* Wolf Fix
- Fixed the condition to can hurt Lara while is doing the close bite attack.
* Bear fixes and polishments.
- Renamed the states, animations and constants to make code clearer.
- Fixed logical errors: Now bear won't get stuck during the high stance states. Also when it gets in Escape mood, now the bear will run away instead of walk.
- Fixed error that caused the bear getting stuck in low rooms when it goes to high stance
- Added floor alignment.
* Added floor alignment to wolf.
* Dehardcode various TR1 wolf values
* Bear stuff
* Switch case tabulation
* Update bear enums and constants
* Update wolf anim enum
* Small revision.
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Co-authored-by: Sezz <sezzary@outlook.com>
* LaraAmmoType and GetAmmoType.
Added the Lua function GetAmmoType
Added the enumerator LaraAmmoType for the engine uses.
Added the enumerator AMMO_TYPE_IDS for the Lua api.
* Added security checks to AddCallback.
AddCallback now will print information in the log if the function is already added, to avoid duplication.
* Added security check to RemoveCallback function.
* Ortographic mistake
* Fix SetAction function
The function now will accept compound values, for example:
ItemAction.USE | ItemAction.COMBINABLE
* Fix in GetAmmoType
Now it collect correctly the data from the special ammo weapons.
* Formatting
* Formatting
* Formatting
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Co-authored-by: Sezz <sezzary@outlook.com>
Co-authored-by: Stranger1992 <84292688+Stranger1992@users.noreply.github.com>
- Error related to action key, that was affecting the Pushables behaviour. (Added a check in Control)
- Errors related the collision scans due to the bridge colliders.
- Extracted the room collision check into its own function, re-written the state functions to use this new one (resulting in switch structures with their enumerators).
- Extracted the effects codes into their own functions and placed in the new file PushableObjects_Effect class.
Added New Oscilation function for the climbable pushables, this one only moves the pushables slightly up and down, to give some dynamism when these are in water, but without disrupt too much the bridge collider, what will allow Lara to walk over it more easily.
Now, when pushables are thrown in shallow waters (water rooms blocks with or 1 or 2 click height), they will keep being useable like when they were in no-water rooms.