* Foundation commit for ID_MONSTER_MUTANT
* Implemented claw mutant from TR3
* Fixed vs2019 project
* Fixed scripting for claw mutant
* finished plasma ball effect
* Improved claw mutant
Fixed blood not appearing.
Fixed precision for the projectile.
* Improved precision for claw mutant
Now it take lara being crouch into account.
* Demagic and reformat
* Formatting; use GetAnimData()
* Fix merge error
* Refine claw mutant enums and constants
* Update Changes.txt
* Increased the attack range in idle.
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Co-authored-by: Stranger1992 <84292688+Stranger1992@users.noreply.github.com>
Co-authored-by: Nemoel-Tomo <tomo_669@hotmail.com>
Co-authored-by: Sezz <sezzary@outlook.com>
Co-authored-by: Kubsy <80340234+Kubsy@users.noreply.github.com>
* first attempt for 2 way puzzleholes
* finished puzzle holes, spiky wall speed fix
* spiky wall speed controllable with ocb
* Change remove puzzle animation number; formatting
* fix spiky wall damage
* align Lara to puzzledone
* Set last frame for puzzledone when level starts
* test
* test
* fixed 2 way puzzle hole bit flag
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Co-authored-by: Sezz <sezzary@outlook.com>
* Properly handle setting animations from different slots
* Further dehardcode certain animation changes
* Use anim functions
* More conversions
* Use SetAnimation()
* Group ObjectInfo members
* Comments
* Test conversions
* Progress
* More conversions
* Rename functions to avoid confusion
* Rename parameter
* Update getters
* Fix error
* Fix bug with SetAnimation()
* Update vehicle animation handling
* Add anim function overloads
* Add SyncVehicleAnimation() for convenience
* Add commented block
* Group members in LEVEL struct
* Fix minecart wheels
- Cleans up the visual studio vcxproj files
- Make both solutions up to date with each other
- This is the first commit for a series of commits
to create a synced compatibility between vs2019
and vs2022