mirror of
https://github.com/TombEngine/TombEngine.git
synced 2025-05-11 21:16:55 +03:00
Refactored energy bubbles function names; Removed LanguageScript.cpp from the project; Working on ID_CROCODILE_GOD;
This commit is contained in:
parent
2e1ac44c08
commit
4991da66f6
10 changed files with 720 additions and 704 deletions
|
@ -38,14 +38,14 @@ enum ZoneType
|
|||
ZONE_HUMAN_LONGJUMP_AND_MONKEY,
|
||||
};
|
||||
|
||||
struct OBJECT_Bones
|
||||
struct OBJECT_BONES
|
||||
{
|
||||
short bone0;
|
||||
short bone1;
|
||||
short bone2;
|
||||
short bone3;
|
||||
|
||||
OBJECT_Bones()
|
||||
OBJECT_BONES()
|
||||
{
|
||||
this->bone0 = 0;
|
||||
this->bone1 = 0;
|
||||
|
@ -53,7 +53,7 @@ struct OBJECT_Bones
|
|||
this->bone3 = 0;
|
||||
}
|
||||
|
||||
OBJECT_Bones(short all)
|
||||
OBJECT_BONES(short all)
|
||||
{
|
||||
this->bone0 = all;
|
||||
this->bone1 = all;
|
||||
|
@ -61,7 +61,7 @@ struct OBJECT_Bones
|
|||
this->bone3 = all;
|
||||
}
|
||||
|
||||
OBJECT_Bones(short angleY, short angleX)
|
||||
OBJECT_BONES(short angleY, short angleX)
|
||||
{
|
||||
this->bone0 = angleY;
|
||||
this->bone1 = angleX;
|
||||
|
@ -69,7 +69,7 @@ struct OBJECT_Bones
|
|||
this->bone3 = angleX;
|
||||
}
|
||||
|
||||
OBJECT_Bones(short angleY, short angleX, bool total)
|
||||
OBJECT_BONES(short angleY, short angleX, bool total)
|
||||
{
|
||||
this->bone0 = angleY;
|
||||
this->bone1 = angleX;
|
||||
|
|
|
@ -11,8 +11,10 @@
|
|||
#include "lara.h"
|
||||
#include "tr4_mutant.h"
|
||||
|
||||
void BubblesEffect1(short fxNum, short xVel, short yVel, short zVel)
|
||||
namespace ten::entities::all
|
||||
{
|
||||
void TriggerSethMissileFlame(short fxNum, short xVel, short yVel, short zVel)
|
||||
{
|
||||
FX_INFO* fx = &EffectList[fxNum];
|
||||
|
||||
int dx = LaraItem->pos.xPos - fx->pos.xPos;
|
||||
|
@ -31,7 +33,7 @@ void BubblesEffect1(short fxNum, short xVel, short yVel, short zVel)
|
|||
spark->dG = spark->dB + 64;
|
||||
spark->fadeToBlack = 8;
|
||||
spark->colFadeSpeed = (GetRandomControl() & 3) + 4;
|
||||
spark->transType = COLADD;
|
||||
spark->transType = TransTypeEnum::COLADD;
|
||||
spark->life = spark->sLife = (GetRandomControl() & 3) + 16;
|
||||
spark->y = 0;
|
||||
spark->x = (GetRandomControl() & 0xF) - 8;
|
||||
|
@ -64,10 +66,10 @@ void BubblesEffect1(short fxNum, short xVel, short yVel, short zVel)
|
|||
spark->sSize = spark->size = (GetRandomControl() & 7) + 64;
|
||||
spark->dSize = spark->size / 32;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void BubblesEffect2(short fxNum, short xVel, short yVel, short zVel)
|
||||
{
|
||||
void TriggerHarpyFlameFlame(short fxNum, short xVel, short yVel, short zVel)
|
||||
{
|
||||
FX_INFO* fx = &EffectList[fxNum];
|
||||
|
||||
int dx = LaraItem->pos.xPos - fx->pos.xPos;
|
||||
|
@ -111,10 +113,10 @@ void BubblesEffect2(short fxNum, short xVel, short yVel, short zVel)
|
|||
spark->sSize = spark->size = (GetRandomControl() & 7) + 64;
