Minor changes

This commit is contained in:
Lwmte 2024-12-21 20:01:55 +01:00
parent 04b659b410
commit b62c8d7c40
6 changed files with 122 additions and 121 deletions

View file

@ -171,18 +171,26 @@ pickups, and Lara herself (see also <a href="../2 classes/Objects.LaraObject.htm
<td class="summary">Retrieve the index of the current animation.</td>
</tr>
<tr>
<td class="name" ><a href="#Moveable:GetAnimSlot">Moveable:GetAnimSlot()</a></td>
<td class="summary">Retrieve the slot ID of the animation.</td>
</tr>
<tr>
<td class="name" ><a href="#Moveable:SetAnim">Moveable:SetAnim(index[, slot])</a></td>
<td class="summary">Set the object's animation to the one specified by the given index.</td>
</tr>
<tr>
<td class="name" ><a href="#Moveable:GetAnimSlot">Moveable:GetAnimSlot()</a></td>
<td class="summary">Retrieve the slot ID of the animation.</td>
</tr>
<tr>
<td class="name" ><a href="#Moveable:GetFrame">Moveable:GetFrame()</a></td>
<td class="summary">Retrieve frame number.</td>
</tr>
<tr>
<td class="name" ><a href="#Moveable:SetFrame">Moveable:SetFrame(frame)</a></td>
<td class="summary">Set frame number.</td>
</tr>
<tr>
<td class="name" ><a href="#Moveable:GetEndFrame">Moveable:GetEndFrame()</a></td>
<td class="summary">Get the end frame number of the moveable's active animation.</td>
</tr>
<tr>
<td class="name" ><a href="#Moveable:SetVelocity">Moveable:SetVelocity(velocity)</a></td>
<td class="summary">Set the object's velocity to specified value.</td>
</tr>
@ -191,10 +199,6 @@ pickups, and Lara herself (see also <a href="../2 classes/Objects.LaraObject.htm
<td class="summary">Get the object's velocity.</td>
</tr>
<tr>
<td class="name" ><a href="#Moveable:SetFrame">Moveable:SetFrame(frame)</a></td>
<td class="summary">Set frame number.</td>
</tr>
<tr>
<td class="name" ><a href="#Moveable:GetHP">Moveable:GetHP()</a></td>
<td class="summary">Get current HP (hit points/health points)</td>
</tr>
@ -328,10 +332,6 @@ pickups, and Lara herself (see also <a href="../2 classes/Objects.LaraObject.htm
<td class="summary">Set AIBits of object
Use this to force a moveable into a certain AI mode or modes, as if a certain nullmesh
(or more than one) had suddenly spawned beneath their feet.</td>
</tr>
<tr>
<td class="name" ><a href="#Moveable:GetEndFrame">Moveable:GetEndFrame()</a></td>
<td class="summary">Get the end frame number of the moveable's active animation.</td>
</tr>
<tr>
<td class="name" ><a href="#Moveable:GetRoom">Moveable:GetRoom()</a></td>
@ -778,29 +778,6 @@ shiva:SetObjectID(TEN.Objects.ObjID.BIGMEDI_ITEM)</pre>
</dd>
<dt>
<a name = "Moveable:GetAnimSlot"></a>
<strong>Moveable:GetAnimSlot()</strong>
</dt>
<dd>
Retrieve the slot ID of the animation.
In certain cases, moveable may play animations from another object slot. Use this
function when you need to identify such cases.
<h3>Returns:</h3>
<ol>
<span class="types"><span class="type">int</span></span>
animation slot ID
</ol>
</dd>
<dt>
<a name = "Moveable:SetAnim"></a>
@ -830,6 +807,29 @@ shiva:SetObjectID(TEN.Objects.ObjID.BIGMEDI_ITEM)</pre>
</dd>
<dt>
<a name = "Moveable:GetAnimSlot"></a>
<strong>Moveable:GetAnimSlot()</strong>
</dt>
<dd>
Retrieve the slot ID of the animation.
In certain cases, moveable may play animations from another object slot. Use this
function when you need to identify such cases.
<h3>Returns:</h3>
<ol>
<span class="types"><span class="type">int</span></span>
animation slot ID
</ol>
</dd>
<dt>
<a name = "Moveable:GetFrame"></a>
@ -852,6 +852,54 @@ shiva:SetObjectID(TEN.Objects.ObjID.BIGMEDI_ITEM)</pre>
</dd>
<dt>
<a name = "Moveable:SetFrame"></a>
<strong>Moveable:SetFrame(frame)</strong>
</dt>
<dd>
Set frame number.
This will move the animation to the given frame.
The number of frames in an animation can be seen under the heading "End frame" in
the WadTool animation editor. If the animation has no frames, the only valid argument
is -1.
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">frame</span>
<span class="types"><span class="type">int</span></span>
the new frame number
</li>
</ul>
</dd>
<dt>
<a name = "Moveable:GetEndFrame"></a>
<strong>Moveable:GetEndFrame()</strong>
</dt>
<dd>
Get the end frame number of the moveable's active animation.
This is the "End Frame" set in WADTool for the animation.()
<h3>Returns:</h3>
<ol>
<span class="types"><span class="type">int</span></span>
End frame number of the active animation.
</ol>
</dd>
<dt>
<a name = "Moveable:SetVelocity"></a>
@ -899,32 +947,6 @@ shiva:SetObjectID(TEN.Objects.ObjID.BIGMEDI_ITEM)</pre>
</dd>
<dt>
<a name = "Moveable:SetFrame"></a>
<strong>Moveable:SetFrame(frame)</strong>
</dt>
<dd>
Set frame number.
This will move the animation to the given frame.
The number of frames in an animation can be seen under the heading "End frame" in
the WadTool animation editor. If the animation has no frames, the only valid argument
is -1.
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">frame</span>
<span class="types"><span class="type">int</span></span>
the new frame number
</li>
</ul>
</dd>
<dt>
<a name = "Moveable:GetHP"></a>
@ -1693,28 +1715,6 @@ baddy:SetOnKilled(LevelFuncs.baddyKilled)</pre>
sas:SetAIBits({<span class="number">1</span>, <span class="number">0</span>, <span class="number">0</span>, <span class="number">0</span>, <span class="number">0</span>, <span class="number">0</span>})</pre>
</ul>
</dd>
<dt>
<a name = "Moveable:GetEndFrame"></a>
<strong>Moveable:GetEndFrame()</strong>
</dt>
<dd>
Get the end frame number of the moveable's active animation.
This is the "End Frame" set in WADTool for the animation.()
<h3>Returns:</h3>
<ol>
<span class="types"><span class="type">int</span></span>
End frame number of the active animation.
</ol>
</dd>
<dt>
<a name = "Moveable:GetRoom"></a>

View file

@ -82,19 +82,19 @@ local settings = Flow.Settings.new()
settings.Weapons[WeaponType.REVOLVER].colorizeMuzzleFlash = false
settings.Weapons[WeaponType.REVOLVER].pickupCount = 6
settings.Weapons[WeaponType.UZI].accuracy = 8
settings.Weapons[WeaponType.UZI].targetingDistance = 8192
settings.Weapons[WeaponType.UZI].interval = 3
settings.Weapons[WeaponType.UZI].waterLevel = 650
settings.Weapons[WeaponType.UZI].flashDuration = 2
settings.Weapons[WeaponType.UZI].flashRange = 9
settings.Weapons[WeaponType.UZI].flashColor = Color(192, 128, 0)
settings.Weapons[WeaponType.UZI].damage = 1
settings.Weapons[WeaponType.UZI].smoke = true
settings.Weapons[WeaponType.UZI].shell = true
settings.Weapons[WeaponType.UZI].muzzleFlash = true
settings.Weapons[WeaponType.UZI].colorizeMuzzleFlash = false
settings.Weapons[WeaponType.UZI].pickupCount = 30
settings.Weapons[WeaponType.UZIS].accuracy = 8
settings.Weapons[WeaponType.UZIS].targetingDistance = 8192
settings.Weapons[WeaponType.UZIS].interval = 3
settings.Weapons[WeaponType.UZIS].waterLevel = 650
settings.Weapons[WeaponType.UZIS].flashDuration = 2
settings.Weapons[WeaponType.UZIS].flashRange = 9
settings.Weapons[WeaponType.UZIS].flashColor = Color(192, 128, 0)
settings.Weapons[WeaponType.UZIS].damage = 1
settings.Weapons[WeaponType.UZIS].smoke = true
settings.Weapons[WeaponType.UZIS].shell = true
settings.Weapons[WeaponType.UZIS].muzzleFlash = true
settings.Weapons[WeaponType.UZIS].colorizeMuzzleFlash = false
settings.Weapons[WeaponType.UZIS].pickupCount = 30
settings.Weapons[WeaponType.SHOTGUN].accuracy = 10
settings.Weapons[WeaponType.SHOTGUN].targetingDistance = 8192

