mirror of
https://github.com/TombEngine/TombEngine.git
synced 2025-05-10 20:46:47 +03:00
Fixed puzzles and keys; Fixed bug with floor and ceiling trapdoors;
This commit is contained in:
parent
cae57bda59
commit
c0eaab7018
2 changed files with 8 additions and 8 deletions
|
@ -1716,7 +1716,7 @@ void CalculateCamera()
|
|||
|
||||
if (Camera.type
|
||||
&& Camera.flags != CHASE_OBJECT
|
||||
&& (SniperCamActive = Camera.fixed[Camera.number].flags & 3, Camera.fixed[Camera.number].flags & 2))
|
||||
&& (Camera.number != -1 &&(SniperCamActive = Camera.fixed[Camera.number].flags & 3, Camera.fixed[Camera.number].flags & 2)))
|
||||
{
|
||||
PHD_VECTOR pos;
|
||||
pos.x = 0;
|
||||
|
|
|
@ -597,12 +597,12 @@ void PuzzleHoleCollision(short itemNum, ITEM_INFO* l, COLL_INFO* coll)
|
|||
{
|
||||
if (g_Inventory->GetSelectedObject() == NO_ITEM)
|
||||
{
|
||||
if (g_Inventory->IsObjectPresentInInventory(item->objectNumber - 70))
|
||||
g_Inventory->SetEnterObject(item->objectNumber - 70);
|
||||
if (g_Inventory->IsObjectPresentInInventory(item->objectNumber - (ID_PUZZLE_HOLE1 - ID_PUZZLE_ITEM1)))
|
||||
g_Inventory->SetEnterObject(item->objectNumber - (ID_PUZZLE_HOLE1 - ID_PUZZLE_ITEM1));
|
||||
item->pos.yRot = oldYrot;
|
||||
return;
|
||||
}
|
||||
if (g_Inventory->GetSelectedObject() != item->objectNumber - 70)
|
||||
if (g_Inventory->GetSelectedObject() != item->objectNumber - (ID_PUZZLE_HOLE1 - ID_PUZZLE_ITEM1))
|
||||
{
|
||||
item->pos.yRot = oldYrot;
|
||||
return;
|
||||
|
@ -704,11 +704,11 @@ void KeyHoleCollision(short itemNum, ITEM_INFO* l, COLL_INFO* coll)
|
|||
return;
|
||||
if (g_Inventory->GetSelectedObject() == NO_ITEM)
|
||||
{
|
||||
if (g_Inventory->IsObjectPresentInInventory(item->objectNumber - 62))
|
||||
g_Inventory->SetEnterObject(item->objectNumber - 62);
|
||||
if (g_Inventory->IsObjectPresentInInventory(item->objectNumber - (ID_KEY_HOLE1 - ID_KEY_ITEM1)))
|
||||
g_Inventory->SetEnterObject(item->objectNumber - (ID_KEY_HOLE1 - ID_KEY_ITEM1));
|
||||
return;
|
||||
}
|
||||
if (g_Inventory->GetSelectedObject() != item->objectNumber - 62)
|
||||
if (g_Inventory->GetSelectedObject() != item->objectNumber - (ID_KEY_HOLE1 - ID_KEY_ITEM1))
|
||||
return;
|
||||
}
|
||||
|
||||
|
@ -1374,7 +1374,7 @@ short* FindPlinth(ITEM_INFO* item)
|
|||
|
||||
void PuzzleDone(ITEM_INFO* item, short itemNum)
|
||||
{
|
||||
item->objectNumber += 8;
|
||||
item->objectNumber += (ID_PUZZLE_DONE1 - ID_PUZZLE_HOLE1);
|
||||
item->animNumber = Objects[item->objectNumber].animIndex;
|
||||
item->frameNumber = Anims[item->animNumber].frameBase;
|
||||
item->requiredAnimState = 0;
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue