mirror of
https://github.com/TombEngine/TombEngine.git
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Fix savegames and FX colors (#656)
* Fix savegames and FX colors * Update Changes.txt * Simplify savegame code more
This commit is contained in:
parent
9bad72e9bc
commit
4600dd6f79
19 changed files with 325 additions and 1231 deletions
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@ -9,6 +9,7 @@ Version 1.0.1
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- Fixed camera behaviour with pushable blocks.
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- Fixed camera behaviour with pushable blocks.
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- Fixed minecart unduck on inclines.
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- Fixed minecart unduck on inclines.
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- Fixed quadbike dismount with jump key and allow to shoot big gun with action key.
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- Fixed quadbike dismount with jump key and allow to shoot big gun with action key.
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- Fixed static meshes having wrong colors on savegame reload.
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- Fixed rollingball incorrectly killing Lara in water and in jump.
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- Fixed rollingball incorrectly killing Lara in water and in jump.
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- Fixed resurfacing on underwater death.
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- Fixed resurfacing on underwater death.
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- Fixed ripples not appearing on water connections higher than room bottom.
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- Fixed ripples not appearing on water connections higher than room bottom.
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@ -49,7 +49,7 @@ struct FX_INFO
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short fallspeed;
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short fallspeed;
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int frameNumber;
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int frameNumber;
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short counter;
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short counter;
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short shade;
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Vector4 color;
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short flag1;
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short flag1;
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short flag2;
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short flag2;
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};
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};
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@ -1506,7 +1506,7 @@ void ExplodingDeath(short itemNumber, short flags)
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}
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}
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fx->objectNumber = ID_BODY_PART;
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fx->objectNumber = ID_BODY_PART;
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fx->shade = 16912;
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fx->color = item->Color;
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fx->flag2 = flags;
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fx->flag2 = flags;
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fx->frameNumber = obj->meshIndex + i;
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fx->frameNumber = obj->meshIndex + i;
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}
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}
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@ -374,7 +374,7 @@ short CreateNewEffect(short roomNum)
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room->fxNumber = fxNumber;
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room->fxNumber = fxNumber;
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fx->nextActive = NextFxActive;
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fx->nextActive = NextFxActive;
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NextFxActive = fxNumber;
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NextFxActive = fxNumber;
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fx->shade = GRAY555;
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fx->color = Vector4::One;
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}
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}
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return fxNumber;
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return fxNumber;
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@ -10,12 +10,6 @@
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enum GAME_OBJECT_ID : short;
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enum GAME_OBJECT_ID : short;
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// used by fx->shade !
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#define RGB555(r, g, b) ((r << 7) & 0x7C00 | (g << 2) & 0x3E0 | (b >> 3) & 0x1F)
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#define WHITE555 RGB555(255, 255, 255)
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#define GRAY555 RGB555(128, 128, 128)
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#define BLACK555 RGB555( 0, 0, 0)
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constexpr auto NO_ITEM = -1;
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constexpr auto NO_ITEM = -1;
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constexpr auto NOT_TARGETABLE = -16384;
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constexpr auto NOT_TARGETABLE = -16384;
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constexpr auto NUM_ITEMS = 1024;
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constexpr auto NUM_ITEMS = 1024;
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@ -178,7 +178,7 @@ short ShardGun(int x, int y, int z, short velocity, short yRot, short roomNumber
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fx->speed = SHARD_VELOCITY;
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fx->speed = SHARD_VELOCITY;
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fx->frameNumber = 0;
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fx->frameNumber = 0;
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fx->objectNumber = ID_PROJ_SHARD;
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fx->objectNumber = ID_PROJ_SHARD;
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fx->shade = 14 * 256;
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fx->color = Vector4::One;
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ShootAtLara(fx);
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ShootAtLara(fx);
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}
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}
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@ -201,7 +201,7 @@ short BombGun(int x, int y, int z, short velocity, short yRot, short roomNumber)
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fx->speed = ROCKET_VELOCITY;
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fx->speed = ROCKET_VELOCITY;
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fx->frameNumber = 0;
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fx->frameNumber = 0;
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fx->objectNumber = ID_PROJ_BOMB;
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fx->objectNumber = ID_PROJ_BOMB;
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fx->shade = 16 * 256;
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fx->color = Vector4::One;
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ShootAtLara(fx);
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ShootAtLara(fx);
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}
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}
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@ -224,7 +224,7 @@ short NatlaGun(int x, int y, int z, short velocity, short yRot, short roomNumber
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fx->speed = NATLA_GUN_VELOCITY;
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fx->speed = NATLA_GUN_VELOCITY;
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fx->frameNumber = 0;
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fx->frameNumber = 0;
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fx->objectNumber = ID_PROJ_NATLA;
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fx->objectNumber = ID_PROJ_NATLA;
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fx->shade = 16 * 256;
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fx->color = Vector4::One;
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ShootAtLara(fx);
