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Fixed #1642
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2 changed files with 5 additions and 3 deletions
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@ -11,6 +11,7 @@ TombEngine releases are located in this repository (alongside with Tomb Editor):
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### Bug fixes
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* Fixed crashes when shooting, if gunflash or gunshell objects are not present in a level.
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* Fixed crashes when Lara is on a vehicle unreachable by friendly NPCs.
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* Fixed Teleporter object.
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* Fixed Wraith objects not working correctly in flipped rooms.
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* Fixed lensflare enabled status not saved in a savegame.
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@ -971,7 +971,8 @@ void TargetBox(LOTInfo* LOT, int boxNumber)
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{
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if (boxNumber == NO_VALUE)
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return;
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auto* box = &g_Level.PathfindingBoxes[boxNumber];
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const auto* box = &g_Level.PathfindingBoxes[boxNumber];
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// Maximize target precision. DO NOT change bracket precedence!
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LOT->Target.x = (int)((box->top * BLOCK(1)) + (float)GetRandomControl() * (((float)(box->bottom - box->top) - 1.0f) / 32.0f) + CLICK(2.0f));
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@ -1637,9 +1638,9 @@ void CreatureMood(ItemInfo* item, AI_INFO* AI, bool isViolent)
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auto* enemy = creature->Enemy;
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// HACK: Fallback to bored mood from attack mood if enemy was cleared.
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// HACK: Fallback to bored mood from attack or escape mood if enemy was cleared.
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// Replaces previous "fix" with early exit, because it was breaking friendly NPC pathfinding. -- Lwmte, 24.03.25
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if (enemy == nullptr && creature->Mood == MoodType::Attack)
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if (enemy == nullptr && (creature->Mood == MoodType::Attack || creature->Mood == MoodType::Escape))
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creature->Mood = MoodType::Bored;
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int boxNumber;
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