mirror of
https://github.com/TombEngine/TombEngine.git
synced 2025-04-28 15:57:59 +03:00
Remove GetNextLevel, as it is broken
This commit is contained in:
parent
222177f45b
commit
d0527bf2dd
5 changed files with 1 additions and 45 deletions
|
@ -3,7 +3,7 @@
|
|||
The dates are in European standard format where date is presented as **YYYY-MM-DD**.
|
||||
TombEngine releases are located in this repository (alongside with Tomb Editor): https://github.com/TombEngine/TombEditorReleases
|
||||
|
||||
## Version 1.7 - xxxx-xx-xx
|
||||
## Version 1.7 - 2024-12-25
|
||||
|
||||
### Bug fixes
|
||||
* Significantly improved renderer performance.
|
||||
|
@ -57,7 +57,6 @@ TombEngine releases are located in this repository (alongside with Tomb Editor):
|
|||
### Lua API changes
|
||||
* Added Flow.Statistics class, Flow.GetStatistics() and Flow.SetStatistics() functions.
|
||||
* Added Flow.GetFreezeMode() and Flow.SetFreezeMode() functions.
|
||||
* Added Flow.GetNextLevel() function to get script entry for incoming level, if it's about to start.
|
||||
* Added Effects.EmitSpotLight() function for directional spotlights.
|
||||
* Added optional cast shadow and name parameters for Effects.EmitLight() function.
|
||||
* Added Effects.GetWind() function to get current wind speed vector.
|
||||
|
@ -68,7 +67,6 @@ TombEngine releases are located in this repository (alongside with Tomb Editor):
|
|||
* Added extra argument for Sound.SetAmbientTrack() function to specify if new ambient track should play from the beginning.
|
||||
* Added new View.CameraType enum entries and return it by View.GetCameraType(), when flyby camera or binoculars/lasersight is active.
|
||||
* Added new primitive Time class, which allows to manipulate and format game time without precision loss.
|
||||
* Allow to use TR4-like load cameras by playing fixed camera from OnEnd() event and removing loadScreenFile field from level's gameflow entry.
|
||||
* Renamed Flow.WeaponType enumeration to Objects.WeaponType, and removed similar Objects.LaraWeaponType enumeration for consistency.
|
||||
* Renamed Objects.PlayerAmmoType to Objects.AmmoType for consistency.
|
||||
* Fixed Strings.DisplayString class not supporting some Unicode characters and empty lines in multiline strings.
|
||||
|
|
|
@ -167,10 +167,6 @@ scripts too.</p>
|
|||
<td class="summary">Returns the level that the game control is running in that moment.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#GetNextLevel">GetNextLevel()</a></td>
|
||||
<td class="summary">Returns the level that is about to load.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#EndLevel">EndLevel([index][, startPos])</a></td>
|
||||
<td class="summary">Finishes the current level, with optional level index and start position index provided.</td>
|
||||
</tr>
|
||||
|
@ -559,27 +555,6 @@ have an ID of 0, the second an ID of 1, and so on.
|
|||
|
||||
|
||||
|
||||
</dd>
|
||||
<dt>
|
||||
<a name = "GetNextLevel"></a>
|
||||
<strong>GetNextLevel()</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Returns the level that is about to load. If no new level is about to load, returns current level.
|
||||
|
||||
|
||||
|
||||
|
||||
<h3>Returns:</h3>
|
||||
<ol>
|
||||
|
||||
<span class="types"><a class="type" href="../2 classes/Flow.Level.html#">Level</a></span>
|
||||
incoming new level or current level, if no new level is loading
|
||||
</ol>
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
<dt>
|
||||
<a name = "EndLevel"></a>
|
||||
|
|
|
@ -224,7 +224,6 @@ static constexpr char ScriptReserved_IsTagPresent[] = "IsTagPresent";
|
|||
static constexpr char ScriptReserved_AddLevel[] = "AddLevel";
|
||||
static constexpr char ScriptReserved_GetLevel[] = "GetLevel";
|
||||
static constexpr char ScriptReserved_GetCurrentLevel[] = "GetCurrentLevel";
|
||||
static constexpr char ScriptReserved_GetNextLevel[] = "GetNextLevel";
|
||||
static constexpr char ScriptReserved_SetIntroImagePath[] = "SetIntroImagePath";
|
||||
static constexpr char ScriptReserved_SetTitleScreenImagePath[] = "SetTitleScreenImagePath";
|
||||
static constexpr char ScriptReserved_SetFarView[] = "SetFarView";
|
||||
|
|
|
@ -137,12 +137,6 @@ have an ID of 0, the second an ID of 1, and so on.
|
|||
*/
|
||||
tableFlow.set_function(ScriptReserved_GetCurrentLevel, &FlowHandler::GetCurrentLevel, this);
|
||||
|
||||
/*** Returns the level that is about to load. If no new level is about to load, returns current level.
|
||||
@function GetNextLevel
|
||||
@treturn Flow.Level incoming new level or current level, if no new level is loading
|
||||
*/
|
||||
tableFlow.set_function(ScriptReserved_GetNextLevel, &FlowHandler::GetNextLevel, this);
|
||||
|
||||
/*** Finishes the current level, with optional level index and start position index provided.
|
||||
If level index is not provided or is zero, jumps to next level. If level index is more than
|
||||
level count, jumps to title. If LARA\_START\_POS objects are present in level, player will be
|
||||
|
@ -467,15 +461,6 @@ Level* FlowHandler::GetCurrentLevel()
|
|||
return Levels[CurrentLevel];
|
||||
}
|
||||
|
||||
Level* FlowHandler::GetNextLevel()
|
||||
{
|
||||
if (NextLevel == CurrentLevel)
|
||||
return Levels[CurrentLevel];
|
||||
|
||||
// NOTE: Negative value indicates incoming savegame.
|
||||
return Levels[abs(NextLevel)];
|
||||
}
|
||||
|
||||
int FlowHandler::GetNumLevels() const
|
||||
{
|
||||
return (int)Levels.size();
|
||||
|
|
|
@ -54,7 +54,6 @@ public:
|
|||
void SetLanguageNames(sol::as_table_t<std::vector<std::string>>&& src);
|
||||
Level* GetLevel(int id);
|
||||
Level* GetCurrentLevel();
|
||||
Level* GetNextLevel();
|
||||
int GetLevelNumber(const std::string& flieName);
|
||||
int GetNumLevels() const;
|
||||
void EndLevel(std::optional<int> nextLevel, std::optional<int> startPosIndex);
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue