* 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
---------
Co-authored-by: Sezz <sezzary@outlook.com>
Co-authored-by: Kubsy <80340234+Kubsy@users.noreply.github.com>
* Clean up some globals
* Fix endless loop on end level with incorrect index
* Move vehicle init to InitialiseLara
* Upgrade warning level to W2
* Fix some double-float warnings
* Fix more truncation warnings
* Remove more W2 warnings
* Fix incorrect LocationPad assignment
* Convert abandoned Shade field in moveables to Vector4 Color
* Fix some W3 errors
* Upgrade to W3
* Fix some W4 warnings, but not yet upgraded
* Small cleanup
* Apply moveable tint
* Enhance big gun rotation; vehicle cleanup
* Determine defaults for vehicle info members; keep camera elevation aligned with line of sight on big gun
* Organise constants
* Fix jeep/bike floor tilts
* Unify vehicle height calcs, fix bridges for vehicles
* Fix water vehicles
* Fix typo
* Introduce unified vehicle mounting mechanism and use it for the skidoo
* Ensure vehicle mounting occurs from correct side; modify skidoo and speedboat control inputs
* Update VehicleHelpers.cpp
* Fix kayak
* Standardise vehicle inputs
* Update vehicle acceleration input
* Make vehicle inputs constants
* Rename Airborne to IsAirborne
* Move generic vehicle functions to VehicleHelpers.cpp
* Also move constants
* Remove inaccurate vehicle mount condition
* Move vehicle constants to header; redo quad bike input replacement (further adjustment required)
* Establish vehicle mount constants for later; convert vehicle macros to constants
* Add condition to level start mount
* Organise and demagic some vehicle constants
* More cleanup and demagicking of vehicle constants
* Demagic and simplify UPV garbage
* Organise UPV angle macros and constants to make sense
* Organise a little more
* Final cleanup of UPV constants
* Add temporary vehicle velocity scale constant for easier removal later; demagic rubber boat velocity and turn rate values
* Cleanup, demagicking
* Cleanup
* Organisation
* Prototype vehicle turn rate modulation with skidoo and UPV
* Tentatively simplify UPV turn rate deceleration
* Fix UPV turning
* Tweak UPV turn rate macros
* Tweak UPV turn rate macros
* Complete vehicle mount function
* Use new vehicle mount function with quad bike
* Use new vehicle mount function with motorbike
* Add oneshot check to GetVehicleMountType()
* Prepare mechanism to allow starting a level already mounted on any vehicle
* Fix typo
* Cleanup and organisation
* Remove use of Lara global
* Use new vehicle mount function with minecart
* Fix spike deaths on vehicles
* Use new vehicle mount function with jeep
* Assess 2D distance for vehicle mounts instead of 3D for better fidelity around steps
* Cleanup
* Use new vehicle mount function with speedboat
* Fix mounts on boats
* Use new vehicle mount function with rubber boat
* Use new vehicle mount function with kayak
* Cleanup
* Use new mount function with UPV
* Fix motorbike nitro and remove useless flag checks
* Fix bike nitro, rotate wheels for vehicles
* Fix ItemPushStatic not to corrupt non-Lara items room number
* Remove unneeded clamps
* Fix typo
* Jeep: comply to tomb4 decompilation order
* Uncomment drift code for jeep, rename unknown2 to Gear
* Fix flag meanings
* Further backport of jeep from tomb4 project
* Use JeepBrakeLightJoints
* Update jeep.cpp
* Fix vehicle static collisions
* Add disabled option to insert nitro into motorbike
* Simplify UPV collision check
* Update comment
* Make vehicle function parameter ordering consistent
* Rotate UPV rudders when turning the vehicle
* Lean UPV when turning
* Simplify condition
* Simplify skidoo turn rate modulation
* Fix UPV turbine rotation
* Fix merge error
* Tentatively invert turning when moving in reverse on skidoo
* Add function to discard flares on vehicles to avoid copy-paste
* Add big reminder comment for savegames
* Fix another "epic" typo by me, convert enum hex values to shifts
* lara_struct.h cleanup
* UPV cleanup
* #include cleanup in vehicle headers
* Also brake quadbike with brake button
Co-authored-by: Sezz <seb.zych@outlook.com>
* Work
* Add ois.lib
* Add OIS headers/libs to project
* Fix small mistakes
* Update input.cpp
* Update input.cpp
* Update input.cpp
* Remove unnecessary event handlers as we are using direct polling
* Fix numpad controls not polling
* Enclose all input code under namespace, provide debug OIS lib variation
* Fix incorrect inventory call binding, add pause to control dialog
