mirror of
https://github.com/TombEngine/TombEngine.git
synced 2025-05-08 19:48:13 +03:00
Associated compile fixes. Some of these are dirty and temporary-ish.
This commit is contained in:
parent
0834bf805f
commit
cd9c3e7544
11 changed files with 104 additions and 39 deletions
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@ -17,6 +17,7 @@
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<ClInclude Include="$(MSBuildThisFileDirectory)Game\animation.h" />
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<ClInclude Include="$(MSBuildThisFileDirectory)Game\items.h" />
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<ClInclude Include="$(MSBuildThisFileDirectory)Game\room.h" />
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<ClInclude Include="$(MSBuildThisFileDirectory)Specific\RGBAColor8Byte.h" />
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<ClInclude Include="$(MSBuildThisFileDirectory)Specific\level.h" />
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<ClInclude Include="$(MSBuildThisFileDirectory)Specific\newtypes.h" />
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<ClInclude Include="$(MSBuildThisFileDirectory)Specific\phd_global.h" />
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@ -15,5 +15,6 @@
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<ClInclude Include="$(MSBuildThisFileDirectory)Game\animation.h" />
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<ClInclude Include="$(MSBuildThisFileDirectory)Specific\trmath.h" />
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<ClInclude Include="$(MSBuildThisFileDirectory)Specific\newtypes.h" />
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<ClInclude Include="$(MSBuildThisFileDirectory)Specific\RGBAColor8Byte.h" />
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</ItemGroup>
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</Project>
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@ -14,15 +14,6 @@ static const std::unordered_map<std::string, WeatherType> kWeatherTypes
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{"Snow", WeatherType::Snow}
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};
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enum LaraType
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{
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Normal = 1,
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Young = 2,
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Bunhead = 3,
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Catsuit = 4,
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Divesuit = 5,
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Invisible = 7
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};
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static const std::unordered_map<std::string, LaraType> kLaraTypes
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{
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@ -50,15 +41,20 @@ struct GameScriptLevel : public ScriptInterfaceLevel
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WeatherType Weather{ WeatherType::None };
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float WeatherStrength{ 1.0f };
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bool Rumble{ false };
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LaraType LaraType{ LaraType::Normal };
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LaraType Type{ LaraType::Normal };
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GameScriptMirror Mirror;
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int LevelFarView{ 0 };
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bool UnlimitedAir{ false };
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std::vector<GameScriptInventoryObject> InventoryObjects;
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bool GetSkyLayerEnabled(int index) override;
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short GetSkyLayerSpeed(int index) override;
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float GetWeatherStrength() const override;
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bool GetSkyLayerEnabled(int index) const override;
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bool HasStorm() const override;
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short GetSkyLayerSpeed(int index) const override;
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RGBAColor8Byte GetSkyLayerColor(int index) const override;
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LaraType GetLaraType() const override;
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void SetWeatherStrength(float val);
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void SetLevelFarView(byte val);
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static void Register(sol::state* state);
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WeatherType GetWeatherType() const override;
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};
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@ -17,6 +17,7 @@ struct GameScriptSkyLayer
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GameScriptSkyLayer() = default;
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GameScriptSkyLayer(GameScriptColor const & col, short speed);
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void SetColor(GameScriptColor const & col);
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GameScriptColor GetColor() const;
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static void Register(sol::state *);
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};
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@ -1,4 +1,7 @@
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#pragma once
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class ScriptInterfaceLevel;
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class ScriptInterfaceFlow {
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public:
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virtual ~ScriptInterfaceFlow() = default;
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@ -13,5 +16,6 @@ public:
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virtual bool HasMonkeyAutoJump() const = 0;
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virtual bool HasOscillateHang() const = 0;
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virtual bool HasAFKPose() const = 0;
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virtual ScriptInterfaceLevel * GetLevel(int level) = 0;
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};
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@ -1,5 +1,7 @@
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#pragma once
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#include "Specific/RGBAColor8Byte.h"
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enum class WeatherType
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{
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None,
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@ -7,10 +9,26 @@ enum class WeatherType
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Snow
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};
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// todo make this a scoped enum
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enum LaraType
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{
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Normal = 1,
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Young = 2,
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Bunhead = 3,
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Catsuit = 4,
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Divesuit = 5,
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Invisible = 7
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};
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class ScriptInterfaceLevel {
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public:
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virtual ~ScriptInterfaceLevel() = default;
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virtual bool GetSkyLayerEnabled(int index) = 0;
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virtual short GetSkyLayerSpeed(int index) = 0;
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virtual bool GetSkyLayerEnabled(int index) const = 0;
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virtual short GetSkyLayerSpeed(int index) const = 0;
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virtual LaraType GetLaraType() const = 0;
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virtual bool HasStorm() const = 0;
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virtual float GetWeatherStrength() const = 0;
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virtual WeatherType GetWeatherType() const = 0;
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virtual RGBAColor8Byte GetSkyLayerColor(int index) const = 0;
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};
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@ -104,7 +104,7 @@ e.g. `myLevel.laraType = LaraType.Divesuit`
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__(not yet fully implemented)__
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@mem laraType*/
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"laraType", &GameScriptLevel::LaraType,
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"laraType", &GameScriptLevel::Type,
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/// (bool) Enable occasional screen shake effect.
