* added individual explosion color
useful for Puna, Sophia and Tony boss explosions
* added some smoke to the boss explosion
* formatting
* formatting
* Formatting
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Co-authored-by: Sezz <sezzary@outlook.com>
* Airlock Switch recreated.
* Updated feedback
* Changed pointers by references.
* Formatting
* Add parentheses
* Unmade SwitchTrigger feedback from int to bool
Will be remade on a future branch once the airlock and switches were merged.
* Update Changes.txt
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Co-authored-by: Sezz <sezzary@outlook.com>
Co-authored-by: Kubsy <kubadd475@gmail.com>
* Update tr3_tiger.cpp
- Changed melee attack ranges, so now it does both bites animation (looks like a combo), although it it gets Lara against a wall, may do only the quick one. Or if lara is a bit far, he may do the jumping one.
- When running, but Lara is stopped, I put a probability condition, to incentivate the swipe attack over the melee bites.
- If Lara melee attack do not happen, there is another condition to check that Lara is ahead before do the swipe attack, to reduce the number of missdirected attacks.
- Separated the melee attacks from the swipe attack cases. (Because some are done with mouth meshes, and the other with leg meshes)
- I added condition check for the animation and frame to avoid hurting Lara while the monster is preparing the attack.
* Lion Update
- Added a minimal range condition for the attacks, to prevent it attack while Lara is between Lion's head and body, (behind the head) where she wouldn't get hurt.
- Move the probability divisions to its own variable like Tiger has.
- Removed the RequiredState calls with the Lion_state_roar (still I left the check in Idle for consistency with the other entities).
- Changed the collision check condition to attack, for a distance range condition.
- Added creature->Flags value to control the number of times that DoDamage function happens.
- Added another attack range for the bite attack.
In TIGER.cpp
Changed the attack condition from the State check, to an animation check (used because some attacks are spreaded through several animations, all with same state but damage should not happens in all of them).
* Update tr5_lion.cpp
- Defined constants for turn values.
- replaced AI.ahead for a custom targetAhead that consider the offset for the head.
* Align to the floor
- Added AlignEntityToSurface function to both creatures.
- Reorganized Lion.cpp putting a NOT CreatureActive check a the top to simulate the other entities code. (So I had to delete spaces in the rest of the lines)
* Applied the function GetAnimNumber
* Formatting; demagic a few values
* Added brackets
Added brackets to separate the two operands of the OR.
* Formatting
* Update Changes.txt
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Co-authored-by: Sezz <sezzary@outlook.com>
Co-authored-by: Kubsy <kubadd475@gmail.com>
* Updated Camera:SetPosition
Created a function to for the fixed camera position Update for those cases where this change (by lua) but there are not other game events to refresh the change.
For example: If Lara is moving, the camera is constantly refreshing, she can step triggers that change camera and this will work fine.
But if Lara is stopped, no keyboard input comming, and the fixed camera change its position externally (lua, evensequence, etc) these wouldn't be refreshed in the camera until a game Event happens (like player pressing any key).
This commitmment aims to solve that issue.
* Get Set Airborne
* Moveable Get direction Vectors
Available the functions to get the RIGHT, FORWARD and UP vector of the object. To help with some translations in lua.
* Revert "Moveable Get direction Vectors"
This reverts commit ce378f6a71.
* Update Changes.txt
* Moved Airborne getters to LaraObject functions.
* Update descriptions.
* Function name changed
* Get Set for creature->LocationAI
* Added Safety check.
* Added informative error lines for TEN Log.
* Updated feedback
* Update Changes.txt
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Co-authored-by: Kubsy <kubadd475@gmail.com>
* Added sophia_lee WIP
* Added more code for sophia
* Finished Sophia Leigh Tower mode
- Fixed SpawnExplosionSmoke() crashing the game.
- Renamed SOPHIA_LEE to SOPHIA_LEIGH which is the real name.
- Allow boss to not be exploded when ExplodeBoss() finish, it's the case with sophia which don't explode.
- Added immortal state for sophia if tower mode is activated !
* Fix sophia health count
* Started normal mode
- Changed OCB to include lua mode.
- If ocb is 0 then normal mode is set by default.
* Update SophiaLeigh.cpp
* Fixed tower mode + lua mode
* Added sophia normal mode.
* Fix walking in normal mode
* Fixed charging and looking at lara
- Timer was not decreasing and head was not rotating to lara.
* Fix includes
* Function cleanup
* Formatting
* Formatting
* Formatting
* Organise includes
* dont merge this commit to master, this commit is only a test
* added new arguments to shockwave , code almost done
* fixed merge conflicts, shockwave death item missing
* Fixed sophia not doing charging shoot in normal mode
- Fixed sophia not calling CheckForRequiredObjects() which is required to call the explosion shockwave.
* fading dynamic light
* update fading light
* Change sophia effect color to cyan
* Update Changes.txt
* Update Changes.txt
---------
Co-authored-by: Sezz <sezzary@outlook.com>
Co-authored-by: Nemoel-Tomo <tomo_669@hotmail.com>
Co-authored-by: Kubsy <kubadd475@gmail.com>
* Fixed fire damage on puna
- Added possibility to remove entity getting fire when shooted by explosive projectile !
* Removed hack for roman_statue
- Fixed puna boss shield with lara projectiles.
* Minor formatting
* Added update to change log
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Co-authored-by: Sezz <sezzary@outlook.com>