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ShootAtLara(fx);
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}
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}
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@ -102,6 +102,46 @@ Save::Position FromPHD(PHD_3DPOS const& src)
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};
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};
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}
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}
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Save::Vector3 FromVector3(Vector3 vec)
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{
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return Save::Vector3(vec.x, vec.y, vec.z);
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}
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Save::Vector3 FromVector3(Vector3Int vec)
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{
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return Save::Vector3(vec.x, vec.y, vec.z);
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}
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Save::Vector3 FromVector3(Vector3Shrt vec)
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{
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return Save::Vector3(vec.x, vec.y, vec.z);
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}
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Save::Vector4 FromVector4(Vector4 vec)
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{
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return Save::Vector4(vec.x, vec.y, vec.z, vec.w);
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}
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Vector3Shrt ToVector3Shrt(const Save::Vector3* vec)
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{
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return Vector3Shrt(short(vec->x()), short(vec->y()), short(vec->z()));
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}
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Vector3Int ToVector3Int(const Save::Vector3* vec)
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{
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return Vector3Int(int(vec->x()), int(vec->y()), int(vec->z()));
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}
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Vector3 ToVector3(const Save::Vector3* vec)
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{
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return Vector3(vec->x(), vec->y(), vec->z());
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}
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Vector4 ToVector4(const Save::Vector4* vec)
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{
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return Vector4(vec->x(), vec->y(), vec->z(), vec->w());
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}
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bool SaveGame::Save(int slot)
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bool SaveGame::Save(int slot)
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{
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{
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auto fileName = std::string(SAVEGAME_PATH) + "savegame." + std::to_string(slot);
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auto fileName = std::string(SAVEGAME_PATH) + "savegame." + std::to_string(slot);
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@ -196,17 +236,6 @@ bool SaveGame::Save(int slot)
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wet.push_back(Lara.Wet[i] == 1);
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wet.push_back(Lara.Wet[i] == 1);
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auto wetOffset = fbb.CreateVector(wet);
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auto wetOffset = fbb.CreateVector(wet);
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Save::Vector3 nextCornerPos = Save::Vector3(Lara.NextCornerPos.Position.x, Lara.NextCornerPos.Position.y, Lara.NextCornerPos.Position.z);
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Save::Vector3 nextCornerRot = Save::Vector3(Lara.NextCornerPos.Orientation.x, Lara.NextCornerPos.Orientation.y, Lara.NextCornerPos.Orientation.z);
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Save::Vector3 leftArmRotation = Save::Vector3(Lara.LeftArm.Orientation.x, Lara.LeftArm.Orientation.y, Lara.LeftArm.Orientation.z);
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Save::Vector3 rightArmRotation = Save::Vector3(Lara.RightArm.Orientation.x, Lara.RightArm.Orientation.y, Lara.RightArm.Orientation.z);
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Save::Vector3 extraHeadRot = Save::Vector3(Lara.ExtraHeadRot.x, Lara.ExtraHeadRot.y, Lara.ExtraHeadRot.z);
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Save::Vector3 extraTorsoRot = Save::Vector3(Lara.ExtraTorsoRot.x, Lara.ExtraTorsoRot.y, Lara.ExtraTorsoRot.z);
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Save::Vector3 extraVelocity = Save::Vector3(Lara.ExtraVelocity.x, Lara.ExtraVelocity.y, Lara.ExtraVelocity.z);
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Save::Vector3 waterCurrentPull = Save::Vector3(Lara.WaterCurrentPull.x, Lara.WaterCurrentPull.y, Lara.WaterCurrentPull.z);
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std::vector<int> laraTargetAngles{};
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std::vector<int> laraTargetAngles{};
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laraTargetAngles.push_back(Lara.TargetArmOrient.y);
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laraTargetAngles.push_back(Lara.TargetArmOrient.y);
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laraTargetAngles.push_back(Lara.TargetArmOrient.x);
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laraTargetAngles.push_back(Lara.TargetArmOrient.x);
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@ -230,7 +259,7 @@ bool SaveGame::Save(int slot)
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leftArm.add_frame_base(Lara.LeftArm.FrameBase);
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leftArm.add_frame_base(Lara.LeftArm.FrameBase);
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leftArm.add_frame_number(Lara.LeftArm.FrameNumber);
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leftArm.add_frame_number(Lara.LeftArm.FrameNumber);
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leftArm.add_locked(Lara.LeftArm.Locked);
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leftArm.add_locked(Lara.LeftArm.Locked);
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leftArm.add_rotation(&leftArmRotation);
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leftArm.add_rotation(&FromVector3(Lara.LeftArm.Orientation));
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auto leftArmOffset = leftArm.Finish();
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auto leftArmOffset = leftArm.Finish();
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Save::ArmInfoBuilder rightArm{ fbb };
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Save::ArmInfoBuilder rightArm{ fbb };
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@ -240,7 +269,7 @@ bool SaveGame::Save(int slot)
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rightArm.add_frame_base(Lara.RightArm.FrameBase);
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rightArm.add_frame_base(Lara.RightArm.FrameBase);
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rightArm.add_frame_number(Lara.RightArm.FrameNumber);
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rightArm.add_frame_number(Lara.RightArm.FrameNumber);
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rightArm.add_locked(Lara.RightArm.Locked);
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rightArm.add_locked(Lara.RightArm.Locked);
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rightArm.add_rotation(&rightArmRotation);
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rightArm.add_rotation(&FromVector3(Lara.RightArm.Orientation));
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auto rightArmOffset = rightArm.Finish();
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auto rightArmOffset = rightArm.Finish();
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Save::FlareDataBuilder flare{ fbb };
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Save::FlareDataBuilder flare{ fbb };
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@ -397,12 +426,11 @@ bool SaveGame::Save(int slot)
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lara.add_burn_blue(Lara.BurnBlue);
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lara.add_burn_blue(Lara.BurnBlue);
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lara.add_burn_smoke(Lara.BurnSmoke);
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lara.add_burn_smoke(Lara.BurnSmoke);
