Refactor include and moving some structure to right file

- started moving structure out of types.h.
- fixed ExtraAnim using 0 instead of -1.
- changed void(*)(); to function<> for lara routines.
- changed short(*)() effect to function<> for CreatureEffect/CreatureEffect2.
- renamed guardian to laserhead.
- moved some structure to their right place.
- renamed TYPE_ZONE to ZoneTypeEnum.
- fixed zoneType not using ZoneTypeEnum as variable.
- fixed LOT.zone not using ZoneEnumType.
- changed "variable : 1" to bool in some structure.
- implemented @krys new collision structure and improved it a bit (but commented for "later")
- level need #pragma pack(push, 1) #pragma pack(pop) to work (for structure), else it crash at LoadTexturesInfos().

Co-Authored-By: krys <krys@users.noreply.github.com>
This commit is contained in:
TokyoSU 2020-05-28 15:17:34 +02:00
parent 85b8219a0d
commit 2c5a621cb3
72 changed files with 1195 additions and 1057 deletions

View file

@ -217,7 +217,7 @@ GameScript::GameScript(sol::state* lua)
{"LARA_DOUBLE", ID_LARA_DOUBLE},
{"COMPY", ID_COMPY},
{"HYDRA", ID_HYDRA},
{"GUARDIAN", ID_GUARDIAN},
{"LASERHEAD", ID_LASERHEAD},
{"SCIENTIST", ID_SCIENTIST},
{"MERCENARY", ID_MERCENARY},
{"WILLOWISP", ID_WILLOWISP},
@ -915,8 +915,8 @@ GameScript::GameScript(sol::state* lua)
{"ANIMATING126", ID_ANIMATING126},
{"ANIMATING127", ID_ANIMATING127},
{"ANIMATING128", ID_ANIMATING128},
{"GUARDIAN_BASE", ID_GUARDIAN_BASE},
{"GUARDIAN_TENTACLE", ID_GUARDIAN_TENTACLE},
{"LASERHEAD_BASE", ID_LASERHEAD_BASE},
{"LASERHEAD_TENTACLE", ID_LASERHEAD_TENTACLE},
{"BRIDGE_FLAT", ID_BRIDGE_FLAT},
{"BRIDGE_TILT1", ID_BRIDGE_TILT1},
{"BRIDGE_TILT2", ID_BRIDGE_TILT2},