* Deselect by pushing inventory button as well, fix crossbow ammo string draw
* Demagic NUM_CONTROLS
* Verbose input init logging
* Calibrate and properly register movement analog axis input
* Fix crash when empty string is being displayed
* Initialize vibration interface, if it exists
* Register keyboard directional input as analog axis input as well
* Fix statistics exiting
* Fix weird UpdateInput call
* Copy current layout to configuration
* Fix issues with saving controls
* Register axis values for POVs too
* Register several POV directions at once
* Increase deadzone a bit
* Simplify enums
* Update input.cpp
* Move includes out of input.h
* Bump deadzone even further as it seems xbox controllers have massive axis errors
* Prevent event spamming in case OIS polling failed
* Destroy input system on exit, cosmetic changes
* Take deadzone into account when normalizing axis values
* Update TombEngine.vcxproj
* Resolve small precision loss in axis normalizing
* Clean up unused control constants and enums
* Update input.h
* Demagic InputActions enum
* Render pause menu header
* Introduce helper functions to modulate Lara turn rates and begin replacements
* Make turn directions explicit
* Conduct remaining replacements of turn rate modulations
* Update lara_helpers.cpp
* Add smoothstep function to math library
* Use scaled axis value for true analog input
* Update input.cpp
* Add Joey's camera rotation from old branch
* Fix camera not going back to previous position when stick is released
* Simplify ModulateLaraTurnRate()
* Widen look angle
* Avoid collisions with actions bound to non-directional axis
* Small tidying
* Remove unused header
* Remove copypasted code
* Mask flare animation
* Rename 5th and 6th axis to LT/RT
* Prototype force feedback support
* Add directional rumble support (probably XInput-only)
* Shake controller on startup if supports vibration
* Update OIS libs to support XInput FF
* Simplify ModulateLaraTurnRate()
* Update player modulation functions; simplify turning, leaning, and flexing in state functions; lara.h cleanup
* Update Win32ForceFeedback.h
* Fix crawl flex function
* Revert "Update Win32ForceFeedback.h"
This reverts commit aa7099ed5b.
* Update OIS libs
* Add options for thumbstick camera and vibration
* Make use of autotarget option
* Display NON-SCREAMING names in controls, add hack to cancel axis value on both right+left input events
* Remove useless control hacks for simultaneous directional input
* Delete ten_itemdata_generated.h
* Add scroll lock to bindable controls
* Update input.cpp
* Update input.cpp
* Make input device namings consistent
* Bring back IN_SELECT override
* Fix crashing on startup and some other bugs
* Add rumble to some in-game events
* Add some more vibration events, stop them when going to menus
* Some changes to rumble power
* Add rumble for rocket/grenade launchers and explosive damage
* Add rumble for screen shake effect
* Fix 2 mistakes in inventory strings
* Rumble for camera more precisely
* Fix debounce in binocular mode
* Update camera.cpp
* Add HK lasersight rumble
* Simplify ModulateLaraLean()
* Update input.cpp
* Fix crawl flex modulation(?)
* Add slight rumble to harpoon and crossbow fire
* Remove the confusing counteracting turn rate reset in favour of something simpler
* Simplify turn rate reset input checks; leanup
* Clamp turn rate axis coeff when airborne
* Remove empty line
* Simplify a function
* Cleanup
* Fix rumble being constant
* Use shorter rumble time for shooting guns
* Fix single arm shooting
* Fix leaning left with joystick; clamp crawl flex max; tweak walk lean max; cleanup
* Don't do too long splat and jump smash vibrations
* Cancel turn rate when exiting water, grabbing ledge, or doing a splat
* Rename function
* Move ModulateLaraTurnRateY() callsin crawl and crouch turn states
* Reset turn rate when performing crawl vault
* Convert all health decrease events to DoDamage calls
* Remove SpasmEffectCount and unify touching with DoDamage
* Give specific time delay before sprint jump is possible
* Don't rumble on zero damage
* Reorder input pipeline to prevent left+right collisions
* Rename shady global
* Rumble when breaking neck in swandive
* Update lara_jump.cpp
* Don't vibrate on soft splat
* Fix combine item text alignment
* Vibrate in settings only if setting was changed
* Pulse gamepad on critical health condition
* Don't get out of water into objects
* Add critical air constant
Co-authored-by: Sezz