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https://github.com/TombEngine/TombEngine.git
synced 2025-05-11 13:06:49 +03:00
Fixed ID_COG_SWITCH
This commit is contained in:
parent
bb828ff297
commit
625cd16bab
9 changed files with 190 additions and 146 deletions
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@ -17,7 +17,7 @@
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#include "input.h"
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#include "sound.h"
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#include "trmath.h"
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#include "cog_switch.h"
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PHD_VECTOR DoubleDoorPos(0, 0, 220);
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PHD_VECTOR PullDoorPos(-201, 0, 322);
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@ -458,7 +458,7 @@ void DoorControl(short itemNumber)
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{
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BOUNDING_BOX* bounds = GetBoundsAccurate(item);
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--item->itemFlags[0];
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item->pos.yPos -= 12;
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item->pos.yPos -= ten::entities::switches::COG_DOOR_SPEED;
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int y = bounds->Y1 + item->itemFlags[2] - STEP_SIZE;
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if (item->pos.yPos < y)
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{
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@ -491,7 +491,6 @@ void DoorControl(short itemNumber)
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}
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}
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}
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return;
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}
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if (item->objectNumber < ID_LIFT_DOORS1 || item->objectNumber > ID_LIFT_DOORS2)
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@ -28,12 +28,7 @@ extern PHD_VECTOR OldPickupPos;
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#ifndef NEW_INV
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extern Inventory g_Inventory;
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#endif
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static PHD_VECTOR CogSwitchPos(0, 0, -856);
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OBJECT_COLLISION_BOUNDS CogSwitchBounds =
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{
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0xFE00, 0x0200, 0x0000, 0x0000, 0xFA00, 0xFE00, 0xF8E4, 0x071C, 0xEAAC, 0x1554,
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0xF8E4, 0x071C
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};
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OBJECT_COLLISION_BOUNDS Switch2Bounds =
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{
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0xFC00, 0x0400, 0xFC00, 0x0400, 0xFC00, 0x0200, 0xC720, 0x38E0, 0xC720, 0x38E0,
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@ -1332,126 +1327,3 @@ void ShootSwitchCollision(short itemNumber, ITEM_INFO* l, COLL_INFO* coll)
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if (item->objectNumber == ID_SHOOT_SWITCH1 && !(item->meshBits & 1))
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item->status = ITEM_INVISIBLE;
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}
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void CogSwitchCollision(short itemNum, ITEM_INFO* l, COLL_INFO* coll)
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{
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ITEM_INFO* item = &g_Level.Items[itemNum];
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FLOOR_INFO* floor = GetFloor(item->pos.xPos, item->pos.yPos, item->pos.zPos, &item->roomNumber);
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GetFloorHeight(floor, item->pos.xPos, item->pos.yPos, item->pos.zPos);
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if (!TriggerIndex)
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{
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ObjectCollision(itemNum, l, coll);
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return;
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}
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short* trigger = TriggerIndex;
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for (int i = *TriggerIndex; (i & 0x1F) != 4; trigger++)
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{
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if (i < 0)
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break;
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i = trigger[1];
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}
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ITEM_INFO* target = &g_Level.Items[trigger[3] & 0x3FF];
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DOOR_DATA* door = (DOOR_DATA*)target->data;
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if (item->status == ITEM_NOT_ACTIVE)
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{
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if (!(item->flags & 0x100)
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&& (TrInput & IN_ACTION
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&& !Lara.gunStatus
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&& !item->gravityStatus
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&& l->currentAnimState == LS_STOP
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&& l->animNumber == LA_STAND_IDLE
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|| Lara.isMoving
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&& Lara.generalPtr == (void*)itemNum))
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{
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if (TestLaraPosition(&CogSwitchBounds, item, l))
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{
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if (MoveLaraPosition(&CogSwitchPos, item, l))
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{
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Lara.isMoving = false;
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Lara.headYrot = 0;
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Lara.headXrot = 0;
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Lara.torsoYrot = 0;
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Lara.torsoXrot = 0;
