- The Do-Actions and the Make_Targetable functions, have been removed from this code, and implemented as a Lua Module to be shared externally.
- With the new Trigger approach, this commitment removes the implementation of the parameters feature.
- Created a new function: GetSlotHP(), So Lua can read the default life points designated for the enemies. (useful for life percentages and such).
- Changed the functions:
GetItemFlag and SetItemFlag to
GetItemFlags and SetItemFlags
So they fits with the variable name they are referencing.
Now, when the flag is active, the Guide will get scared when he reads the next inscription.
Like in TR4, but without need to be in room 70.
The flag onces the action is done, it deactivates itself.
Unlike TR4, I set that the scared face changed back to his normal one at the end of the reading animation, so builders can keep using it with his normal face.
Some cleaning, polishment and bug fixes (It wasn't refresh the AI searched when moving to a passed node).
Also implemented a new feature, the run default, if the flag is active (with the Lua function) the guide will go running to the next node (unless the next node were very close).
Added the new Moveable : Do functions:
- DoGoToNode
- DoGoDirectlyToNode
- DoGoNextNode
- DoWaitForLara
- DoRunDefault
At the moment, only have actions with the guide, but they have a switch structure to include more objects in the future.
Added three functions to the LUA collection.
-GetItemFlags (int index)
-SetItemFlags (int index)
-MakeNotTargetable (bool isNotTargetable = true)
The three must be used with a moveable. Ideally, for enemies and allies.
* Use spiky gunflash for MP5 if available
* Make order to Test/Touch/Mesh bits in ItemInfo and convert all to uint64 properly
* Fix TR4 sentry gun using wrong rotations after wad conversion
* Fix find and replace error
* Convert ExplodingDeath to also use all 64-bit range
* Fix stack overflow due to strange compiler quirks
* Fix gunflashes for TR4 enemies
* Reorganize sound condition checking to finally resolve all problems
* Remove weird sound play condition casts
* Update ten_savegame.fbs
* Update ten_savegame_generated.h
* Convert meshbits back to 32 bit
* Update Renderer11DrawEffect.cpp
* Enable multiple blend modes for particles, add poisoned particles support
* Reduce max poison potency
* Add debug box output for pathfinding
* Properly clean and restore game and level statistics
* Fix wrong condition in keyhole collision check which led to infinite inventory call
* Fix keyholes again
* Save particles in savegames
* Update tomb4fx.h
* Clean up particle code, save quadbike info in savegames
* Save UPV info in savegames
* Allow quadbike to ride through shallow water
* Update quad.cpp
* Make slowdown dependent on water depth
* Fix epic bug with calculating water depth
* Clean up quadbike water code
* Remove incorrect debug box drawing
* Tidy up current iteration of joint bit helpers
* Customize drag for water and quicksand separately
* Use auto* instead of auto to make code more readable
* Add quadbike hack for ending up in shallow underwater caverns
Co-authored-by: Sezz