Update animation bools and fix Settings.lua; use correct block in monkey idle state

This commit is contained in:
Sezz 2022-05-05 19:50:52 +10:00
parent 8eebabd91d
commit 8305a2581b
7 changed files with 6 additions and 38 deletions

View file

@ -26,9 +26,7 @@ public:
virtual bool HasCrawlExtended() const = 0;
virtual bool HasCrouchRoll() const = 0;
virtual bool HasCrawlspaceSwandive() const = 0;
virtual bool HasMonkeyTurn180() const = 0;
virtual bool HasMonkeyAutoJump() const = 0;
virtual bool HasOscillateHang() const = 0;
virtual bool HasSprintJump() const = 0;
virtual bool HasAFKPose() const = 0;
virtual bool HasOverhangClimb() const = 0;

View file

@ -14,8 +14,6 @@ void Animations::Register(sol::table& parent)
"crouchRoll", &Animations::HasCrouchRoll,
"crawlspaceSwandive", &Animations::HasCrawlspaceDive,
"monkeyAutoJump", &Animations::HasMonkeyAutoJump,
"monkeyTurn180", &Animations::HasMonkeyTurn180,
"oscillateHang", &Animations::HasOscillateHang,
"overhangClimb", &Animations::HasOverhangClimb,
"slideExtended", &Animations::HasSlideExtended,
"sprintJump", &Animations::HasSprintJump,

View file

@ -18,8 +18,6 @@ struct Animations
bool HasCrawlExtended; // Extended crawl moveset.
bool HasCrouchRoll; // Crouch roll.
bool HasOverhangClimb; // Overhang functionality.
bool HasMonkeyTurn180;
bool HasOscillateHang;
static void Register(sol::table &);
};

View file

@ -57,13 +57,11 @@ public:
bool HasCrawlExtended() const override { return Anims.HasCrawlExtended; }
bool HasCrouchRoll() const override { return Anims.HasCrouchRoll; }
bool HasCrawlspaceSwandive() const override { return Anims.HasCrawlspaceDive; }
bool HasMonkeyTurn180() const override { return Anims.HasMonkeyTurn180; }
bool HasMonkeyAutoJump() const override { return Anims.HasMonkeyAutoJump; }
bool HasAFKPose() const override { return Anims.HasPose; }
bool HasOverhangClimb() const override { return Anims.HasOverhangClimb; }
bool HasSlideExtended() const override { return Anims.HasSlideExtended; }
bool HasSprintJump() const override { return Anims.HasSprintJump; }
bool HasOscillateHang() const override { return Anims.HasOscillateHang; }
bool DoFlow() override;
};

View file

@ -11,7 +11,7 @@ local RotationAxis = Flow.RotationAxis
local ItemAction = Flow.ItemAction
-- Title level
Flow.SetIntroImagePath("SCREENS\\MAIN.PNG")
Flow.SetIntroImagePath("Screens\\Main.png")
Flow.SetTitleScreenImagePath("Screens\\Title.png")
Flow.SetFarView(210)

View file

@ -1,12 +1,7 @@
-- TombEngine settings file
-- Created by MontyTRC
<<<<<<< HEAD
-- Place in this Lua script all the engine settings for your game
-- WARNING: bad values could make your game unplayable, please follow with attention the reference guide
=======
-- Place all the engine settings for your game in this Lua script.
-- WARNING: Bad values could make your game unplayable; please follow reference guide attentively.
>>>>>>> state_cleaning_tier_2
local Flow = TEN.Flow
@ -22,25 +17,10 @@ settings.showDebugInfo = true;
settings.errorMode = Flow.ErrorMode.WARN;
Flow.SetSettings(settings);
<<<<<<< HEAD
local anims = Flow.Animations.new();
anims.crawlExtended = true;
anims.crouchRoll = true;
anims.crawlspaceSwandive = true;
anims.monkeyTurn180 = true;
anims.monkeyAutoJump = false;
anims.oscillateHang = true;
anims.pose = false;
Flow.SetAnimations(anims);
=======
local anims = Animations.new();
anims.hasPose = false;
anims.hasSlideExtended = false;
anims.hasSprintJump = true;
anims.hasMonkeyAutoJump = false;
anims.hasCrawlspaceDive = true;
anims.hasCrawlExtended = true;
anims.hasCrouchRoll = true;
anims.hasOverhangClimb = false;
SetAnimations(anims);
>>>>>>> state_cleaning_tier_2
Flow.SetAnimations(anims);

View file

@ -108,19 +108,15 @@ void lara_as_monkey_idle(ItemInfo* item, CollisionInfo* coll)
if (TrInput & IN_LEFT)
{
item->Animation.TargetState = LS_MONKEY_TURN_LEFT;
return;
}
else if (TrInput & IN_RIGHT)
{
item->Animation.TargetState = LS_MONKEY_TURN_RIGHT;
return;
}
else if (TrInput & IN_ROLL && g_GameFlow->HasMonkeyTurn180())
{
item->Animation.TargetState = LS_MONKEY_TURN_180;
}
else
{
item->Animation.TargetState = LS_MONKEY_IDLE;
}
item->Animation.TargetState = LS_MONKEY_IDLE;
return;
}