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lara.add_control(controlOffset);
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lara.add_control(controlOffset);
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lara.add_next_corner_position(&nextCornerPos);
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lara.add_next_corner_pose(&FromPHD(Lara.NextCornerPos));
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lara.add_next_corner_rotation(&nextCornerRot);
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lara.add_extra_anim(Lara.ExtraAnim);
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lara.add_extra_anim(Lara.ExtraAnim);
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lara.add_extra_head_rot(&extraHeadRot);
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lara.add_extra_head_rot(&FromVector3(Lara.ExtraHeadRot));
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lara.add_extra_torso_rot(&extraTorsoRot);
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lara.add_extra_torso_rot(&FromVector3(Lara.ExtraTorsoRot));
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lara.add_extra_velocity(&extraVelocity);
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lara.add_extra_velocity(&FromVector3(Lara.ExtraVelocity));
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lara.add_flare(flareOffset);
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lara.add_flare(flareOffset);
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lara.add_highest_location(Lara.HighestLocation);
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lara.add_highest_location(Lara.HighestLocation);
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lara.add_hit_direction(Lara.HitDirection);
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lara.add_hit_direction(Lara.HitDirection);
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@ -424,7 +452,7 @@ bool SaveGame::Save(int slot)
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lara.add_torch(torchOffset);
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lara.add_torch(torchOffset);
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lara.add_vehicle(Lara.Vehicle);
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lara.add_vehicle(Lara.Vehicle);
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lara.add_water_current_active(Lara.WaterCurrentActive);
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lara.add_water_current_active(Lara.WaterCurrentActive);
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lara.add_water_current_pull(&waterCurrentPull);
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lara.add_water_current_pull(&FromVector3(Lara.WaterCurrentPull));
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lara.add_water_surface_dist(Lara.WaterSurfaceDist);
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lara.add_water_surface_dist(Lara.WaterSurfaceDist);
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lara.add_weapons(carriedWeaponsOffset);
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lara.add_weapons(carriedWeaponsOffset);
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lara.add_wet(wetOffset);
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lara.add_wet(wetOffset);
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@ -563,13 +591,7 @@ bool SaveGame::Save(int slot)
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kayakBuilder.add_front_vertical_velocity(kayak->FrontVerticalVelocity);
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kayakBuilder.add_front_vertical_velocity(kayak->FrontVerticalVelocity);
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kayakBuilder.add_left_right_count(kayak->LeftRightPaddleCount);
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kayakBuilder.add_left_right_count(kayak->LeftRightPaddleCount);
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kayakBuilder.add_left_vertical_velocity(kayak->LeftVerticalVelocity);
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kayakBuilder.add_left_vertical_velocity(kayak->LeftVerticalVelocity);
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kayakBuilder.add_old_pos(&Save::Position(
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kayakBuilder.add_old_pos(&FromPHD(kayak->OldPose));
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kayak->OldPose.Position.x,
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kayak->OldPose.Position.y,
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kayak->OldPose.Position.z,
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kayak->OldPose.Orientation.x,
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kayak->OldPose.Orientation.y,
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kayak->OldPose.Orientation.z));
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kayakBuilder.add_right_vertical_velocity(kayak->RightVerticalVelocity);
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kayakBuilder.add_right_vertical_velocity(kayak->RightVerticalVelocity);
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kayakBuilder.add_true_water(kayak->TrueWater);
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kayakBuilder.add_true_water(kayak->TrueWater);
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kayakBuilder.add_turn(kayak->Turn);
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kayakBuilder.add_turn(kayak->Turn);
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@ -592,20 +614,6 @@ bool SaveGame::Save(int slot)
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intOffset = ib.Finish();
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intOffset = ib.Finish();
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}
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}
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Save::Position position = Save::Position(
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(int32_t)itemToSerialize.Pose.Position.x,
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(int32_t)itemToSerialize.Pose.Position.y,
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(int32_t)itemToSerialize.Pose.Position.z,
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(int32_t)itemToSerialize.Pose.Orientation.x,
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(int32_t)itemToSerialize.Pose.Orientation.y,
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(int32_t)itemToSerialize.Pose.Orientation.z);
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Save::Vector4 color = Save::Vector4(
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itemToSerialize.Color.x,
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itemToSerialize.Color.y,
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itemToSerialize.Color.z,
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itemToSerialize.Color.w);
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Save::ItemBuilder serializedItem{ fbb };
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Save::ItemBuilder serializedItem{ fbb };
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serializedItem.add_next_item(itemToSerialize.NextItem);
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serializedItem.add_next_item(itemToSerialize.NextItem);
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@ -624,12 +632,12 @@ bool SaveGame::Save(int slot)
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serializedItem.add_item_flags(itemFlagsOffset);
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serializedItem.add_item_flags(itemFlagsOffset);
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serializedItem.add_mesh_bits(itemToSerialize.MeshBits);
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serializedItem.add_mesh_bits(itemToSerialize.MeshBits);
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serializedItem.add_object_id(itemToSerialize.ObjectNumber);
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serializedItem.add_object_id(itemToSerialize.ObjectNumber);
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serializedItem.add_position(&position);
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serializedItem.add_pose(&FromPHD(itemToSerialize.Pose));
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serializedItem.add_required_state(itemToSerialize.Animation.RequiredState);
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serializedItem.add_required_state(itemToSerialize.Animation.RequiredState);
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serializedItem.add_room_number(itemToSerialize.RoomNumber);
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serializedItem.add_room_number(itemToSerialize.RoomNumber);
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serializedItem.add_velocity(itemToSerialize.Animation.Velocity);
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serializedItem.add_velocity(itemToSerialize.Animation.Velocity);
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serializedItem.add_timer(itemToSerialize.Timer);
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serializedItem.add_timer(itemToSerialize.Timer);
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serializedItem.add_color(&color);
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serializedItem.add_color(&FromVector4(itemToSerialize.Color));
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serializedItem.add_touch_bits(itemToSerialize.TouchBits);
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serializedItem.add_touch_bits(itemToSerialize.TouchBits);
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serializedItem.add_trigger_flags(itemToSerialize.TriggerFlags);
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serializedItem.add_trigger_flags(itemToSerialize.TriggerFlags);
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serializedItem.add_triggered((itemToSerialize.Flags & (TRIGGERED | CODE_BITS | ONESHOT)) != 0);
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serializedItem.add_triggered((itemToSerialize.Flags & (TRIGGERED | CODE_BITS | ONESHOT)) != 0);
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@ -700,9 +708,8 @@ bool SaveGame::Save(int slot)
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for (auto& effectToSerialize : EffectList)
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for (auto& effectToSerialize : EffectList)
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{
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{
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Save::FXInfoBuilder serializedEffect{ fbb };
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Save::FXInfoBuilder serializedEffect{ fbb };
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auto savedPos = FromPHD(effectToSerialize.pos);
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serializedEffect.add_pos(&savedPos);
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serializedEffect.add_pose(&FromPHD(effectToSerialize.pos));
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serializedEffect.add_room_number(effectToSerialize.roomNumber);
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serializedEffect.add_room_number(effectToSerialize.roomNumber);
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serializedEffect.add_object_number(effectToSerialize.objectNumber);
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serializedEffect.add_object_number(effectToSerialize.objectNumber);
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serializedEffect.add_next_fx(effectToSerialize.nextFx);
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serializedEffect.add_next_fx(effectToSerialize.nextFx);
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@ -711,7 +718,7 @@ bool SaveGame::Save(int slot)
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serializedEffect.add_fall_speed(effectToSerialize.fallspeed);
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serializedEffect.add_fall_speed(effectToSerialize.fallspeed);
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serializedEffect.add_frame_number(effectToSerialize.frameNumber);
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serializedEffect.add_frame_number(effectToSerialize.frameNumber);
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serializedEffect.add_counter(effectToSerialize.counter);
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serializedEffect.add_counter(effectToSerialize.counter);
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serializedEffect.add_shade(effectToSerialize.shade);
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serializedEffect.add_color(&FromVector4(effectToSerialize.color));
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serializedEffect.add_flag1(effectToSerialize.flag1);
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serializedEffect.add_flag1(effectToSerialize.flag1);
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serializedEffect.add_flag2(effectToSerialize.flag2);
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serializedEffect.add_flag2(effectToSerialize.flag2);
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@ -808,18 +815,8 @@ bool SaveGame::Save(int slot)
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{
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{
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Save::StaticMeshInfoBuilder staticMesh{ fbb };
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Save::StaticMeshInfoBuilder staticMesh{ fbb };
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staticMesh.add_position(&Save::Vector3(room->mesh[j].pos.Position.x,
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staticMesh.add_pose(&FromPHD(room->mesh[j].pos));
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room->mesh[j].pos.Position.y,
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staticMesh.add_color(&FromVector4(room->mesh[j].color));
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room->mesh[j].pos.Position.z));
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staticMesh.add_rotation(&Save::Vector3(room->mesh[j].pos.Orientation.x,
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|
||||||
room->mesh[j].pos.Orientation.y,
|
|
||||||
room->mesh[j].pos.Orientation.z));
|
|
||||||
|
|
||||||
staticMesh.add_color(&Save::Vector4(room->mesh[j].color.x,
|
|
||||||
room->mesh[j].color.y,
|
|
||||||
room->mesh[j].color.z,
|
|
||||||
room->mesh[j].color.w));
|
|
||||||
|
|
||||||
staticMesh.add_flags(room->mesh[j].flags);
|
staticMesh.add_flags(room->mesh[j].flags);
|
||||||
staticMesh.add_hit_points(room->mesh[j].HitPoints);
|
staticMesh.add_hit_points(room->mesh[j].HitPoints);
|
||||||
|
@ -837,18 +834,9 @@ bool SaveGame::Save(int slot)
|
||||||
volumeState.add_room_number(i);
|
volumeState.add_room_number(i);
|
||||||
volumeState.add_number(j);
|
volumeState.add_number(j);
|
||||||
|
|
||||||
volumeState.add_position(&Save::Vector3(volume.Position.x,
|
volumeState.add_position(&FromVector3(volume.Position));
|
||||||
volume.Position.y,
|
volumeState.add_rotation(&FromVector4(volume.Rotation));
|
||||||
volume.Position.z));
|
volumeState.add_scale(&FromVector3(volume.Scale));
|
||||||
|
|
||||||
volumeState.add_rotation(&Save::Vector4(volume.Rotation.x,
|
|
||||||
volume.Rotation.y,
|
|
||||||
volume.Rotation.z,
|
|
||||||
volume.Rotation.w));
|
|
||||||
|
|
||||||
volumeState.add_scale(&Save::Vector3(volume.Scale.x,
|
|
||||||
volume.Scale.y,
|
|
||||||
volume.Scale.z));
|
|
||||||
|
|
||||||
int triggerer = -1;
|
int triggerer = -1;
|
||||||
if (std::holds_alternative<short>(volume.Triggerer))
|
if (std::holds_alternative<short>(volume.Triggerer))
|
||||||
|
@ -916,86 +904,66 @@ bool SaveGame::Save(int slot)
|
||||||
}
|
}
|
||||||
auto particleOffset = fbb.CreateVector(particles);
|
auto particleOffset = fbb.CreateVector(particles);
|
||||||
|
|
||||||
// Particle enemies
|
// Swarm enemies
|
||||||
std::vector<flatbuffers::Offset<Save::BatInfo>> bats;
|
std::vector<flatbuffers::Offset<Save::SwarmObjectInfo>> bats;
|
||||||
for (int i = 0; i < NUM_BATS; i++)
|
for (int i = 0; i < NUM_BATS; i++)
|
||||||
{
|
{
|
||||||
auto* bat = &Bats[i];
|
auto* bat = &Bats[i];
|
||||||
|
|
||||||
Save::BatInfoBuilder batInfo{ fbb };
|
Save::SwarmObjectInfoBuilder batInfo{ fbb };
|
||||||
|
|
||||||
batInfo.add_counter(bat->Counter);
|
batInfo.add_flags(bat->Counter);
|
||||||
batInfo.add_on(bat->On);
|
batInfo.add_on(bat->On);
|
||||||
batInfo.add_room_number(bat->RoomNumber);
|
batInfo.add_room_number(bat->RoomNumber);
|
||||||
batInfo.add_x(bat->Pose.Position.x);
|
batInfo.add_pose(&FromPHD(bat->Pose));
|
||||||
batInfo.add_y(bat->Pose.Position.y);
|
|
||||||
batInfo.add_z(bat->Pose.Position.z);
|
|
||||||
batInfo.add_x_rot(bat->Pose.Orientation.x);
|
|
||||||
batInfo.add_y_rot(bat->Pose.Orientation.y);
|
|
||||||
batInfo.add_z_rot(bat->Pose.Orientation.z);
|
|
||||||
|
|
||||||
bats.push_back(batInfo.Finish());
|
bats.push_back(batInfo.Finish());
|
||||||
}
|
}
|
||||||
auto batsOffset = fbb.CreateVector(bats);
|
auto batsOffset = fbb.CreateVector(bats);
|
||||||
|
|
||||||
std::vector<flatbuffers::Offset<Save::SpiderInfo>> spiders;
|
std::vector<flatbuffers::Offset<Save::SwarmObjectInfo>> spiders;
|
||||||
for (int i = 0; i < NUM_SPIDERS; i++)
|
for (int i = 0; i < NUM_SPIDERS; i++)
|
||||||
{
|
{
|
||||||
auto* spider = &Spiders[i];
|
auto* spider = &Spiders[i];
|
||||||
|
|
||||||
Save::SpiderInfoBuilder spiderInfo{ fbb };
|
Save::SwarmObjectInfoBuilder spiderInfo{ fbb };
|
||||||
|
|
||||||
spiderInfo.add_flags(spider->Flags);
|
spiderInfo.add_flags(spider->Flags);
|
||||||
spiderInfo.add_on(spider->On);
|
spiderInfo.add_on(spider->On);
|
||||||
spiderInfo.add_room_number(spider->RoomNumber);
|
spiderInfo.add_room_number(spider->RoomNumber);
|
||||||
spiderInfo.add_x(spider->Pose.Position.x);
|
spiderInfo.add_pose(&FromPHD(spider->Pose));
|
||||||
spiderInfo.add_y(spider->Pose.Position.y);
|
|
||||||
spiderInfo.add_z(spider->Pose.Position.z);
|
|
||||||
spiderInfo.add_x_rot(spider->Pose.Orientation.x);
|
|
||||||
spiderInfo.add_y_rot(spider->Pose.Orientation.y);
|
|
||||||
spiderInfo.add_z_rot(spider->Pose.Orientation.z);
|
|
||||||
|
|
||||||
spiders.push_back(spiderInfo.Finish());
|
spiders.push_back(spiderInfo.Finish());
|
||||||
}
|
}
|
||||||
auto spidersOffset = fbb.CreateVector(spiders);
|
auto spidersOffset = fbb.CreateVector(spiders);
|
||||||
|
|
||||||
std::vector<flatbuffers::Offset<Save::RatInfo>> rats;
|
std::vector<flatbuffers::Offset<Save::SwarmObjectInfo>> rats;
|
||||||
for (int i = 0; i < NUM_RATS; i++)
|
for (int i = 0; i < NUM_RATS; i++)
|
||||||
{
|
{
|
||||||
auto* rat = &Rats[i];
|
auto* rat = &Rats[i];
|
||||||
|
|
||||||
Save::RatInfoBuilder ratInfo{ fbb };
|
Save::SwarmObjectInfoBuilder ratInfo{ fbb };
|
||||||
|
|
||||||
ratInfo.add_flags(rat->Flags);
|
ratInfo.add_flags(rat->Flags);
|
||||||
ratInfo.add_on(rat->On);
|
ratInfo.add_on(rat->On);
|
||||||
ratInfo.add_room_number(rat->RoomNumber);
|
ratInfo.add_room_number(rat->RoomNumber);
|
||||||
ratInfo.add_x(rat->Pose.Position.x);
|
ratInfo.add_pose(&FromPHD(rat->Pose));
|
||||||
ratInfo.add_y(rat->Pose.Position.y);
|
|
||||||
ratInfo.add_z(rat->Pose.Position.z);
|
|
||||||
ratInfo.add_x_rot(rat->Pose.Orientation.x);
|
|
||||||
ratInfo.add_y_rot(rat->Pose.Orientation.y);
|
|
||||||
ratInfo.add_z_rot(rat->Pose.Orientation.z);
|
|
||||||
|
|
||||||
rats.push_back(ratInfo.Finish());
|
rats.push_back(ratInfo.Finish());
|
||||||
}
|
}
|
||||||
auto ratsOffset = fbb.CreateVector(rats);
|
auto ratsOffset = fbb.CreateVector(rats);
|
||||||
|
|
||||||
std::vector<flatbuffers::Offset<Save::ScarabInfo>> scarabs;
|
std::vector<flatbuffers::Offset<Save::SwarmObjectInfo>> scarabs;
|
||||||
for (int i = 0; i < NUM_BATS; i++)
|
for (int i = 0; i < NUM_BATS; i++)
|
||||||
{
|
{
|
||||||
auto* beetle = &BeetleSwarm[i];
|
auto* beetle = &BeetleSwarm[i];
|
||||||
|
|
||||||
Save::ScarabInfoBuilder scarabInfo{ fbb };
|
Save::SwarmObjectInfoBuilder scarabInfo{ fbb };
|
||||||
|
|
||||||
scarabInfo.add_flags(beetle->Flags);
|
scarabInfo.add_flags(beetle->Flags);
|
||||||
scarabInfo.add_on(beetle->On);
|
scarabInfo.add_on(beetle->On);
|
||||||
scarabInfo.add_room_number(beetle->RoomNumber);
|
scarabInfo.add_room_number(beetle->RoomNumber);
|
||||||
scarabInfo.add_x(beetle->Pose.Position.x);
|
scarabInfo.add_pose(&FromPHD(beetle->Pose));
|
||||||
scarabInfo.add_y(beetle->Pose.Position.y);
|
|
||||||
scarabInfo.add_z(beetle->Pose.Position.z);
|
|
||||||
scarabInfo.add_x_rot(beetle->Pose.Orientation.x);
|
|
||||||
scarabInfo.add_y_rot(beetle->Pose.Orientation.y);
|
|
||||||
scarabInfo.add_z_rot(beetle->Pose.Orientation.z);
|
|
||||||
|
|
||||||
scarabs.push_back(scarabInfo.Finish());
|
scarabs.push_back(scarabInfo.Finish());
|
||||||
}
|
}
|
||||||
|
@ -1012,42 +980,27 @@ bool SaveGame::Save(int slot)
|
||||||
|
|
||||||
std::vector<const Save::Vector3*> segments;
|
std::vector<const Save::Vector3*> segments;
|
||||||
for (int i = 0; i < ROPE_SEGMENTS; i++)
|
for (int i = 0; i < ROPE_SEGMENTS; i++)
|
||||||
segments.push_back(&Save::Vector3(
|
segments.push_back(&FromVector3(rope->segment[i]));
|
||||||
rope->segment[i].x,
|
|
||||||
rope->segment[i].y,
|
|
||||||
rope->segment[i].z));
|
|
||||||
auto segmentsOffset = fbb.CreateVector(segments);
|
auto segmentsOffset = fbb.CreateVector(segments);
|
||||||
|
|
||||||
std::vector<const Save::Vector3*> velocities;
|
std::vector<const Save::Vector3*> velocities;
|
||||||
for (int i = 0; i < ROPE_SEGMENTS; i++)
|
for (int i = 0; i < ROPE_SEGMENTS; i++)
|
||||||
velocities.push_back(&Save::Vector3(
|
velocities.push_back(&FromVector3(rope->velocity[i]));
|
||||||
rope->velocity[i].x,
|
|
||||||
rope->velocity[i].y,
|
|
||||||
rope->velocity[i].z));
|
|
||||||
auto velocitiesOffset = fbb.CreateVector(velocities);
|
auto velocitiesOffset = fbb.CreateVector(velocities);
|
||||||
|
|
||||||
std::vector<const Save::Vector3*> normalisedSegments;
|
std::vector<const Save::Vector3*> normalisedSegments;
|
||||||
for (int i = 0; i < ROPE_SEGMENTS; i++)
|
for (int i = 0; i < ROPE_SEGMENTS; i++)
|
||||||
normalisedSegments.push_back(&Save::Vector3(
|
normalisedSegments.push_back(&FromVector3(rope->normalisedSegment[i]));
|
||||||
rope->normalisedSegment[i].x,
|
|
||||||
rope->normalisedSegment[i].y,
|
|
||||||
rope->normalisedSegment[i].z));
|
|
||||||
auto normalisedSegmentsOffset = fbb.CreateVector(normalisedSegments);
|
auto normalisedSegmentsOffset = fbb.CreateVector(normalisedSegments);
|
||||||
|
|
||||||
std::vector<const Save::Vector3*> meshSegments;
|
std::vector<const Save::Vector3*> meshSegments;
|
||||||
for (int i = 0; i < ROPE_SEGMENTS; i++)
|
for (int i = 0; i < ROPE_SEGMENTS; i++)
|
||||||
meshSegments.push_back(&Save::Vector3(
|
meshSegments.push_back(&FromVector3(rope->meshSegment[i]));
|
||||||
rope->meshSegment[i].x,
|
|
||||||
rope->meshSegment[i].y,
|
|
||||||
rope->meshSegment[i].z));
|
|
||||||
auto meshSegmentsOffset = fbb.CreateVector(meshSegments);
|
auto meshSegmentsOffset = fbb.CreateVector(meshSegments);
|
||||||
|
|
||||||
std::vector<const Save::Vector3*> coords;
|
std::vector<const Save::Vector3*> coords;
|
||||||
for (int i = 0; i < ROPE_SEGMENTS; i++)
|
for (int i = 0; i < ROPE_SEGMENTS; i++)
|
||||||
coords.push_back(&Save::Vector3(
|
coords.push_back(&FromVector3(rope->coords[i]));
|
||||||
rope->coords[i].x,
|
|
||||||
rope->coords[i].y,
|
|
||||||
rope->coords[i].z));
|
|
||||||
auto coordsOffset = fbb.CreateVector(coords);
|
auto coordsOffset = fbb.CreateVector(coords);
|
||||||
|
|
||||||
Save::RopeBuilder ropeInfo{ fbb };
|
Save::RopeBuilder ropeInfo{ fbb };
|
||||||
|
@ -1058,36 +1011,21 @@ bool SaveGame::Save(int slot)
|
||||||
ropeInfo.add_normalised_segments(normalisedSegmentsOffset);
|
ropeInfo.add_normalised_segments(normalisedSegmentsOffset);
|
||||||
ropeInfo.add_coords(coordsOffset);
|
ropeInfo.add_coords(coordsOffset);
|
||||||
ropeInfo.add_coiled(rope->coiled);
|
ropeInfo.add_coiled(rope->coiled);
|
||||||
ropeInfo.add_position(&Save::Vector3(
|
ropeInfo.add_position(&FromVector3(rope->position));
|
||||||
rope->position.x,
|
|
||||||
rope->position.y,
|
|
||||||
rope->position.z));
|
|
||||||
ropeInfo.add_segment_length(rope->segmentLength);
|
ropeInfo.add_segment_length(rope->segmentLength);
|
||||||
|
|
||||||
ropeOffset = ropeInfo.Finish();
|
ropeOffset = ropeInfo.Finish();
|
||||||
|
|
||||||
Save::PendulumBuilder pendulumInfo{ fbb };
|
Save::PendulumBuilder pendulumInfo{ fbb };
|
||||||
pendulumInfo.add_node(CurrentPendulum.node);
|
pendulumInfo.add_node(CurrentPendulum.node);
|
||||||
pendulumInfo.add_position(&Save::Vector3(
|
pendulumInfo.add_position(&FromVector3(CurrentPendulum.position));
|
||||||
CurrentPendulum.position.x,
|
pendulumInfo.add_velocity(&FromVector3(CurrentPendulum.velocity));
|
||||||
CurrentPendulum.position.y,
|
|
||||||
CurrentPendulum.position.z));
|
|
||||||
pendulumInfo.add_velocity(&Save::Vector3(
|
|
||||||
CurrentPendulum.velocity.x,
|
|
||||||
CurrentPendulum.velocity.y,
|
|
||||||
CurrentPendulum.velocity.z));
|
|
||||||
pendulumOffset = pendulumInfo.Finish();
|
pendulumOffset = pendulumInfo.Finish();
|
||||||
|
|
||||||
Save::PendulumBuilder alternatePendulumInfo{ fbb };
|
Save::PendulumBuilder alternatePendulumInfo{ fbb };
|
||||||
alternatePendulumInfo.add_node(AlternatePendulum.node);
|
alternatePendulumInfo.add_node(AlternatePendulum.node);
|
||||||
alternatePendulumInfo.add_position(&Save::Vector3(
|
alternatePendulumInfo.add_position(&FromVector3(AlternatePendulum.position));
|
||||||
AlternatePendulum.position.x,
|
alternatePendulumInfo.add_velocity(&FromVector3(AlternatePendulum.velocity));
|
||||||
AlternatePendulum.position.y,
|
|
||||||
AlternatePendulum.position.z));
|
|
||||||
alternatePendulumInfo.add_velocity(&Save::Vector3(
|
|
||||||
AlternatePendulum.velocity.x,
|
|
||||||
AlternatePendulum.velocity.y,
|
|
||||||
AlternatePendulum.velocity.z));
|
|
||||||
alternatePendulumOffset = alternatePendulumInfo.Finish();
|
alternatePendulumOffset = alternatePendulumInfo.Finish();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -1298,18 +1236,8 @@ bool SaveGame::Load(int slot)
|
||||||
auto room = &g_Level.Rooms[staticMesh->room_number()];
|
auto room = &g_Level.Rooms[staticMesh->room_number()];
|
||||||
int number = staticMesh->number();
|
int number = staticMesh->number();
|
||||||
|
|
||||||
room->mesh[number].pos.Position = Vector3Int(staticMesh->position()->x(),
|
room->mesh[number].pos = ToPHD(staticMesh->pose());
|
||||||
staticMesh->position()->y(),
|
room->mesh[number].color = ToVector4(staticMesh->color());
|
||||||
staticMesh->position()->z());
|
|
||||||
|
|
||||||
room->mesh[number].pos.Orientation = Vector3Shrt(short(staticMesh->rotation()->x()),
|
|
||||||
short(staticMesh->rotation()->y()),
|
|
||||||
short(staticMesh->rotation()->z()));
|
|
||||||
|
|
||||||
room->mesh[number].color = Vector4(staticMesh->color()->x(),
|
|
||||||
staticMesh->color()->y(),
|
|
||||||
staticMesh->color()->z(),
|
|
||||||
staticMesh->color()->w());
|
|
||||||
|
|
||||||
room->mesh[number].flags = staticMesh->flags();
|
room->mesh[number].flags = staticMesh->flags();
