Fixed puzzles and keys; Fixed bug with floor and ceiling trapdoors;

This commit is contained in:
Montagna Marco 2020-04-13 06:49:05 +02:00
parent cae57bda59
commit c0eaab7018
2 changed files with 8 additions and 8 deletions

View file

@ -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;

View file

@ -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;