* 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>
* Groundwork for ID_WASP_MUTANT , ID_WASP_MUTANT_SPAWNPOINT
Framework for new entities
* Removal of reduntant ID_WASP_SPAWNPOINT slot
* Update TombEngine.vcxproj
* Implemented Wasp_Mutant code.
- Improved the nodeNumber variable of particle which don't have a enum for it, also removed the TR3 offset 9,10,11 since it's for the cleaner and it was already implemented by Troye.
- Removed monster mutant which is not in this branch.
* Update Changes.txt
* Demagic values; convert GetRandomControl() calls
* Fix compile error
* Grammar
* Update tr3_wasp.cpp
* Update comment
* Fixed wasp.
- Remove random movement (wasp could just not move).
- Fixed requiredState resetting the targetState to 0.
- Added a new feature, the wasp light will fade away when dead.
- Increased the detection range of the wasp, now at 15 block (for the spawner, also to avoid using TargetVisible()).
- Fixed CreatureEffect not spawning the blood at the right place.
* Renamed wasp file.
* Update Changes.txt
* Formatting; demagic
* Use "for each" loop in particle draw function
* Simplify wasp venom sack effect
* Minor adjustments
---------
Co-authored-by: Stranger1992 <84292688+Stranger1992@users.noreply.github.com>
Co-authored-by: Sezz <sezzary@outlook.com>