|
||||
spark->dSize = spark->size / 32;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void BubblesEffect4(short fxNum, short xVel, short yVel, short zVel)
|
||||
{
|
||||
void TriggerDemigodMissileFlame(short fxNum, short xVel, short yVel, short zVel)
|
||||
{
|
||||
FX_INFO* fx = &EffectList[fxNum];
|
||||
|
||||
int dx = LaraItem->pos.xPos - fx->pos.xPos;
|
||||
|
@ -171,10 +173,10 @@ void BubblesEffect4(short fxNum, short xVel, short yVel, short zVel)
|
|||
spark->sSize = spark->size = (GetRandomControl() & 7) + 64;
|
||||
spark->dSize = spark->size / 32;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void BubblesShatterFunction(FX_INFO* fx, int param1, int param2)
|
||||
{
|
||||
void BubblesShatterFunction(FX_INFO* fx, int param1, int param2)
|
||||
{
|
||||
ShatterItem.yRot = fx->pos.yRot;
|
||||
ShatterItem.meshp = &g_Level.Meshes[fx->frameNumber];
|
||||
ShatterItem.sphere.x = fx->pos.xPos;
|
||||
|
@ -183,10 +185,10 @@ void BubblesShatterFunction(FX_INFO* fx, int param1, int param2)
|
|||
ShatterItem.bit = 0;
|
||||
ShatterItem.flags = fx->flag2 & 0x400;
|
||||
ShatterObject(&ShatterItem, 0, param2, fx->roomNumber, param1);
|
||||
}
|
||||
}
|
||||
|
||||
void BubblesControl(short fxNum)
|
||||
{
|
||||
void ControlEnemyMissile(short fxNum)
|
||||
{
|
||||
FX_INFO* fx = &EffectList[fxNum];
|
||||
|
||||
short angles[2];
|
||||
|
@ -400,7 +402,7 @@ void BubblesControl(short fxNum)
|
|||
}
|
||||
else
|
||||
{
|
||||
TriggerShockwave( &fx->pos, 24, 88, 48, 64, 128, 0, 16, (((~g_Level.Rooms[fx->roomNumber].flags) / 16) & 2) * 65536, 0);
|
||||
TriggerShockwave(&fx->pos, 24, 88, 48, 64, 128, 0, 16, (((~g_Level.Rooms[fx->roomNumber].flags) / 16) & 2) * 65536, 0);
|
||||
}
|
||||
}
|
||||
else
|
||||
|
@ -418,20 +420,21 @@ void BubblesControl(short fxNum)
|
|||
{
|
||||
default:
|
||||
case 1:
|
||||
BubblesEffect1(fxNum, 32 * dx, 32 * dy, 32 * dz);
|
||||
TriggerSethMissileFlame(fxNum, 32 * dx, 32 * dy, 32 * dz);
|
||||
break;
|
||||
case 2:
|
||||
BubblesEffect2(fxNum, 16 * dx, 16 * dy, 16 * dz);
|
||||
TriggerHarpyFlameFlame(fxNum, 16 * dx, 16 * dy, 16 * dz);
|
||||
break;
|
||||
case 3:
|
||||
case 4:
|
||||
case 5:
|
||||
BubblesEffect4(fxNum, 16 * dx, 16 * dy, 16 * dz);
|
||||
TriggerDemigodMissileFlame(fxNum, 16 * dx, 16 * dy, 16 * dz);
|
||||
break;
|
||||
case 6:
|
||||
TriggerMutantRocketEffects(fxNum, 16 * dx, 16 * dy, 16 * dz);
|
||||
ten::entities::tr4::TriggerCrocgodMissileFlame(fxNum, 16 * dx, 16 * dy, 16 * dz);
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
|
@ -1,3 +1,6 @@
|
|||
#pragma once
|
||||
|
||||
void BubblesControl(short fxNum);
|
||||
namespace ten::entities::all
|
||||
{
|
||||
void ControlEnemyMissile(short fxNum);
|
||||
}
|
|
@ -104,7 +104,7 @@ void CrocodileControl(short itemNumber)
|
|||
OBJECT_INFO* obj;
|
||||
CREATURE_INFO* crocodile;
|
||||
AI_INFO info;
|
||||
OBJECT_Bones boneRot;
|
||||
OBJECT_BONES boneRot;
|
||||
short angle;