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Lara.gunStatus = LG_HANDS_BUSY;
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Lara.generalPtr = target;
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item->goalAnimState = 1;
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item->status = ITEM_ACTIVE;
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l->animNumber = LA_COGWHEEL_GRAB;
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l->goalAnimState = LS_COGWHEEL;
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l->currentAnimState = LS_COGWHEEL;
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l->frameNumber = g_Level.Anims[l->animNumber].frameBase;
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AddActiveItem(itemNum);
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if (door != NULL)
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{
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if (!door->opened)
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{
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AddActiveItem((target - g_Level.Items.data()));
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target->itemFlags[2] = target->pos.yPos;
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target->status = ITEM_ACTIVE;
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}
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}
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}
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else
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{
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Lara.generalPtr = (void*)itemNum;
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}
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return;
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}
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if (Lara.isMoving && Lara.generalPtr == (void*)itemNum)
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{
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Lara.isMoving = false;
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Lara.gunStatus = LG_NO_ARMS;
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}
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}
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ObjectCollision(itemNum, l, coll);
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}
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}
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void CogSwitchControl(short itemNumber)
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{
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ITEM_INFO* item = &g_Level.Items[itemNumber];
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AnimateItem(item);
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if (item->currentAnimState == 1)
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{
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if (item->goalAnimState == 1 && !(TrInput & IN_ACTION))
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{
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LaraItem->goalAnimState = LS_STOP;
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item->goalAnimState = 0;
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}
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if (LaraItem->animNumber == LA_COGWHEEL_PULL)
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{
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if (LaraItem->frameNumber == g_Level.Anims[LA_COGWHEEL_PULL].frameBase + 10)
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{
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ITEM_INFO* it = (ITEM_INFO*)Lara.generalPtr;
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it->itemFlags[0] = 40;
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Lara.generalPtr = (ITEM_INFO*)it;
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}
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}
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}
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else
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{
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if (item->frameNumber == g_Level.Anims[item->animNumber].frameEnd)
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{
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item->currentAnimState = 0;
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item->status = ITEM_NOT_ACTIVE;
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RemoveActiveItem(itemNumber);
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LaraItem->animNumber = LA_STAND_SOLID;
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LaraItem->frameNumber = g_Level.Anims[item->animNumber].frameBase;
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LaraItem->goalAnimState = LS_STOP;
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LaraItem->currentAnimState = LS_STOP;
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Lara.gunStatus = LG_NO_ARMS;
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}
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}
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}
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@ -6,8 +6,6 @@ extern int PulleyItemNumber;
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void CrowDoveSwitchCollision(short itemNum, ITEM_INFO* l, COLL_INFO* coll);
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void CrowDoveSwitchControl(short itemNumber);
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void CogSwitchCollision(short itemNum, ITEM_INFO* l, COLL_INFO* coll);
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void CogSwitchControl(short itemNum);
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void FullBlockSwitchCollision(short itemNum, ITEM_INFO* l, COLL_INFO* coll);
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void FullBlockSwitchControl(short itemNumber);
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void CrowbarSwitchCollision(short itemNum, ITEM_INFO* l, COLL_INFO* coll);
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143
TR5Main/Objects/Generic/Switches/cog_switch.cpp
Normal file
143
TR5Main/Objects/Generic/Switches/cog_switch.cpp
Normal file
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@ -0,0 +1,143 @@
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#include "framework.h"
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#include "cog_switch.h"
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#include <control.h>
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#include <door.h>
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#include <input.h>
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#include <lara.h>
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namespace ten::entities::switches
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{
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PHD_VECTOR CogSwitchPos(0, 0, -856);
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OBJECT_COLLISION_BOUNDS CogSwitchBounds =
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{
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-512, 512,
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0, 0,
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-1536, -512,
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-ANGLE(10), ANGLE(10),
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-ANGLE(30), ANGLE(30),
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-ANGLE(10), ANGLE(10)
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};
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void CogSwitchCollision(short itemNum, ITEM_INFO* l, COLL_INFO* coll)
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{
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ITEM_INFO* item = &g_Level.Items[itemNum];
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FLOOR_INFO* floor = GetFloor(item->pos.xPos, item->pos.yPos, item->pos.zPos, &item->roomNumber);
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GetFloorHeight(floor, item->pos.xPos, item->pos.yPos, item->pos.zPos);
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if (!TriggerIndex)
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{
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ObjectCollision(itemNum, l, coll);
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return;
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}
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short* trigger = TriggerIndex;
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for (int i = *TriggerIndex; (i & 0x1F) != 4; trigger++)
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{
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if (i < 0)
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break;
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i = trigger[1];
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}
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ITEM_INFO* target = &g_Level.Items[trigger[3] & 0x3FF];
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DOOR_DATA* door = (DOOR_DATA*)target->data;
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if (item->status == ITEM_NOT_ACTIVE)
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{
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if (!(item->flags & ONESHOT)
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&& (TrInput & IN_ACTION
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&& !Lara.gunStatus
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&& !item->gravityStatus
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&& l->currentAnimState == LS_STOP
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&& l->animNumber == LA_STAND_IDLE
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|| Lara.isMoving
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&& Lara.generalPtr == (void*)itemNum))
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{
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if (TestLaraPosition(&CogSwitchBounds, item, l))
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{
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if (MoveLaraPosition(&CogSwitchPos, item, l))
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{
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Lara.isMoving = false;
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Lara.headYrot = 0;
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Lara.headXrot = 0;
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Lara.torsoYrot = 0;
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Lara.torsoXrot = 0;
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Lara.gunStatus = LG_HANDS_BUSY;
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Lara.generalPtr = target;
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l->animNumber = LA_COGWHEEL_GRAB;
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l->goalAnimState = LS_COGWHEEL;
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l->currentAnimState = LS_COGWHEEL;
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l->frameNumber = g_Level.Anims[l->animNumber].frameBase;
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AddActiveItem(itemNum);
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item->goalAnimState = 1;
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item->status = ITEM_ACTIVE;
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if (door != NULL)
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{
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if (!door->opened)
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{
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AddActiveItem((target - g_Level.Items.data()));
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target->itemFlags[2] = target->pos.yPos;
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target->status = ITEM_ACTIVE;
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}
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}
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}
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else
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{
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Lara.generalPtr = (void*)itemNum;
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}
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return;
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}
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else if (Lara.isMoving && Lara.generalPtr == (void*)itemNum)
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{
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Lara.isMoving = false;
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Lara.gunStatus = LG_NO_ARMS;
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}
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}
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ObjectCollision(itemNum, l, coll);
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}
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}
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void CogSwitchControl(short itemNumber)
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{
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ITEM_INFO* item = &g_Level.Items[itemNumber];
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AnimateItem(item);
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if (item->currentAnimState == 1)
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{
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if (item->goalAnimState == 1 && !(TrInput & IN_ACTION))
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{
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LaraItem->goalAnimState = LS_STOP;
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item->goalAnimState = 0;
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}
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if (LaraItem->animNumber == LA_COGWHEEL_PULL)
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{
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if (LaraItem->frameNumber == g_Level.Anims[LaraItem->animNumber].frameBase + 10)
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{
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((ITEM_INFO*)Lara.generalPtr)->itemFlags[0] = COG_DOOR_TURN;
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}
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}
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}
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else
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{
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if (item->frameNumber == g_Level.Anims[item->animNumber].frameEnd)
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{
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item->currentAnimState = 0;
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item->status = ITEM_NOT_ACTIVE;
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RemoveActiveItem(itemNumber);
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LaraItem->animNumber = LA_STAND_SOLID;
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LaraItem->frameNumber = g_Level.Anims[LaraItem->animNumber].frameBase;
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LaraItem->goalAnimState = LS_STOP;
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LaraItem->currentAnimState = LS_STOP;
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Lara.gunStatus = LG_NO_ARMS;
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}
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}
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}
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}
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13
TR5Main/Objects/Generic/Switches/cog_switch.h
Normal file
13
TR5Main/Objects/Generic/Switches/cog_switch.h
Normal file
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@ -0,0 +1,13 @@
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#pragma once
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#include "items.h"
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#include <collide.h>
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namespace ten::entities::switches
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{
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constexpr auto COG_DOOR_TURN = 40;
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constexpr auto COG_DOOR_SPEED = 12;
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void CogSwitchControl(short itemNumber);
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void CogSwitchCollision(short itemNum, ITEM_INFO* l, COLL_INFO* coll);
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}
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@ -1,13 +1,18 @@
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#include "framework.h"
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#include "generic_objects.h"
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/// objects
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// objects
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#include "generic_trapdoor.h"
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#include "generic_bridge.h"
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// switches
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#include "cog_switch.h"
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/// necessary import
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#include "setup.h"
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using namespace ten::entities::switches;
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static void StartObject()
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{
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auto obj = &Objects[ID_TRAPDOOR1];
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@ -159,7 +164,23 @@ static void StartObject()
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}
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}
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void StartSwitches()
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{
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OBJECT_INFO* obj;
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obj = &Objects[ID_COG_SWITCH];
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if (obj->loaded)
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{
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obj->collision = CogSwitchCollision;
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obj->control = CogSwitchControl;
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obj->hitEffect = HIT_RICOCHET;
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obj->saveFlags = true;
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obj->saveAnim = true;
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}
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}
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void InitialiseGenericObjects()
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{
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StartObject();
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StartSwitches();
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}
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@ -1211,16 +1211,6 @@ static void StartTrap(OBJECT_INFO *obj)
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static void StartSwitch(OBJECT_INFO *obj)
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{
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obj = &Objects[ID_COG_SWITCH];
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if (obj->loaded)
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{
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obj->collision = CogSwitchCollision;
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obj->control = CogSwitchControl;
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obj->hitEffect = HIT_RICOCHET;
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obj->saveFlags = true;
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obj->saveAnim = true;
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}
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obj = &Objects[ID_RAISING_COG];
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if (obj->loaded)
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{
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@ -66,7 +66,7 @@
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<SDLCheck>true</SDLCheck>
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<PreprocessorDefinitions>_CRT_SECURE_NO_WARNINGS;WIN32;TR5MAIN_EXPORTS;_WINDOWS;_USRDLL;NOMINMAX;NEW_INV;%(PreprocessorDefinitions)</PreprocessorDefinitions>
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<ConformanceMode>false</ConformanceMode>
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<AdditionalIncludeDirectories>$(SolutionDir)TR5Main;$(SolutionDir)TR5Main\Game;$(SolutionDir)TR5Main\Game\Lara;$(SolutionDir)TR5Main\Objects;$(SolutionDir)TR5Main\Objects\Utils;$(SolutionDir)TR5Main\Objects\Effects;$(SolutionDir)TR5Main\Objects\Generic;$(SolutionDir)TR5Main\Objects\Generic\Object;$(SolutionDir)TR5Main\Objects\TR1;$(SolutionDir)TR5Main\Objects\TR1\Entity;$(SolutionDir)TR5Main\Objects\TR1\Trap;$(SolutionDir)TR5Main\Objects\TR2;$(SolutionDir)TR5Main\Objects\TR2\Entity;$(SolutionDir)TR5Main\Objects\TR2\Trap;$(SolutionDir)TR5Main\Objects\TR2\Vehicles;$(SolutionDir)TR5Main\Objects\TR3;$(SolutionDir)TR5Main\Objects\TR3\Entity;$(SolutionDir)TR5Main\Objects\TR3\Trap;$(SolutionDir)TR5Main\Objects\TR3\Vehicles;$(SolutionDir)TR5Main\Objects\TR4;$(SolutionDir)TR5Main\Objects\TR4\Entity;$(SolutionDir)TR5Main\Objects\TR4\Trap;$(SolutionDir)TR5Main\Objects\TR4\Object;$(SolutionDir)TR5Main\Objects\TR4\Floor;$(SolutionDir)TR5Main\Objects\TR4\Switch;$(SolutionDir)TR5Main\Objects\TR4\Vehicles;$(SolutionDir)TR5Main\Objects\TR5;$(SolutionDir)TR5Main\Objects\TR5\Entity;$(SolutionDir)TR5Main\Objects\TR5\Trap;$(SolutionDir)TR5Main\Objects\TR5\Light;$(SolutionDir)TR5Main\Objects\TR5\Emitter;$(SolutionDir)TR5Main\Objects\TR5\Shatter;$(SolutionDir)TR5Main\Objects\TR5\Switch;$(SolutionDir)TR5Main\Objects\TR5\Object;$(SolutionDir)TR5Main\Objects\Vehicles;$(SolutionDir)TR5Main\Renderer;$(SolutionDir)TR5Main\Scripting;$(SolutionDir)TR5Main\Specific;$(SolutionDir)TR5Main\Specific\IO;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
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<AdditionalIncludeDirectories>$(SolutionDir)TR5Main;$(SolutionDir)TR5Main\Game;$(SolutionDir)TR5Main\Game\Lara;$(SolutionDir)TR5Main\Objects;$(SolutionDir)TR5Main\Objects\Utils;$(SolutionDir)TR5Main\Objects\Effects;$(SolutionDir)TR5Main\Objects\Generic;$(SolutionDir)TR5Main\Objects\Generic\Object;$(SolutionDir)TR5Main\Objects\TR1;$(SolutionDir)TR5Main\Objects\TR1\Entity;$(SolutionDir)TR5Main\Objects\TR1\Trap;$(SolutionDir)TR5Main\Objects\TR2;$(SolutionDir)TR5Main\Objects\TR2\Entity;$(SolutionDir)TR5Main\Objects\TR2\Trap;$(SolutionDir)TR5Main\Objects\TR2\Vehicles;$(SolutionDir)TR5Main\Objects\TR3;$(SolutionDir)TR5Main\Objects\TR3\Entity;$(SolutionDir)TR5Main\Objects\TR3\Trap;$(SolutionDir)TR5Main\Objects\TR3\Vehicles;$(SolutionDir)TR5Main\Objects\TR4;$(SolutionDir)TR5Main\Objects\TR4\Entity;$(SolutionDir)TR5Main\Objects\TR4\Trap;$(SolutionDir)TR5Main\Objects\TR4\Object;$(SolutionDir)TR5Main\Objects\TR4\Floor;$(SolutionDir)TR5Main\Objects\TR4\Switch;$(SolutionDir)TR5Main\Objects\TR4\Vehicles;$(SolutionDir)TR5Main\Objects\TR5;$(SolutionDir)TR5Main\Objects\TR5\Entity;$(SolutionDir)TR5Main\Objects\TR5\Trap;$(SolutionDir)TR5Main\Objects\TR5\Light;$(SolutionDir)TR5Main\Objects\TR5\Emitter;$(SolutionDir)TR5Main\Objects\TR5\Shatter;$(SolutionDir)TR5Main\Objects\TR5\Switch;$(SolutionDir)TR5Main\Objects\TR5\Object;$(SolutionDir)TR5Main\Objects\Generic\Switches;$(SolutionDir)TR5Main\Objects\Vehicles;$(SolutionDir)TR5Main\Renderer;$(SolutionDir)TR5Main\Scripting;$(SolutionDir)TR5Main\Specific;$(SolutionDir)TR5Main\Specific\IO;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
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<RuntimeLibrary>MultiThreadedDebugDLL</RuntimeLibrary>
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<IgnoreStandardIncludePath>false</IgnoreStandardIncludePath>
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<MultiProcessorCompilation>true</MultiProcessorCompilation>
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@ -172,6 +172,7 @@ xcopy /Y "$(ProjectDir)Shaders\HUD\*.hlsl" "$(TargetDir)\Shaders\HUD\"</Command>
|
|||
<ClInclude Include="Game\prng.h" />
|
||||
<ClInclude Include="Game\puzzles_keys.h" />
|
||||
<ClInclude Include="Game\room.h" />
|
||||
<ClInclude Include="Objects\Generic\Switches\cog_switch.h" />
|
||||
<ClInclude Include="Scripting\GameScriptAIObject.h" />
|
||||
<ClInclude Include="Scripting\GameScriptAudioTrack.h" />
|
||||
<ClInclude Include="Scripting\GameScriptCameraInfo.h" />
|
||||
|
@ -513,6 +514,7 @@ xcopy /Y "$(ProjectDir)Shaders\HUD\*.hlsl" "$(TargetDir)\Shaders\HUD\"</Command>
|
|||
<ClCompile Include="Game\pickup\pickup_weapon.cpp" />
|
||||
<ClCompile Include="Game\prng.cpp" />
|
||||
<ClCompile Include="Game\puzzles_keys.cpp" />
|
||||
<ClCompile Include="Objects\Generic\Switches\cog_switch.cpp" />
|
||||
<ClCompile Include="Scripting\GameScriptAIObject.cpp" />
|
||||
<ClCompile Include="Scripting\GameScriptAudioTrack.cpp" />
|
||||
<ClCompile Include="Scripting\GameScriptCameraInfo.cpp" />
|
||||
|
|
|
@ -1053,6 +1053,9 @@
|
|||
<ClInclude Include="Scripting\ScriptUtil.h">
|
||||
<Filter>File di intestazione</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="Objects\Generic\Switches\cog_switch.h">
|
||||
<Filter>File di intestazione</Filter>
|
||||
</ClInclude>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClCompile Include="Game\box.cpp">
|
||||
|
@ -1928,6 +1931,9 @@
|
|||
<ClCompile Include="Scripting\ScriptAssert.cpp">
|
||||
<Filter>File di origine</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="Objects\Generic\Switches\cog_switch.cpp">
|
||||
<Filter>File di origine</Filter>
|
||||
</ClCompile>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<None Include="packages.config" />
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue