Remove GetNextLevel, as it is broken

This commit is contained in:
Lwmte 2024-12-25 09:32:34 +01:00
parent 222177f45b
commit d0527bf2dd
5 changed files with 1 additions and 45 deletions

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@ -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.

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@ -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>

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@ -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";

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@ -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();

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@ -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);