View file

@ -4,13 +4,13 @@
#define index_error_maker(CPP_TYPE, LUA_CLASS_NAME) [](CPP_TYPE& item, sol::object key) \
{ \
std::string err = "Attempted to read missing var \"" + key.as<std::string>() + "\" from " + LUA_CLASS_NAME; \
std::string err = "Attempted to read missing variable \"" + key.as<std::string>() + "\" from " + LUA_CLASS_NAME; \
ScriptAssert(false, err);\
}
#define newindex_error_maker(CPP_TYPE, LUA_CLASS_NAME) [](CPP_TYPE& item, sol::object key) \
{ \
std::string err = "Attempted to set missing var \"" + key.as<std::string>() + "\" of " + LUA_CLASS_NAME; \
std::string err = "Attempted to set missing variable \"" + key.as<std::string>() + "\" of " + LUA_CLASS_NAME; \
ScriptAssert(false, err);\
}

View file

@ -245,13 +245,6 @@ void Moveable::Register(sol::state& state, sol::table& parent)
// @treturn int the index of the active animation
ScriptReserved_GetAnimNumber, &Moveable::GetAnimNumber,
/// Retrieve the slot ID of the animation.
// In certain cases, moveable may play animations from another object slot. Use this
// function when you need to identify such cases.
// @function Moveable:GetAnimSlot
// @treturn int animation slot ID
ScriptReserved_GetAnimSlot, &Moveable::GetAnimSlot,
/// Set the object's animation to the one specified by the given index.
// Performs no bounds checking. *Ensure the number given is correct, else
// object may end up in corrupted animation state.*
@ -260,12 +253,33 @@ void Moveable::Register(sol::state& state, sol::table& parent)
// @tparam[opt] int slot slot ID of the desired anim (if omitted, moveable's own slot ID is used)
ScriptReserved_SetAnimNumber, &Moveable::SetAnimNumber,
/// Retrieve the slot ID of the animation.
// In certain cases, moveable may play animations from another object slot. Use this
// function when you need to identify such cases.
// @function Moveable:GetAnimSlot
// @treturn int animation slot ID
ScriptReserved_GetAnimSlot, &Moveable::GetAnimSlot,
/// Retrieve frame number.
// This is the current frame of the object's active animation.
// @function Moveable:GetFrame
// @treturn int the current frame of the active animation
ScriptReserved_GetFrameNumber, &Moveable::GetFrameNumber,
/// Set frame number.
// This will move the animation to the given frame.
// The number of frames in an animation can be seen under the heading "End frame" in
// the WadTool animation editor. If the animation has no frames, the only valid argument
// is -1.
// @function Moveable:SetFrame
// @tparam int frame the new frame number
ScriptReserved_SetFrameNumber, &Moveable::SetFrameNumber,
/// Get the end frame number of the moveable's active animation.
// This is the "End Frame" set in WADTool for the animation.
// @function Moveable:GetEndFrame()
// @treturn int End frame number of the active animation.
ScriptReserved_GetEndFrame, &Moveable::GetEndFrame,
/// Set the object's velocity to specified value.
@ -282,15 +296,6 @@ void Moveable::Register(sol::state& state, sol::table& parent)
// @treturn Vec3 current object velocity
ScriptReserved_GetVelocity, &Moveable::GetVelocity,
/// Set frame number.
// This will move the animation to the given frame.
// The number of frames in an animation can be seen under the heading "End frame" in
// the WadTool animation editor. If the animation has no frames, the only valid argument
// is -1.
// @function Moveable:SetFrame
// @tparam int frame the new frame number
ScriptReserved_SetFrameNumber, &Moveable::SetFrameNumber,
/// Get current HP (hit points/health points)
// @function Moveable:GetHP
// @treturn int the amount of HP the moveable currently has
@ -940,10 +945,6 @@ void Moveable::SetFrameNumber(int frameNumber)
}
}
/// Get the end frame number of the moveable's active animation.
// This is the "End Frame" set in WADTool for the animation.
// @function Moveable:GetEndFrame()
// @treturn int End frame number of the active animation.
int Moveable::GetEndFrame() const
{
const auto& anim = GetAnimData(*m_item);

View file

@ -538,14 +538,14 @@ int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine
void WinClose()
{
TENLog("Cleaning up and exiting...", LogLevel::Info);
WaitForSingleObject((HANDLE)ThreadHandle, 5000);
DestroyAcceleratorTable(hAccTable);
Sound_DeInit();
DeinitializeInput();
TENLog("Cleaning up and exiting...", LogLevel::Info);
delete g_GameScript;
g_GameScript = nullptr;

View file

@ -8,7 +8,7 @@
#define TEN_MAJOR_VERSION 1
#define TEN_MINOR_VERSION 6
#define TEN_BUILD_NUMBER 0
#define TEN_REVISION_NUMBER 1
#define TEN_REVISION_NUMBER 6
#define TEST_BUILD 1