* first attempt for 2 way puzzleholes
* finished puzzle holes, spiky wall speed fix
* spiky wall speed controllable with ocb
* Change remove puzzle animation number; formatting
* fix spiky wall damage
* align Lara to puzzledone
* Set last frame for puzzledone when level starts
* test
* test
* fixed 2 way puzzle hole bit flag
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Co-authored-by: Sezz <sezzary@outlook.com>
* Properly handle setting animations from different slots
* Further dehardcode certain animation changes
* Use anim functions
* More conversions
* Use SetAnimation()
* Group ObjectInfo members
* Comments
* Test conversions
* Progress
* More conversions
* Rename functions to avoid confusion
* Rename parameter
* Update getters
* Fix error
* Fix bug with SetAnimation()
* Update vehicle animation handling
* Add anim function overloads
* Add SyncVehicleAnimation() for convenience
* Add commented block
* Group members in LEVEL struct
* Fix minecart wheels
* 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
---------
Co-authored-by: Sezz <sezzary@outlook.com>
Co-authored-by: Kubsy <kubadd475@gmail.com>
* 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
* 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