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// As seen in TRC's Sinking Submarine.
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@ -142,7 +142,7 @@ __(not yet implemented)__
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}
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//todo add bindings and documents for this
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bool GameScriptLevel::GetSkyLayerEnabled(int index)
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bool GameScriptLevel::GetSkyLayerEnabled(int index) const
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{
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bool cond = index == 0 || index == 1;
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std::string msg{ "Index must be 0 or 1." };
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@ -164,7 +164,7 @@ bool GameScriptLevel::GetSkyLayerEnabled(int index)
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}
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//todo add bindings and documents for this
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short GameScriptLevel::GetSkyLayerSpeed(int index)
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short GameScriptLevel::GetSkyLayerSpeed(int index) const
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{
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bool cond = index == 0 || index == 1;
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std::string msg{ "Index must be 0 or 1." };
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@ -214,3 +214,45 @@ void GameScriptLevel::SetLevelFarView(byte val)
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LevelFarView = val;
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}
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}
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// todo test this
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RGBAColor8Byte GameScriptLevel::GetSkyLayerColor(int index) const
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{
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bool cond = index == 0 || index == 1;
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std::string msg{ "Index must be 0 or 1." };
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if (index == 0)
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{
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return Layer1.GetColor();
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}
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else if (index == 1)
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{
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return Layer2.GetColor();
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}
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else
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{
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ScriptAssert(false, msg);
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ScriptWarn("Returning 0, 0, 0, 0.");
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return RGBAColor8Byte{ 0 };
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}
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}
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LaraType GameScriptLevel::GetLaraType() const
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{
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return Type;
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}
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bool GameScriptLevel::HasStorm() const
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{
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return Storm;
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}
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float GameScriptLevel::GetWeatherStrength() const
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{
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return WeatherStrength;
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}
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WeatherType GameScriptLevel::GetWeatherType() const
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{
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return Weather;
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}
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@ -51,3 +51,7 @@ void GameScriptSkyLayer::SetColor(GameScriptColor const & col)
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B = col.GetB();
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}
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//todo can this return an RGBAColor8Byte instead?
