* Add ability to pick up a single inactive flare as an inventory item
* Fix incorrect pickup of an active flare in a mass pickup
* Fix remaining cases of picking up inactive flare as ordinary item
* Fix some conditions that break flare pickup from a crawl state
* Attempt to fix active flare not picked up in crawl state
* Remove unreachable state checks
* Initial Commit
* Correct tabulation
* Update Changes.txt
* Identify xinput devices in a more generic way
* Avoid passing copy of input bindings; make function static; comments
* More correct way to apply default bindings, also set rumble and analog camera options for XInput
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Co-authored-by: Sezz <sezzary@outlook.com>
* Implement PRESTART, POSTSTART, PREEND, POSTEND, PRESAVE, POSTSAVE, PRELOAD and POSTLOAD callbacks.
* Cleanup pass
* Update Changes.txt and improve doc comment.
* Fix Changes.txt.
* Formatting
* Give OnEnd and associated callback points get an arg stating why the level ended, so the scripter can differentiate between exit to menu, load, level complete, and player death.
* Update doc comments.
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Co-authored-by: Sezz <sezzary@outlook.com>
* 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
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Co-authored-by: Sezz <sezzary@outlook.com>
Co-authored-by: Kubsy <80340234+Kubsy@users.noreply.github.com>
* 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>