|
||||||
room->mesh[number].HitPoints = staticMesh->hit_points();
|
room->mesh[number].HitPoints = staticMesh->hit_points();
|
||||||
|
@ -1330,18 +1258,9 @@ bool SaveGame::Load(int slot)
|
||||||
auto room = &g_Level.Rooms[volume->room_number()];
|
auto room = &g_Level.Rooms[volume->room_number()];
|
||||||
int number = volume->number();
|
int number = volume->number();
|
||||||
|
|
||||||
room->triggerVolumes[number].Position = Vector3(volume->position()->x(),
|
room->triggerVolumes[number].Position = ToVector3(volume->position());
|
||||||
volume->position()->y(),
|
room->triggerVolumes[number].Rotation = ToVector4(volume->rotation());
|
||||||
volume->position()->z());
|
room->triggerVolumes[number].Scale = ToVector3(volume->scale());
|
||||||
|
|
||||||
room->triggerVolumes[number].Rotation = Vector4(volume->rotation()->x(),
|
|
||||||
volume->rotation()->y(),
|
|
||||||
volume->rotation()->z(),
|
|
||||||
volume->rotation()->w());
|
|
||||||
|
|
||||||
room->triggerVolumes[number].Scale = Vector3(volume->scale()->x(),
|
|
||||||
volume->scale()->y(),
|
|
||||||
volume->scale()->z());
|
|
||||||
|
|
||||||
int triggerer = volume->triggerer();
|
int triggerer = volume->triggerer();
|
||||||
if (triggerer >= 0)
|
if (triggerer >= 0)
|
||||||
|
@ -1410,13 +1329,7 @@ bool SaveGame::Load(int slot)
|
||||||
|
|
||||||
g_GameScriptEntities->TryAddColliding(i);
|
g_GameScriptEntities->TryAddColliding(i);
|
||||||
|
|
||||||
item->Pose.Position.x = savedItem->position()->x_pos();
|
item->Pose = ToPHD(savedItem->pose());
|
||||||
item->Pose.Position.y = savedItem->position()->y_pos();
|
|
||||||
item->Pose.Position.z = savedItem->position()->z_pos();
|
|
||||||
item->Pose.Orientation.x = savedItem->position()->x_rot();
|
|
||||||
item->Pose.Orientation.y = savedItem->position()->y_rot();
|
|
||||||
item->Pose.Orientation.z = savedItem->position()->z_rot();
|
|
||||||
|
|
||||||
item->RoomNumber = savedItem->room_number();
|
item->RoomNumber = savedItem->room_number();
|
||||||
|
|
||||||
item->Animation.Velocity = savedItem->velocity();
|
item->Animation.Velocity = savedItem->velocity();
|
||||||
|
@ -1454,10 +1367,7 @@ bool SaveGame::Load(int slot)
|
||||||
item->Flags = savedItem->flags();
|
item->Flags = savedItem->flags();
|
||||||
|
|
||||||
// Color
|
// Color
|
||||||
item->Color = Vector4(savedItem->color()->x(),
|
item->Color = ToVector4(savedItem->color());
|
||||||
savedItem->color()->y(),
|
|
||||||
savedItem->color()->z(),
|
|
||||||
savedItem->color()->w());
|
|
||||||
|
|
||||||
// Carried item
|
// Carried item
|
||||||
item->CarriedItem = savedItem->carried_item();
|
item->CarriedItem = savedItem->carried_item();
|
||||||
|
@ -1591,12 +1501,7 @@ bool SaveGame::Load(int slot)
|
||||||
kayak->FrontVerticalVelocity = savedKayak->front_vertical_velocity();
|
kayak->FrontVerticalVelocity = savedKayak->front_vertical_velocity();
|
||||||
kayak->LeftRightPaddleCount = savedKayak->left_right_count();
|
kayak->LeftRightPaddleCount = savedKayak->left_right_count();
|
||||||
kayak->LeftVerticalVelocity = savedKayak->left_vertical_velocity();
|
kayak->LeftVerticalVelocity = savedKayak->left_vertical_velocity();
|
||||||
kayak->OldPose.Position.x = savedKayak->old_pos()->x_pos();
|
kayak->OldPose = ToPHD(savedKayak->old_pos());
|
||||||
kayak->OldPose.Position.y = savedKayak->old_pos()->y_pos();
|
|
||||||
kayak->OldPose.Position.z = savedKayak->old_pos()->z_pos();
|
|
||||||
kayak->OldPose.Orientation.x = savedKayak->old_pos()->x_rot();
|
|
||||||
kayak->OldPose.Orientation.y = savedKayak->old_pos()->y_rot();
|
|
||||||
kayak->OldPose.Orientation.z = savedKayak->old_pos()->z_rot();
|
|
||||||
kayak->RightVerticalVelocity = savedKayak->right_vertical_velocity();
|
kayak->RightVerticalVelocity = savedKayak->right_vertical_velocity();
|
||||||
kayak->TrueWater = savedKayak->true_water();
|
kayak->TrueWater = savedKayak->true_water();
|
||||||
kayak->Turn = savedKayak->turn();
|
kayak->Turn = savedKayak->turn();
|
||||||
|
@ -1669,14 +1574,9 @@ bool SaveGame::Load(int slot)
|
||||||
auto* bat = &Bats[i];
|
auto* bat = &Bats[i];
|
||||||
|
|
||||||
bat->On = batInfo->on();
|
bat->On = batInfo->on();
|
||||||
bat->Counter = batInfo->counter();
|
bat->Counter = batInfo->flags();
|
||||||
bat->RoomNumber = batInfo->room_number();
|
bat->RoomNumber = batInfo->room_number();
|
||||||
bat->Pose.Position.x = batInfo->x();
|
bat->Pose = ToPHD(batInfo->pose());
|
||||||
bat->Pose.Position.y = batInfo->y();
|
|
||||||
bat->Pose.Position.z = batInfo->z();
|
|
||||||
bat->Pose.Orientation.x = batInfo->x_rot();
|
|
||||||
bat->Pose.Orientation.y = batInfo->y_rot();
|
|
||||||
bat->Pose.Orientation.z = batInfo->z_rot();
|
|
||||||
}
|
}
|
||||||
|
|
||||||
for (int i = 0; i < s->rats()->size(); i++)
|
for (int i = 0; i < s->rats()->size(); i++)
|
||||||
|
@ -1687,12 +1587,7 @@ bool SaveGame::Load(int slot)
|
||||||
rat->On = ratInfo->on();
|
rat->On = ratInfo->on();
|
||||||
rat->Flags = ratInfo->flags();
|
rat->Flags = ratInfo->flags();
|
||||||
rat->RoomNumber = ratInfo->room_number();
|
rat->RoomNumber = ratInfo->room_number();
|
||||||
rat->Pose.Position.x = ratInfo->x();
|
rat->Pose = ToPHD(ratInfo->pose());
|
||||||
rat->Pose.Position.y = ratInfo->y();
|
|
||||||
rat->Pose.Position.z = ratInfo->z();
|
|
||||||
rat->Pose.Orientation.x = ratInfo->x_rot();
|
|
||||||
rat->Pose.Orientation.y = ratInfo->y_rot();
|
|
||||||
rat->Pose.Orientation.z = ratInfo->z_rot();
|
|
||||||
}
|
}
|
||||||
|
|
||||||
for (int i = 0; i < s->spiders()->size(); i++)
|
for (int i = 0; i < s->spiders()->size(); i++)
|
||||||
|
@ -1703,28 +1598,18 @@ bool SaveGame::Load(int slot)
|
||||||
spider->On = spiderInfo->on();
|
spider->On = spiderInfo->on();
|
||||||
spider->Flags = spiderInfo->flags();
|
spider->Flags = spiderInfo->flags();
|
||||||
spider->RoomNumber = spiderInfo->room_number();
|
spider->RoomNumber = spiderInfo->room_number();
|
||||||
spider->Pose.Position.x = spiderInfo->x();
|
spider->Pose = ToPHD(spiderInfo->pose());
|
||||||
spider->Pose.Position.y = spiderInfo->y();
|
|
||||||
spider->Pose.Position.z = spiderInfo->z();
|
|
||||||
spider->Pose.Orientation.x = spiderInfo->x_rot();
|
|
||||||
spider->Pose.Orientation.y = spiderInfo->y_rot();
|
|
||||||
spider->Pose.Orientation.z = spiderInfo->z_rot();
|
|
||||||
}
|
}
|
||||||
|
|
||||||
for (int i = 0; i < s->scarabs()->size(); i++)
|
for (int i = 0; i < s->scarabs()->size(); i++)
|
||||||
{
|
{
|
||||||
auto beetleInfo = s->scarabs()->Get(i);
|
auto beetleInfo = s->scarabs()->Get(i);
|
||||||
auto* Beetle = &BeetleSwarm[i];
|
auto* beetle = &BeetleSwarm[i];
|
||||||
|
|
||||||
Beetle->On = beetleInfo->on();
|
beetle->On = beetleInfo->on();
|
||||||
Beetle->Flags = beetleInfo->flags();
|
beetle->Flags = beetleInfo->flags();
|
||||||
Beetle->RoomNumber = beetleInfo->room_number();
|
beetle->RoomNumber = beetleInfo->room_number();
|
||||||
Beetle->Pose.Position.x = beetleInfo->x();
|
beetle->Pose = ToPHD(beetleInfo->pose());
|
||||||
Beetle->Pose.Position.y = beetleInfo->y();
|
|
||||||
Beetle->Pose.Position.z = beetleInfo->z();
|
|
||||||
Beetle->Pose.Orientation.x = beetleInfo->x_rot();
|
|
||||||
Beetle->Pose.Orientation.y = beetleInfo->y_rot();
|
|
||||||
Beetle->Pose.Orientation.z = beetleInfo->z_rot();
|
|
||||||
}
|
}
|
||||||
|
|
||||||
NextFxFree = s->next_fx_free();
|
NextFxFree = s->next_fx_free();
|
||||||
|
@ -1734,7 +1619,7 @@ bool SaveGame::Load(int slot)
|
||||||
{
|
{
|
||||||
auto& fx = EffectList[i];
|
auto& fx = EffectList[i];
|
||||||
auto fx_saved = s->fxinfos()->Get(i);
|
auto fx_saved = s->fxinfos()->Get(i);
|
||||||
fx.pos = ToPHD(fx_saved->pos());
|
fx.pos = ToPHD(fx_saved->pose());
|
||||||
fx.roomNumber = fx_saved->room_number();
|
fx.roomNumber = fx_saved->room_number();
|
||||||
fx.objectNumber = fx_saved->object_number();
|
fx.objectNumber = fx_saved->object_number();
|
||||||
fx.nextFx = fx_saved->next_fx();
|
fx.nextFx = fx_saved->next_fx();
|
||||||
|
@ -1743,7 +1628,7 @@ bool SaveGame::Load(int slot)
|
||||||
fx.fallspeed = fx_saved->fall_speed();
|
fx.fallspeed = fx_saved->fall_speed();
|
||||||
fx.frameNumber = fx_saved->frame_number();
|
fx.frameNumber = fx_saved->frame_number();
|
||||||
fx.counter = fx_saved->counter();
|
fx.counter = fx_saved->counter();
|
||||||
fx.shade = fx_saved->shade();
|
fx.color = ToVector4(fx_saved->color());
|
||||||
fx.flag1 = fx_saved->flag1();
|
fx.flag1 = fx_saved->flag1();
|
||||||
fx.flag2 = fx_saved->flag2();
|
fx.flag2 = fx_saved->flag2();
|
||||||
}
|
}
|
||||||
|
@ -1901,18 +1786,10 @@ bool SaveGame::Load(int slot)
|
||||||
Lara.LeftArm.FrameBase = s->lara()->left_arm()->frame_base();
|
Lara.LeftArm.FrameBase = s->lara()->left_arm()->frame_base();
|
||||||
Lara.LeftArm.FrameNumber = s->lara()->left_arm()->frame_number();
|
Lara.LeftArm.FrameNumber = s->lara()->left_arm()->frame_number();
|
||||||
Lara.LeftArm.Locked = s->lara()->left_arm()->locked();
|
Lara.LeftArm.Locked = s->lara()->left_arm()->locked();
|
||||||
Lara.LeftArm.Orientation.x = s->lara()->left_arm()->rotation()->x();
|
