims.crawlExtended = true;
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anims.crouchRoll = true;
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anims.crawlspaceSwandive = true;
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anims.monkeyTurn180 = true;
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anims.monkeyAutoJump = false;
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anims.oscillateHang = true;
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anims.pose = false;
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Flow.SetAnimations(anims);
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=======
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local anims = Animations.new();
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anims.hasPose = false;
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anims.hasSlideExtended = false;
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anims.hasSprintJump = true;
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anims.hasMonkeyAutoJump = false;
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anims.hasCrawlspaceDive = true;
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anims.hasCrawlExtended = true;
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anims.hasCrouchRoll = true;
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anims.hasOverhangClimb = false;
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SetAnimations(anims);
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>>>>>>> state_cleaning_tier_2
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Flow.SetAnimations(anims);
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@ -108,19 +108,15 @@ void lara_as_monkey_idle(ItemInfo* item, CollisionInfo* coll)
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if (TrInput & IN_LEFT)
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{
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item->Animation.TargetState = LS_MONKEY_TURN_LEFT;
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return;
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}
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else if (TrInput & IN_RIGHT)
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{
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item->Animation.TargetState = LS_MONKEY_TURN_RIGHT;
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return;
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}
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else if (TrInput & IN_ROLL && g_GameFlow->HasMonkeyTurn180())
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{
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item->Animation.TargetState = LS_MONKEY_TURN_180;
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}
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else
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{
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item->Animation.TargetState = LS_MONKEY_IDLE;
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}
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item->Animation.TargetState = LS_MONKEY_IDLE;
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return;
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}
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