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GameScriptColor GameScriptSkyLayer::GetColor() const {
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return GameScriptColor{ R, G, B };
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}
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@ -424,8 +424,8 @@ void LaraSwimCollision(ITEM_INFO* item, COLL_INFO* coll)
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height = abs(height);
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auto level = g_GameFlow->GetLevel(CurrentLevel);
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if (height < ((level->LaraType == LaraType::Divesuit) << 6) + 200)
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height = ((level->LaraType == LaraType::Divesuit) << 6) + 200;
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if (height < ((level->GetLaraType() == LaraType::Divesuit) << 6) + 200)
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height = ((level->GetLaraType() == LaraType::Divesuit) << 6) + 200;
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coll->Setup.BadHeightUp = -(STEP_SIZE / 4);
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coll->Setup.Height = height;
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@ -42,7 +42,7 @@ namespace Environment
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void EnvironmentController::Update()
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{
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GameScriptLevel* level = g_GameFlow->GetLevel(CurrentLevel);
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ScriptInterfaceLevel* level = g_GameFlow->GetLevel(CurrentLevel);
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UpdateSky(level);
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UpdateStorm(level);
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@ -80,7 +80,7 @@ namespace Environment
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std::clamp(b, 0, UCHAR_MAX) / (float)UCHAR_MAX);
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}
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void EnvironmentController::UpdateSky(GameScriptLevel* level)
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void EnvironmentController::UpdateSky(ScriptInterfaceLevel* level)
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{
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if (level->GetSkyLayerEnabled(0))
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{
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}
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}
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void EnvironmentController::UpdateStorm(GameScriptLevel* level)
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void EnvironmentController::UpdateStorm(ScriptInterfaceLevel* level)
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{
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auto color = Vector4(level->Layer1.R / 255.0f, level->Layer1.G / 255.0f, level->Layer1.B / 255.0f, 1.0f);
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auto color = Vector4(level->GetSkyLayerColor(0).GetR() / 255.0f, level->GetSkyLayerColor(0).GetG() / 255.0f, level->GetSkyLayerColor(0).GetB() / 255.0f, 1.0f);
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if (level->Storm)
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if (level->HasStorm())
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{
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if (StormCount || StormRand)
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{
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}
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}
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void EnvironmentController::UpdateWind(GameScriptLevel* level)
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void EnvironmentController::UpdateWind(ScriptInterfaceLevel* level)
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{
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WindCurrent += (GetRandomControl() & 7) - 3;
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if (WindCurrent <= -2)
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WindZ = WindCurrent * phd_cos(WindAngle << 3);
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}
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void EnvironmentController::UpdateFlash(GameScriptLevel* level)
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void EnvironmentController::UpdateFlash(ScriptInterfaceLevel* level)
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{
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if (FlashProgress > 0.0f)
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{
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FlashColorBase = Vector3::Zero;
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}
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void EnvironmentController::UpdateWeather(GameScriptLevel* level)
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void EnvironmentController::UpdateWeather(ScriptInterfaceLevel* level)
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{
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for (auto& p : Particles)
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{
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p.Velocity.z = 4;
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}
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if (p.Velocity.y < p.Size * 2 * std::clamp(level->WeatherStrength, 0.6f, 1.0f))
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if (p.Velocity.y < p.Size * 2 * std::clamp(level->GetWeatherStrength(), 0.6f, 1.0f))
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p.Velocity.y += p.Size / 5.0f;
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break;
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}
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}
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void EnvironmentController::SpawnWeatherParticles(GameScriptLevel* level)
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void EnvironmentController::SpawnWeatherParticles(ScriptInterfaceLevel* level)
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{
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// Clean up dead particles
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if (Particles.size() > 0)
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Particles.erase(std::remove_if(Particles.begin(), Particles.end(), [](const WeatherParticle& part) { return !part.Enabled; }), Particles.end());
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if (level->Weather == WeatherType::None || level->WeatherStrength == 0.0f)
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if (level->Weather == WeatherType::None || level->GetWeatherStrength() == 0.0f)
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return;
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int newParticlesCount = 0;
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@ -1,10 +1,8 @@
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#pragma once
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#include <SimpleMath.h>
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#include "Scripting/ScriptInterfaceLevel.h"
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#include "ScriptInterfaceLevel.h"
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#include "Specific/trmath.h"
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class GameScriptLevel;
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namespace TEN {
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namespace Effects {
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namespace Environment
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byte StormSkyColor = 1;
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byte StormSkyColor2 = 1;
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void UpdateSky(GameScriptLevel* level);
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void UpdateStorm(GameScriptLevel* level);
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void UpdateWind(GameScriptLevel* level);
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void UpdateFlash(GameScriptLevel* level);
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void UpdateWeather(GameScriptLevel* level);
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void UpdateSky(ScriptInterfaceLevel* level);
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void UpdateStorm(ScriptInterfaceLevel* level);
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void UpdateWind(ScriptInterfaceLevel* level);
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void UpdateFlash(ScriptInterfaceLevel* level);
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void UpdateWeather(ScriptInterfaceLevel* level);
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void UpdateLightning();
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void SpawnWeatherParticles(GameScriptLevel* level);
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void SpawnWeatherParticles(ScriptInterfaceLevel* level);
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};
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extern EnvironmentController Weather;
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