|
||||
short boneAngle;
|
||||
|
||||
|
|
|
@ -10,30 +10,10 @@
|
|||
#include "objectslist.h"
|
||||
#include "trmath.h"
|
||||
|
||||
enum MUTANT_STATE
|
||||
{
|
||||
MUTANT_EMPTY,
|
||||
MUTANT_APPEAR,
|
||||
MUTANT_IDLE,
|
||||
MUTANT_SHOOT,
|
||||
MUTANT_LOCUST1,
|
||||
MUTANT_LOCUST2,
|
||||
};
|
||||
|
||||
enum class MissileRotationType
|
||||
{
|
||||
M_FRONT,
|
||||
M_LEFT,
|
||||
M_RIGHT
|
||||
};
|
||||
|
||||
constexpr auto MUTANT_ANIM_APPEAR = 0;
|
||||
constexpr auto MUTANT_SHOOT_RANGE = SQUARE(SECTOR(10));
|
||||
constexpr auto MUTANT_LOCUST1_RANGE = SQUARE(SECTOR(15));
|
||||
constexpr auto MUTANT_LOCUST2_RANGE = SQUARE(SECTOR(30));
|
||||
|
||||
static void TriggerMutantRocket(PHD_3DPOS* src, short roomNumber, short counter)
|
||||
namespace ten::entities::tr4
|
||||
{
|
||||
void TriggerCrocgodMissile(PHD_3DPOS* src, short roomNumber, short counter)
|
||||
{
|
||||
FX_INFO* fx;
|
||||
short fxNumber = NO_ITEM;
|
||||
|
||||
|
@ -54,10 +34,10 @@ static void TriggerMutantRocket(PHD_3DPOS* src, short roomNumber, short counter)
|
|||
fx->speed = (GetRandomControl() & 0x1F) + 96;
|
||||
fx->flag1 = 6;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void TriggerMutantRocketEffects(short fxNumber, short xVel, short yVel, short zVel)
|
||||
{
|
||||
void TriggerCrocgodMissileFlame(short fxNumber, short xVel, short yVel, short zVel)
|
||||
{
|
||||
FX_INFO* fx;
|
||||
SPARKS* sptr;
|
||||
BYTE color, life, size;
|
||||
|
@ -79,7 +59,7 @@ void TriggerMutantRocketEffects(short fxNumber, short xVel, short yVel, short zV
|
|||
sptr->dG = color / 2;
|
||||
sptr->fadeToBlack = 8;
|
||||
sptr->colFadeSpeed = (GetRandomControl() & 3) + 8;
|
||||
sptr->transType = COLADD;
|
||||
sptr->transType = TransTypeEnum::COLADD;
|
||||
sptr->dynamic = -1;
|
||||
life = (GetRandomControl() & 7) + 32;
|
||||
sptr->life = life;
|
||||
|
@ -108,10 +88,10 @@ void TriggerMutantRocketEffects(short fxNumber, short xVel, short yVel, short zV
|
|||
sptr->size = size;
|
||||
sptr->sSize = size;
|
||||
sptr->dSize = size / 4;
|
||||
}
|
||||
}
|
||||
|
||||
static void ShootFireball(PHD_3DPOS* src, MissileRotationType rotation, short roomNumber, int timer)
|
||||
{
|
||||
static void ShootFireball(PHD_3DPOS* src, MissileRotationType rotation, short roomNumber, int timer)
|
||||
{
|
||||
switch (rotation)
|
||||
{
|
||||
case MissileRotationType::M_LEFT:
|
||||
|
@ -122,11 +102,11 @@ static void ShootFireball(PHD_3DPOS* src, MissileRotationType rotation, short ro
|
|||
break;
|
||||
}
|
||||
|
||||
TriggerMutantRocket(src, roomNumber, timer);
|
||||
}
|
||||
TriggerCrocgodMissile(src, roomNumber, timer);
|
||||
}
|
||||
|
||||
static bool ShootFrame(ITEM_INFO* item)
|
||||
{
|
||||
static bool ShootFrame(ITEM_INFO* item)
|
||||
{
|
||||
short frameNumber = (item->frameNumber - g_Level.Anims[item->objectNumber].frameBase);
|
||||
if (frameNumber == 45
|
||||
//|| frameNumber == 50
|
||||
|
@ -138,10 +118,10 @@ static bool ShootFrame(ITEM_INFO* item)
|
|||
return true;
|
||||
else
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
static void RotateHeadToTarget(ITEM_INFO* item, CREATURE_INFO* creature, int joint, short& headAngle)
|
||||
{
|
||||
static void RotateHeadToTarget(ITEM_INFO* item, CREATURE_INFO* creature, int joint, short& headAngle)
|
||||
{
|
||||
if (creature->enemy == nullptr)
|
||||
{
|
||||
headAngle = item->pos.yRot;
|
||||
|
@ -157,10 +137,10 @@ static void RotateHeadToTarget(ITEM_INFO* item, CREATURE_INFO* creature, int joi
|
|||
x = enemy->pos.xPos - pos.x;
|
||||
z = enemy->pos.zPos - pos.z;
|
||||
headAngle = (short)(phd_atan(z, x) - item->pos.yRot) / 2;
|
||||
}
|
||||
}
|
||||
|
||||
static void GetTargetPosition(ITEM_INFO* item, PHD_3DPOS* target)
|
||||
{
|
||||
static void GetTargetPosition(ITEM_INFO* item, PHD_3DPOS* target)
|
||||
{
|
||||
PHD_VECTOR start, end;
|
||||
short angles[2];
|
||||
start.x = 0;
|
||||
|
@ -178,10 +158,10 @@ static void GetTargetPosition(ITEM_INFO* item, PHD_3DPOS* target)
|
|||
target->yRot = angles[0];
|
||||
target->xRot = angles[1];
|
||||
target->zRot = 0;
|
||||
}
|
||||
}
|
||||
|
||||
enum CARDINAL_POINT
|
||||
{
|
||||
enum CARDINAL_POINT
|
||||
{
|
||||
C_NORTH = 0,
|
||||
C_NORTH_EAST = 45,
|
||||
C_EAST = 90,
|
||||
|
@ -190,10 +170,10 @@ enum CARDINAL_POINT
|
|||
C_SOUTH_WEST = 225,
|
||||
C_WEST = 270,
|
||||
C_WEST_NORTH = 315
|
||||
};
|
||||
};
|
||||
|
||||
static void MoveItemFront(ITEM_INFO* item, int distance)
|
||||
{
|
||||
static void MoveItemFront(ITEM_INFO* item, int distance)
|
||||
{
|
||||
short degree = short(TO_DEGREES(item->pos.yRot));
|
||||
switch (degree)
|
||||
{
|
||||
|
@ -210,10 +190,10 @@ static void MoveItemFront(ITEM_INFO* item, int distance)
|
|||
item->pos.xPos -= distance;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
static void MoveItemBack(ITEM_INFO* item, int distance)
|
||||
{
|
||||
static void MoveItemBack(ITEM_INFO* item, int distance)
|
||||
{
|
||||
short degree = short(TO_DEGREES(item->pos.yRot));
|
||||
switch (degree)
|
||||
{
|
||||
|
@ -230,38 +210,38 @@ static void MoveItemBack(ITEM_INFO* item, int distance)
|
|||
item->pos.xPos += distance;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
static void MutantAIFix(ITEM_INFO* item, AI_INFO* info)
|
||||
{
|
||||
static void MutantAIFix(ITEM_INFO* item, AI_INFO* info)
|
||||
{
|
||||
MoveItemFront(item, SECTOR(2));
|
||||
item->pos.yPos -= CLICK(3);
|
||||
CreatureAIInfo(item, info);
|
||||
item->pos.yPos += CLICK(3);
|
||||
MoveItemBack(item, SECTOR(2));
|
||||
}
|
||||
}
|
||||
|
||||
void InitialiseMutant(short itemNumber)
|
||||
{
|
||||
void InitialiseCrocgod(short itemNumber)
|
||||
{
|
||||
ITEM_INFO* item;
|
||||
InitialiseCreature(itemNumber);
|
||||
|
||||
item = &g_Level.Items[itemNumber];
|
||||
item->animNumber = Objects[item->objectNumber].animIndex + MUTANT_ANIM_APPEAR;
|
||||
item->frameNumber = g_Level.Anims[item->animNumber].frameBase;
|
||||
item->currentAnimState = MUTANT_APPEAR;
|
||||
item->goalAnimState = MUTANT_APPEAR;
|
||||
}
|
||||
item->currentAnimState = STATE_MUTANT_APPEAR;
|
||||
item->goalAnimState = STATE_MUTANT_APPEAR;
|
||||
}
|
||||
|
||||
void MutantControl(short itemNumber)
|
||||
{
|
||||
void CrocgodControl(short itemNumber)
|
||||
{
|
||||
if (!CreatureActive(itemNumber))
|
||||
return;
|
||||
|
||||
ITEM_INFO* item;
|
||||
CREATURE_INFO* mutant;
|
||||
AI_INFO info;
|
||||
OBJECT_Bones mutant_joint;
|
||||
OBJECT_BONES mutant_joint;
|
||||
short frameNumber;
|
||||
short headY;
|
||||
short angle;
|
||||
|
@ -287,19 +267,20 @@ void MutantControl(short itemNumber)
|
|||
|
||||
switch (item->currentAnimState)
|
||||
{
|
||||
case MUTANT_IDLE:
|
||||
case STATE_MUTANT_IDLE:
|
||||
if (info.ahead)
|
||||
{
|
||||
int random = GetRandomControl() & 31;
|
||||
if ((random > 0 && random < 10) && info.distance <= MUTANT_SHOOT_RANGE)
|
||||
item->goalAnimState = MUTANT_SHOOT;
|
||||
item->goalAnimState = STATE_MUTANT_SHOOT;
|
||||
else if ((random > 10 && random < 20) && info.distance <= MUTANT_LOCUST1_RANGE)
|
||||
item->goalAnimState = MUTANT_LOCUST1;
|
||||
item->goalAnimState = STATE_MUTANT_LOCUST1;
|
||||
else if ((random > 20 && random < 30) && info.distance <= MUTANT_LOCUST2_RANGE)
|
||||
item->goalAnimState = MUTANT_LOCUST2;
|
||||
item->goalAnimState = STATE_MUTANT_LOCUST2;
|
||||
}
|
||||
break;
|
||||
case MUTANT_SHOOT:
|
||||
|
||||
case STATE_MUTANT_SHOOT:
|
||||
frameNumber = (item->frameNumber - g_Level.Anims[item->objectNumber].frameBase);
|
||||
if (frameNumber >= 94 && frameNumber <= 96)
|
||||
{
|
||||
|
@ -321,12 +302,14 @@ void MutantControl(short itemNumber)
|
|||
}
|
||||
}
|
||||
break;
|
||||
case MUTANT_LOCUST1:
|
||||
|
||||
case STATE_MUTANT_LOCUST1:
|
||||
frameNumber = (item->frameNumber - g_Level.Anims[item->objectNumber].frameBase);
|
||||
if (frameNumber >= 60 && frameNumber <= 120)
|
||||
ten::entities::tr4::SpawnLocust(item);
|
||||
break;
|
||||
case MUTANT_LOCUST2:
|
||||
|
||||
case STATE_MUTANT_LOCUST2:
|
||||
if (ShootFrame(item))
|
||||
{
|
||||
PHD_3DPOS src;
|
||||
|
@ -336,15 +319,15 @@ void MutantControl(short itemNumber)
|
|||
break;
|
||||
}
|
||||
|
||||
if (item->currentAnimState != MUTANT_LOCUST1)
|
||||
mutant_joint = OBJECT_Bones(headY, info.xAngle, true);
|
||||
if (item->currentAnimState != STATE_MUTANT_LOCUST1)
|
||||
mutant_joint = OBJECT_BONES(headY, info.xAngle, true);
|
||||
else
|
||||
mutant_joint = OBJECT_Bones(0);
|
||||
mutant_joint = OBJECT_BONES(0);
|
||||
|
||||
CreatureJoint(item, 0, mutant_joint.bone0);
|
||||
CreatureJoint(item, 1, mutant_joint.bone1);
|
||||
CreatureJoint(item, 2, mutant_joint.bone2);
|
||||
CreatureJoint(item, 3, mutant_joint.bone3);
|
||||
CreatureAnimation(itemNumber, angle, 0);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -1,5 +1,33 @@
|
|||
#pragma once