Lara.LeftArm.Orientation = ToVector3Shrt(s->lara()->left_arm()->rotation());
|
||||||
Lara.LeftArm.Orientation.y = s->lara()->left_arm()->rotation()->y();
|
|
||||||
Lara.LeftArm.Orientation.z = s->lara()->left_arm()->rotation()->z();
|
|
||||||
Lara.Location = s->lara()->location();
|
Lara.Location = s->lara()->location();
|
||||||
Lara.LocationPad = s->lara()->location_pad();
|
Lara.LocationPad = s->lara()->location_pad();
|
||||||
Lara.NextCornerPos = PHD_3DPOS(
|
Lara.NextCornerPos = ToPHD(s->lara()->next_corner_pose());
|
||||||
s->lara()->next_corner_position()->x(),
|
|
||||||
s->lara()->next_corner_position()->y(),
|
|
||||||
s->lara()->next_corner_position()->z(),
|
|
||||||
s->lara()->next_corner_rotation()->x(),
|
|
||||||
s->lara()->next_corner_rotation()->y(),
|
|
||||||
s->lara()->next_corner_rotation()->z());
|
|
||||||
Lara.PoisonPotency = s->lara()->poison_potency();
|
Lara.PoisonPotency = s->lara()->poison_potency();
|
||||||
Lara.ProjectedFloorHeight = s->lara()->projected_floor_height();
|
Lara.ProjectedFloorHeight = s->lara()->projected_floor_height();
|
||||||
Lara.RightArm.AnimNumber = s->lara()->right_arm()->anim_number();
|
Lara.RightArm.AnimNumber = s->lara()->right_arm()->anim_number();
|
||||||
|
@ -1921,9 +1798,7 @@ bool SaveGame::Load(int slot)
|
||||||
Lara.RightArm.FrameBase = s->lara()->right_arm()->frame_base();
|
Lara.RightArm.FrameBase = s->lara()->right_arm()->frame_base();
|
||||||
Lara.RightArm.FrameNumber = s->lara()->right_arm()->frame_number();
|
Lara.RightArm.FrameNumber = s->lara()->right_arm()->frame_number();
|
||||||
Lara.RightArm.Locked = s->lara()->right_arm()->locked();
|
Lara.RightArm.Locked = s->lara()->right_arm()->locked();
|
||||||
Lara.RightArm.Orientation.x = s->lara()->right_arm()->rotation()->x();
|
Lara.RightArm.Orientation = ToVector3Shrt(s->lara()->right_arm()->rotation());
|
||||||
Lara.RightArm.Orientation.y = s->lara()->right_arm()->rotation()->y();
|
|
||||||
Lara.RightArm.Orientation.z = s->lara()->right_arm()->rotation()->z();
|
|
||||||
Lara.Torch.IsLit = s->lara()->torch()->is_lit();
|
Lara.Torch.IsLit = s->lara()->torch()->is_lit();
|
||||||
Lara.Torch.State = (TorchState)s->lara()->torch()->state();
|
Lara.Torch.State = (TorchState)s->lara()->torch()->state();
|
||||||
Lara.Control.Rope.Segment = s->lara()->control()->rope()->segment();
|
Lara.Control.Rope.Segment = s->lara()->control()->rope()->segment();
|
||||||
|
@ -2001,61 +1876,25 @@ bool SaveGame::Load(int slot)
|
||||||
|
|
||||||
for (int i = 0; i < ROPE_SEGMENTS; i++)
|
for (int i = 0; i < ROPE_SEGMENTS; i++)
|
||||||
{
|
{
|
||||||
rope->segment[i] = Vector3Int(
|
rope->segment[i] = ToVector3Int(s->rope()->segments()->Get(i));
|
||||||
s->rope()->segments()->Get(i)->x(),
|
rope->normalisedSegment[i] = ToVector3Int(s->rope()->normalised_segments()->Get(i));
|
||||||
s->rope()->segments()->Get(i)->y(),
|
rope->meshSegment[i] = ToVector3Int(s->rope()->mesh_segments()->Get(i));
|
||||||
s->rope()->segments()->Get(i)->z());
|
rope->coords[i] = ToVector3Int(s->rope()->coords()->Get(i));
|
||||||
|
rope->velocity[i] = ToVector3Int(s->rope()->velocities()->Get(i));
|
||||||
rope->normalisedSegment[i] = Vector3Int(
|
|
||||||
s->rope()->normalised_segments()->Get(i)->x(),
|
|
||||||
s->rope()->normalised_segments()->Get(i)->y(),
|
|
||||||
s->rope()->normalised_segments()->Get(i)->z());
|
|
||||||
|
|
||||||
rope->meshSegment[i] = Vector3Int(
|
|
||||||
s->rope()->mesh_segments()->Get(i)->x(),
|
|
||||||
s->rope()->mesh_segments()->Get(i)->y(),
|
|
||||||
s->rope()->mesh_segments()->Get(i)->z());
|
|
||||||
|
|
||||||
rope->coords[i] = Vector3Int(
|
|
||||||
s->rope()->coords()->Get(i)->x(),
|
|
||||||
s->rope()->coords()->Get(i)->y(),
|
|
||||||
s->rope()->coords()->Get(i)->z());
|
|
||||||
|
|
||||||
rope->velocity[i] = Vector3Int(
|
|
||||||
s->rope()->velocities()->Get(i)->x(),
|
|
||||||
s->rope()->velocities()->Get(i)->y(),
|
|
||||||
s->rope()->velocities()->Get(i)->z());
|
|
||||||
}
|
}
|
||||||
|
|
||||||
rope->coiled = s->rope()->coiled();
|
rope->coiled = s->rope()->coiled();
|
||||||
rope->active = s->rope()->active();
|
rope->active = s->rope()->active();
|
||||||
rope->position = Vector3Int(
|
|
||||||
s->rope()->position()->x(),
|
|
||||||
s->rope()->position()->y(),
|
|
||||||
s->rope()->position()->z());
|
|
||||||
|
|
||||||
CurrentPendulum.position = Vector3Int(
|
rope->position = ToVector3Int(s->rope()->position());
|
||||||
s->pendulum()->position()->x(),
|
CurrentPendulum.position = ToVector3Int(s->pendulum()->position());
|
||||||
s->pendulum()->position()->y(),
|
CurrentPendulum.velocity = ToVector3Int(s->pendulum()->velocity());
|
||||||
s->pendulum()->position()->z());
|
|
||||||
|
|
||||||
CurrentPendulum.velocity = Vector3Int(
|
|
||||||
s->pendulum()->velocity()->x(),
|
|
||||||
s->pendulum()->velocity()->y(),
|
|
||||||
s->pendulum()->velocity()->z());
|
|
||||||
|
|
||||||
CurrentPendulum.node = s->pendulum()->node();
|
CurrentPendulum.node = s->pendulum()->node();
|
||||||
CurrentPendulum.rope = rope;
|
CurrentPendulum.rope = rope;
|
||||||
|
|
||||||
AlternatePendulum.position = Vector3Int(
|
AlternatePendulum.position = ToVector3Int(s->alternate_pendulum()->position());
|
||||||
s->alternate_pendulum()->position()->x(),
|
AlternatePendulum.velocity = ToVector3Int(s->alternate_pendulum()->velocity());
|
||||||
s->alternate_pendulum()->position()->y(),
|
|
||||||
s->alternate_pendulum()->position()->z());
|
|
||||||
|
|
||||||
AlternatePendulum.velocity = Vector3Int(
|
|
||||||
s->alternate_pendulum()->velocity()->x(),
|
|
||||||
s->alternate_pendulum()->velocity()->y(),
|
|
||||||
s->alternate_pendulum()->velocity()->z());
|
|
||||||
|
|
||||||
AlternatePendulum.node = s->alternate_pendulum()->node();
|
AlternatePendulum.node = s->alternate_pendulum()->node();
|
||||||
AlternatePendulum.rope = rope;
|
AlternatePendulum.rope = rope;
|
||||||
|
|
|
@ -97,7 +97,7 @@ namespace TEN::Entities::TR3
|
||||||
fx->pos.Orientation.z = 0;
|
fx->pos.Orientation.z = 0;
|
||||||
fx->objectNumber = ID_TONY_BOSS_FLAME;
|
fx->objectNumber = ID_TONY_BOSS_FLAME;
|
||||||
fx->speed = flame.speed;
|
fx->speed = flame.speed;
|
||||||
fx->shade = 0;
|
fx->color = Vector4::Zero;
|
||||||
fx->flag1 = flame.type;
|
fx->flag1 = flame.type;
|
||||||
fx->flag2 = (GetRandomControl() & 3) + 1;
|
fx->flag2 = (GetRandomControl() & 3) + 1;
|
||||||
|
|
||||||
|
|
|
@ -130,7 +130,7 @@ namespace TEN::Entities::TR4
|
||||||
fx->fallspeed = -(GetRandomControl() / 1024);
|
fx->fallspeed = -(GetRandomControl() / 1024);
|
||||||
fx->frameNumber = Objects[103].meshIndex;
|
fx->frameNumber = Objects[103].meshIndex;
|
||||||
fx->objectNumber = ID_BODY_PART;
|
fx->objectNumber = ID_BODY_PART;
|
||||||
fx->shade = 0x4210;
|
fx->color = Vector4::One;
|
||||||
fx->flag2 = 0x601;
|
fx->flag2 = 0x601;
|
||||||
|
|
||||||
auto* spark = GetFreeParticle();
|
auto* spark = GetFreeParticle();
|
||||||
|
|
|
@ -107,7 +107,7 @@ static void ImpThrowStones(ItemInfo* item)
|
||||||
fx->fallspeed = 0;
|
fx->fallspeed = 0;
|
||||||
fxNumber = Objects[ID_IMP_ROCK].meshIndex + (GetRandomControl() & 7);
|
fxNumber = Objects[ID_IMP_ROCK].meshIndex + (GetRandomControl() & 7);
|
||||||
fx->objectNumber = ID_IMP_ROCK;
|
fx->objectNumber = ID_IMP_ROCK;
|
||||||
fx->shade = 16912;
|
fx->color = Vector4::One;
|
||||||
fx->counter = 0;
|
fx->counter = 0;
|
||||||
fx->frameNumber = fxNumber;
|
fx->frameNumber = fxNumber;
|
||||||
fx->flag1 = 2;
|
fx->flag1 = 2;
|
||||||
|
|
|
@ -74,7 +74,7 @@ static void RomanStatueHitEffect(ItemInfo* item, Vector3Int* pos, int joint)
|
||||||
fx->speed = 1;
|
fx->speed = 1;
|
||||||
fx->fallspeed = 0;
|
fx->fallspeed = 0;
|
||||||
fx->objectNumber = ID_BODY_PART;
|
fx->objectNumber = ID_BODY_PART;
|
||||||
fx->shade = 16912;
|
fx->color = Vector4::One;
|
||||||
fx->flag2 = 9729;
|
fx->flag2 = 9729;
|
||||||
fx->frameNumber = Objects[ID_BUBBLES].meshIndex + (GetRandomControl() & 7);
|
fx->frameNumber = Objects[ID_BUBBLES].meshIndex + (GetRandomControl() & 7);
|
||||||
fx->counter = 0;
|
fx->counter = 0;
|
||||||
|
|
|
@ -129,6 +129,8 @@ namespace TEN::Renderer
|
||||||
int RoomNumber;
|
int RoomNumber;
|
||||||
Vector3 Position;
|
Vector3 Position;
|
||||||
Matrix World;
|
Matrix World;
|
||||||
|
Vector4 Color;
|
||||||
|
Vector4 AmbientLight;
|
||||||
RendererMesh* Mesh;
|
RendererMesh* Mesh;
|
||||||
std::vector<RendererLight*> LightsToDraw;
|
std::vector<RendererLight*> LightsToDraw;
|
||||||
};
|
};
|
||||||
|
|
|
@ -1036,8 +1036,8 @@ namespace TEN::Renderer
|
||||||
RendererRoom const& room = m_rooms[effect->RoomNumber];
|
RendererRoom const& room = m_rooms[effect->RoomNumber];
|
||||||
|
|
||||||
m_stStatic.World = effect->World;
|
m_stStatic.World = effect->World;
|
||||||
m_stStatic.Color = Vector4::One;
|
m_stStatic.Color = effect->Color;
|
||||||
m_stStatic.AmbientLight = room.AmbientLight;
|
m_stStatic.AmbientLight = effect->AmbientLight;
|
||||||
m_stStatic.LightMode = LIGHT_MODES::LIGHT_MODE_DYNAMIC;
|
m_stStatic.LightMode = LIGHT_MODES::LIGHT_MODE_DYNAMIC;
|
||||||
m_cbStatic.updateData(m_stStatic, m_context.Get());
|
m_cbStatic.updateData(m_stStatic, m_context.Get());
|
||||||
BindConstantBufferVS(CB_STATIC, m_cbStatic.get());
|
BindConstantBufferVS(CB_STATIC, m_cbStatic.get());
|
||||||
|
|
|
@ -724,6 +724,8 @@ namespace TEN::Renderer
|
||||||
newEffect->ObjectNumber = fx->objectNumber;
|
newEffect->ObjectNumber = fx->objectNumber;
|
||||||
newEffect->RoomNumber = fx->roomNumber;
|
newEffect->RoomNumber = fx->roomNumber;
|
||||||
newEffect->Position = fx->pos.Position.ToVector3();
|
newEffect->Position = fx->pos.Position.ToVector3();
|
||||||
|
newEffect->AmbientLight = room.AmbientLight;
|
||||||
|
newEffect->Color = fx->color;
|
||||||
newEffect->World = rotation * translation;
|
newEffect->World = rotation * translation;
|
||||||
newEffect->Mesh = GetMesh(obj->nmeshes ? obj->meshIndex : fx->frameNumber);
|
newEffect->Mesh = GetMesh(obj->nmeshes ? obj->meshIndex : fx->frameNumber);
|
||||||
|
|
||||||
|
|
|
@ -559,9 +559,9 @@ struct Position::Traits {
|
||||||
|
|
||||||
FLATBUFFERS_MANUALLY_ALIGNED_STRUCT(4) Vector3 FLATBUFFERS_FINAL_CLASS {
|
FLATBUFFERS_MANUALLY_ALIGNED_STRUCT(4) Vector3 FLATBUFFERS_FINAL_CLASS {
|
||||||
private:
|
private:
|
||||||
int32_t x_;
|
float x_;
|
||||||
int32_t y_;
|
float y_;
|
||||||
int32_t z_;
|
float z_;
|
||||||
|
|
||||||
public:
|
public:
|
||||||
struct Traits;
|
struct Traits;
|
||||||
|
@ -570,18 +570,18 @@ FLATBUFFERS_MANUALLY_ALIGNED_STRUCT(4) Vector3 FLATBUFFERS_FINAL_CLASS {
|
||||||
y_(0),
|
y_(0),
|
||||||
z_(0) {
|
z_(0) {
|
||||||
}
|
}
|
||||||
Vector3(int32_t _x, int32_t _y, int32_t _z)
|
Vector3(float _x, float _y, float _z)
|
||||||
: x_(flatbuffers::EndianScalar(_x)),
|
: x_(flatbuffers::EndianScalar(_x)),
|
||||||
y_(flatbuffers::EndianScalar(_y)),
|
y_(flatbuffers::EndianScalar(_y)),
|
||||||
z_(flatbuffers::EndianScalar(_z)) {
|
z_(flatbuffers::EndianScalar(_z)) {
|
||||||
}
|
}
|
||||||
int32_t x() const {
|
float x() const {
|
||||||
return flatbuffers::EndianScalar(x_);
|
return flatbuffers::EndianScalar(x_);
|
||||||
}
|
}
|
||||||
int32_t y() const {
|
float y() const {
|
||||||
return flatbuffers::EndianScalar(y_);
|
return flatbuffers::EndianScalar(y_);
|
||||||
}
|
}
|
||||||
int32_t z() const {
|
float z() const {
|
||||||
return flatbuffers::EndianScalar(z_);
|
return flatbuffers::EndianScalar(z_);
|
||||||
}
|
}
|
||||||
};
|
};
|
||||||
|
@ -593,10 +593,10 @@ struct Vector3::Traits {
|
||||||
|
|
||||||
FLATBUFFERS_MANUALLY_ALIGNED_STRUCT(4) Vector4 FLATBUFFERS_FINAL_CLASS {
|
FLATBUFFERS_MANUALLY_ALIGNED_STRUCT(4) Vector4 FLATBUFFERS_FINAL_CLASS {
|
||||||
private:
|
private:
|
||||||
int32_t x_;
|
float x_;
|
||||||
int32_t y_;
|
float y_;
|
||||||
int32_t z_;
|
float z_;
|
||||||
int32_t w_;
|
float w_;
|
||||||
|
|
||||||
public:
|
public:
|
||||||
struct Traits;
|
struct Traits;
|
||||||
|
@ -606,22 +606,22 @@ FLATBUFFERS_MANUALLY_ALIGNED_STRUCT(4) Vector4 FLATBUFFERS_FINAL_CLASS {
|
||||||
z_(0),
|
z_(0),
|
||||||
w_(0) {
|
w_(0) {
|
||||||
}
|
}
|
||||||
Vector4(int32_t _x, int32_t _y, int32_t _z, int32_t _w)
|
Vector4(float _x, float _y, float _z, float _w)
|
||||||
: x_(flatbuffers::EndianScalar(_x)),
|
: x_(flatbuffers::EndianScalar(_x)),
|
||||||
y_(flatbuffers::EndianScalar(_y)),
|
y_(flatbuffers::EndianScalar(_y)),
|
||||||
z_(flatbuffers::EndianScalar(_z)),
|
z_(flatbuffers::EndianScalar(_z)),
|
||||||
w_(flatbuffers::EndianScalar(_w)) {
|
w_(flatbuffers::EndianScalar(_w)) {
|
||||||
}
|
}
|
||||||
int32_t x() const {
|
float x() const {
|
||||||
return flatbuffers::EndianScalar(x_);
|
return flatbuffers::EndianScalar(x_);
|
||||||
}
|
}
|
||||||
int32_t y() const {
|
float y() const {
|
||||||
return flatbuffers::EndianScalar(y_);
|
return flatbuffers::EndianScalar(y_);
|
||||||
}
|
}
|
||||||
int32_t z() const {
|
float z() const {
|
||||||
return flatbuffers::EndianScalar(z_);
|
return flatbuffers::EndianScalar(z_);
|
||||||
}
|
}
|
||||||
int32_t w() const {
|
float w() const {
|
||||||
return flatbuffers::EndianScalar(w_);
|
return flatbuffers::EndianScalar(w_);
|
||||||
}
|
}
|
||||||
};
|
};
|
||||||
|
|
File diff suppressed because it is too large
Load diff
|
@ -186,16 +186,16 @@ table ShortArray {
|
||||||
}
|
}
|
||||||
|
|
||||||
struct Vector3 {
|
struct Vector3 {
|
||||||
x: int32;
|
x: float;
|
||||||
y: int32;
|
y: float;
|
||||||
z: int32;
|
z: float;
|
||||||
}
|
}
|
||||||
|
|
||||||
struct Vector4 {
|
struct Vector4 {
|
||||||
x: int32;
|
x: float;
|
||||||
y: int32;
|
y: float;
|
||||||
z: int32;
|
z: float;
|
||||||
w: int32;
|
w: float;
|
||||||
}
|
}
|
||||||
|
|
||||||
union ItemData {
|
union ItemData {
|
||||||
|
|
|
@ -27,7 +27,7 @@ table Item {
|
||||||
carried_item: int32;
|
carried_item: int32;
|
||||||
after_death: int32;
|
after_death: int32;
|
||||||
item_flags: [int32];
|
item_flags: [int32];
|
||||||
position: Position;
|
pose: Position;
|
||||||
next_item: int32;
|
next_item: int32;
|
||||||
next_item_active: int32;
|
next_item_active: int32;
|
||||||
triggered: bool;
|
triggered: bool;
|
||||||
|
@ -48,7 +48,7 @@ table Item {
|
||||||
}
|
}
|
||||||
|
|
||||||
table FXInfo {
|
table FXInfo {
|
||||||
pos : Position;
|
pose : Position;
|
||||||
room_number: int32;
|
room_number: int32;
|
||||||
object_number: int32;
|
object_number: int32;
|
||||||
next_fx: int32;
|
next_fx: int32;
|
||||||
|
@ -57,7 +57,7 @@ table FXInfo {
|
||||||
fall_speed: int32;
|
fall_speed: int32;
|
||||||
frame_number: int32;
|
frame_number: int32;
|
||||||
counter : int32;
|
counter : int32;
|
||||||
shade: int32;
|
color: Vector4;
|
||||||
flag1: int32;
|
flag1: int32;
|
||||||
flag2: int32;
|
flag2: int32;
|
||||||
}
|
}
|
||||||
|
@ -248,8 +248,7 @@ table Lara {
|
||||||
target_facing_angle: int32;
|
target_facing_angle: int32;
|
||||||
water_surface_dist: int32;
|
water_surface_dist: int32;
|
||||||
interacted_item: int32;
|
interacted_item: int32;
|
||||||
next_corner_position: Vector3;
|
next_corner_pose: Position;
|
||||||
next_corner_rotation: Vector3;
|
|
||||||
burn_type: int32;
|
burn_type: int32;
|
||||||
burn_count: uint32;
|
burn_count: uint32;
|
||||||
burn: bool;
|
burn: bool;
|
||||||
|
@ -277,8 +276,7 @@ table Sink {
|
||||||
table StaticMeshInfo {
|
table StaticMeshInfo {
|
||||||
number: int32;
|
number: int32;
|
||||||
room_number: int32;
|
room_number: int32;
|
||||||
position: Vector3;
|
pose: Position;
|
||||||
rotation: Vector3;
|
|
||||||
color: Vector4;
|
color: Vector4;
|
||||||
hit_points: int32;
|
hit_points: int32;
|
||||||
flags: int32;
|
flags: int32;
|
||||||
|
@ -324,54 +322,13 @@ table ParticleInfo {
|
||||||
node_number: int32;
|
node_number: int32;
|
||||||
}
|
}
|
||||||
|
|
||||||
table RatInfo {
|
table SwarmObjectInfo {
|
||||||
on: bool;
|
on: bool;
|
||||||
x: int32;
|
pose: Position;
|
||||||
y: int32;
|
|
||||||
z: int32;
|
|
||||||
x_rot: int32;
|
|
||||||
y_rot: int32;
|
|
||||||
z_rot: int32;
|
|
||||||
room_number: int32;
|
room_number: int32;
|
||||||
flags: int32;
|
flags: int32;
|
||||||
}
|
}
|
||||||
|
|
||||||
table SpiderInfo {
|
|
||||||
on: bool;
|
|
||||||
x: int32;
|
|
||||||
y: int32;
|
|
||||||
z: int32;
|
|
||||||
x_rot: int32;
|
|
||||||
y_rot: int32;
|
|
||||||
z_rot: int32;
|
|
||||||
room_number: int32;
|
|
||||||
flags: int32;
|
|
||||||
}
|
|
||||||
|
|
||||||
table ScarabInfo {
|
|
||||||
on: bool;
|
|
||||||
x: int32;
|
|
||||||
y: int32;
|
|
||||||
z: int32;
|
|
||||||
x_rot: int32;
|
|
||||||
y_rot: int32;
|
|
||||||
z_rot: int32;
|
|
||||||
room_number: int32;
|
|
||||||
flags: int32;
|
|
||||||
}
|
|
||||||
|
|
||||||
table BatInfo {
|
|
||||||
on: bool;
|
|
||||||
x: int32;
|
|
||||||
y: int32;
|
|
||||||
z: int32;
|
|
||||||
x_rot: int32;
|
|
||||||
y_rot: int32;
|
|
||||||
z_rot: int32;
|
|
||||||
room_number: int32;
|
|
||||||
counter: int32;
|
|
||||||
}
|
|
||||||
|
|
||||||
table Rope {
|
table Rope {
|
||||||
segments: [Vector3];
|
segments: [Vector3];
|
||||||
velocities: [Vector3];
|
velocities: [Vector3];
|
||||||
|
@ -481,10 +438,10 @@ table SaveGame {
|
||||||
static_meshes: [StaticMeshInfo];
|
static_meshes: [StaticMeshInfo];
|
||||||
flyby_cameras: [FlyByCamera];
|
flyby_cameras: [FlyByCamera];
|
||||||
particles: [ParticleInfo];
|
particles: [ParticleInfo];
|
||||||
rats: [RatInfo];
|
rats: [SwarmObjectInfo];
|
||||||
spiders: [SpiderInfo];
|
spiders: [SwarmObjectInfo];
|
||||||
scarabs: [ScarabInfo];
|
scarabs: [SwarmObjectInfo];
|
||||||
bats: [BatInfo];
|
bats: [SwarmObjectInfo];
|
||||||
flip_maps: [int32];
|
flip_maps: [int32];
|
||||||
flip_stats: [int32];
|
flip_stats: [int32];
|
||||||
flip_effect: int32;
|
flip_effect: int32;
|
||||||
|
|
|
@ -1,8 +1,7 @@
|
||||||
#include "framework.h"
|
#include "framework.h"
|
||||||
#include "Specific/trmath.h"
|
#include "Specific/trmath.h"
|
||||||
|
|
||||||
#include <cmath>
|
|
||||||
#include "Specific/prng.h"
|
#include "Specific/prng.h"
|
||||||
|
#include <cmath>
|
||||||
|
|
||||||
using namespace TEN::Math::Random;
|
using namespace TEN::Math::Random;
|
||||||
|
|
||||||
|
|
Loading…
Add table
Add a link
Reference in a new issue