* Refactored gunflash.
- Fixed rendering of gunflash.
- Improved gen.bat with some comment.
- Now entity can shoot with 2 weapon (left and right) like lara.
* Fix compiling error
* Move muzzleFlash to creature struct
- Removed BiteInfo and remplaced it by CreatureBiteInfo.
- Fixed Mafia2 and Cybord muzzleflash pos.
- Added dynamic light and smoke when entity shoot. (only for weapon)
* Able to switch GUN_FLASH mesh.
* Improve CreatureEffect/Effect2
Pass bite directly instead.
* Fixed TR5 and TR4 biteInfo
* Finished implementing gunflash for creatures.
- Fix snowmobile gun crash.
- Fix knifethrower not throwing knife.
* Removed traps cpp/h.
* Update Changes.txt
* Update Changes.txt
* Update effects.cpp
* Fixed build error
* Update setup.cpp
- Removed old ObjectObjects() and TrapObjects() and move the code to TR5 objects.
* Fix mpgun gunflash not playing when dead.
* Fixed snowmobile gun not appearing correctly
- Fixed crash if ID_GUN_FLASH2 not exist and creature like snomobile driver shoot.
- Fix the snowmobile driver AI that where commented (was disabled to test the gunflash).
* Improved AssignObjectAnimations
* Added new lot for snowmobile gun
- Allow the snowmobile to drop from 4 block !
* Fixed savegame crash
* Change what @Lwmte reviewed.
* Added todo for snowmobile gun.
- reverted NO_JOINT in CreatureBiteInfo causing error when compiling.
* Fix compile error caused by the develop merge
* Minor formatting
* Update people.cpp
---------
Co-authored-by: Sezz <sezzary@outlook.com>
Co-authored-by: Kubsy <80340234+Kubsy@users.noreply.github.com>
* Check levels in Gameflow.lua
Check if there is the title and at least one playable level to avoid crashing the game
* code review
* code review
* code review
* revisione codice
* code review
use of TENLog() instead of TENScriptException()
* code review
* Update FlowHandler.cpp
* Update FlowHandler.cpp
* Update FlowHandler.cpp
---------
Co-authored-by: Sezz <sezzary@outlook.com>
* string:SetTranslated() method and isStringDisplaying() function.
The string:SetTranslated() method sets the translated parameter. If it is true, this will be the key string for the translation that will be displayed. If it is false, this will be the string that will be displayed.
The isStringDisplaying() function checks whether the string is displayed. It returns the bool true if it is shown, false if it is hidden.
* DisplayString::SetTranslated @tparam
Corrected @tparam argument name of DisplayString::SetTranslated() method.
* Corrected method name.
capitalized the first letter of the method name
StringsHandler::IsStringDisplaying()
* Corrected method name.
capitalized the first letter of the string:IsStringDisplaying() method name.
* Corrected method name.
Capitalized the first letter of the method name
StringsHandler::IsStringDisplaying()
* Update DisplayString.cpp
code improvements
* code improvements
code improvements
* code improvements
code improvements