|
||||
|
||||
void InitialiseMutant(short itemNumber);
|
||||
void MutantControl(short itemNumber);
|
||||
void TriggerMutantRocketEffects(short fxNumber, short xVel, short yVel, short zVel);
|
||||
#include "framework.h"
|
||||
#include "trmath.h"
|
||||
|
||||
namespace ten::entities::tr4
|
||||
{
|
||||
enum MUTANT_STATE
|
||||
{
|
||||
STATE_MUTANT_EMPTY,
|
||||
STATE_MUTANT_APPEAR,
|
||||
STATE_MUTANT_IDLE,
|
||||
STATE_MUTANT_SHOOT,
|
||||
STATE_MUTANT_LOCUST1,
|
||||
STATE_MUTANT_LOCUST2,
|
||||
};
|
||||
|
||||
enum class MissileRotationType
|
||||
{
|
||||
M_FRONT,
|
||||
M_LEFT,
|
||||
M_RIGHT
|
||||
};
|
||||
|
||||
constexpr auto MUTANT_ANIM_APPEAR = 0;
|
||||
constexpr auto MUTANT_SHOOT_RANGE = SQUARE(SECTOR(10));
|
||||
constexpr auto MUTANT_LOCUST1_RANGE = SQUARE(SECTOR(15));
|
||||
constexpr auto MUTANT_LOCUST2_RANGE = SQUARE(SECTOR(30));
|
||||
|
||||
void InitialiseCrocgod(short itemNumber);
|
||||
void CrocgodControl(short itemNumber);
|
||||
void TriggerCrocgodMissileFlame(short fxNumber, short xVel, short yVel, short zVel);
|
||||
}
|
|
@ -664,8 +664,8 @@ static void StartBaddy(OBJECT_INFO* obj)
|
|||
obj = &Objects[ID_CROCODILE_GOD];
|
||||
if (obj->loaded)
|
||||
{
|
||||
obj->initialise = InitialiseMutant;
|
||||
obj->control = MutantControl;
|
||||
obj->initialise = ten::entities::tr4::InitialiseCrocgod;
|
||||
obj->control = ten::entities::tr4::CrocgodControl;
|
||||
obj->collision = CreatureCollision;
|
||||
obj->shadowSize = UNIT_SHADOW / 2;
|
||||
obj->hitPoints = NOT_TARGETABLE;
|
||||
|
|
|
@ -1241,7 +1241,7 @@ static void StartShatter(OBJECT_INFO *obj)
|
|||
|
||||
static void StartProjectiles(OBJECT_INFO *obj)
|
||||
{
|
||||
InitProjectile(obj, BubblesControl, ID_ENERGY_BUBBLES, true);
|
||||
InitProjectile(obj, ten::entities::all::ControlEnemyMissile, ID_ENERGY_BUBBLES, true);
|
||||
InitProjectile(obj, MissileControl, ID_BUBBLES, true);
|
||||
InitProjectile(obj, MissileControl, ID_IMP_ROCK, true);
|
||||
InitProjectile(obj, TorpedoControl, ID_TORPEDO);
|
||||
|
|
|
@ -110,7 +110,7 @@ enum GAME_OBJECT_ID : short
|
|||
ID_DOBERMAN,
|
||||
ID_HAMMERHEAD, // TR4 - OK
|
||||
ID_CROCODILE_GOD, // TR4 Citadel Gate Mutant
|
||||
ID_LOCUSTS_EMITTER,
|
||||
ID_LOCUSTS_EMITTER, // TR4 - OK
|
||||
|
||||
/* Humans */
|
||||
ID_SCUBA_HARPOON = 150,
|
||||
|
|
|
@ -711,7 +711,6 @@ xcopy /Y "$(ProjectDir)Shaders\HUD\*.hlsl" "$(TargetDir)\Shaders\HUD\"</Command>
|
|||
<ClCompile Include="Scripting\GameScriptSinkInfo.cpp" />
|
||||
<ClCompile Include="Scripting\GameScriptSkyLayer.cpp" />
|
||||
<ClCompile Include="Scripting\GameScriptSoundSourceInfo.cpp" />
|
||||
<ClCompile Include="Scripting\LanguageScript.cpp" />
|
||||
<ClCompile Include="Objects\TR4\Entity\tr4_demigod.cpp" />
|
||||
<ClCompile Include="Objects\TR4\Entity\tr4_guide.cpp" />
|
||||
<ClCompile Include="Objects\TR4\Entity\tr4_jeanyves.cpp" />
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue