* Initial commit
* Don't update bridge offset if not necessary
* Don't stick to bridge when in air
* Update Changes.txt
* Minor simplification
* Simplify
* Update collide_room.h
* Update collide_room.h
* Use real floor height to determine bridge collision
* Detect bridges first to avoid potential issues with item init
* Remove incorrect forward declaration
* Move pickups on dynamic bridges
* Push player away from moving bridges
* Update Changes.txt
* Use actual pickup bounds for collision detection
* Stabilize collision by using both abs Y and bb Y ref points
* Update collide_item.cpp
* Swap function parameters
* Update collide_room.cpp
* Increase movement tolerance
---------
Co-authored-by: Sezz <sezzary@outlook.com>
Co-authored-by: Jakub <80340234+Kubsy@users.noreply.github.com>
* Remove most direct accesses to g_Level.Anims
* Make all anim and frame data access read-only
* Simplify
* Simplify
* Use GetAnimData()
* g_Level.Anims to GetAnimData() conversions
* Use SetAnimation() in wraith trap init
* Minor formatting fixes
* start reorganize
* progress
* address some of @Lwmte suggestions
* Move setup.cpp to Game folder and capitalize it
* Include corrections
* include the new Setup.cpp in vcxproj
---------
Co-authored-by: Lwmte <3331699+Lwmte@users.noreply.github.com>
Co-authored-by: Sezz <sezzary@outlook.com>
* start to add visuals to the cadaver effect
* Add new slot - 1086: ID_CORPSE
* store changes so that I can switch to another branch
* update
* progress
* add falling corpse (OCB1)
* fixed hitroutine on not intelligent enemies in los.cpp
fixed Compy idle before die animation, finished corpse object
* formatting
* renamed cadaver to corpse
* Fix formatting
* removed effectID corpse, give the corpse object the effect only
trigger/antitrigger the effect on the corpse object as your wish
* compies now attack only on floor lying cadavers
* corpse object should fall down even if not triggered
---------
Co-authored-by: Stranger1992 <84292688+Stranger1992@users.noreply.github.com>
Co-authored-by: Sezz <sezzary@outlook.com>
Co-authored-by: Kubsy <80340234+Kubsy@users.noreply.github.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
---------
Co-authored-by: Kubsy <kubadd475@gmail.com>
* Function: Update Floor Collision
Adds a new function to allow update the Floor collision of some objects (bridges, trapdoors, platforms, etc).
* Function: Play Camera
Allows to set activate a camera while this function is called.
Right now, it requires the position and room of the target. (WIP)
* Update
* Removed the duplicated comment for UpdateFloorCollision.
* Added new function GetIndex to the class Moveable.
* Added new function GetIndex to the class CameraObject.
* Added a new variable to the object LevelCameraInfo (Index).
* Edited the function PlayCamera
* Function: GetCameraType
* Update descriptions
Updated descriptions for.
* GetItemFlags(index)
* SetItemFlags (value, index)
* Bug fix on FixedCameras.
Bug description: When a fixed camera was being triggered, and, if the target go behind and obstacle, then the screen turned black.
Reason: In those conditions, the move camera check the origin vector received, however, that vector was incomplete because it had the room 0, so although Move camera corrected the room later, it was already using some wrong calculus at room 0 that caused the black camera (this got an offset that places it out of the real room).
The reason why the vector was getting room 0, was because the operator function = of the GameVector class, was forgetting to copy the Room Number.
After this fix, the bug is not observed anymore.
* Removal of Function UpdateFloorCollision
* Erasing of forgotten line
It was included for the UpdateBridgeFunction, but as that function is not here anymore, this include is not necessary.
* GetIndex functions hidden from public lua API
They still remain as they are being used by other classes, but they can't be called by lua script anymore.
* First attempht of new Enum for lua
Need to test first.
* Removal of GetIndex() in CameraObject
The GetIndex from the moveable class, is used in CameraObject class.
But this one from CameraObject, although I created it was still unused. So I'm unmaking it.
The Index var in the LevelCameraInfo.cpp is still there and is required for PlayCamera() function to work.
* Update GetCameraType() @usage example.
* Branch Update
- Extracted CameraType enumerator to its own header.
- Fixed formatting of CameraObject.cpp line 70
* Added comments for the doc
- Added comments to the enumerator for the doc.
- Removed datar from the function description, guiding to the enumerator CameraType info.
* Update Changes.txt
Added the content of this branch to the changes.txt
* Error correction in CameraTypes enumerator header.
* Updated usage example.
Updated for a shorter example.
* Update Changes.txt
Co-authored-by: Lwmte <3331699+Lwmte@users.noreply.github.com>
* Add GetTarget / GetVehicle
* Activate Lara-bound volumes with mounted vehicle
* Add ActionID enum to be used with KeyIsHeld etc
* Update Changes.txt
* Fix typo
* Remove unused include
* Allow to explode / shatter mounted vehicles
* Move vehicle handling to more appropriate place
* Update lara_helpers.cpp
* Update Changes.txt
* Add warning if velocity is attempted to be set on creature
I removed my additional code in BurnNearbyItems function, so now Lara can run into flameemitter with any other burn status and get fire burn status back
Moveable:SetCustomEffect( effectType, color1, color2, timeout)
New effects: MagicFire, ColoredFire
new effects for SetEffect(effectType, timeout)
New effects: ElectricDeath, LaserDeath
Seth Fix
TODO: someone must add
EntityEffectData.EffectColor1
EntityEffectData.EffectColor2
to savegame data
* Initial Commit
* Fixes
* Process burn for Lara
* Save burn type in savegames
* Generalize burning effects into Effects::Items namespace
* Use flame types instead of ints, beautify item flame effect
* Add missing changes
* Add timeouts, adjust NPC burn speed
* Update TombEngine.vcxproj
* Reorganize AnimateItem to place ProcessSectorFlags there
* Implement real electric sparks
* Don't check for item burning on every frame
* Correct flame emitter size
* Add script function to set moveable effect
* Tune up sparkles
* Occasionally burn enemies on explosive damage
* Update TombEngine.vcxproj
* Add timeouts to effect script functions
* Cleanup
* Update Changes.txt
* Rename effect enums
* Change SetEffect timeout to -1 by default