Remove all code related to reading SCRIPT.DAT.
Include AudioTracks.h, which, I emphasise, is temporary until we start listing audio tracks in Lua.
Hardcode language to English for now.
Add WeatherType and LaraType usertypes. These were in the Lua scripts but weren't connected with their related C++ types.
Name -> NameStringIndex; the latter is what the engine reads, and as far as I can tell, that is what GameFlow.lua is passing.
Add _GameFlow usertype to correspond to the GameFlow class. I don't think this is the perfect way to expose this functionality to Lua, but it will do the job for now.
GameFlow's destructor now deletes its dynamically allocated memory. Note that I haven't fully looked into whether said memory needs to be dynamically allocated; I just new'd GameScriptLevels and LanguageScripts because they were being new'd in the original implementation.
* Starting Reformat the project
- New Import Method, no more "../../" in import,
- New Entity Folder Structure, less compile time
* Refactoring the Project
- added precompiled header with default import like microsoft or directx.
- fix many double import.
- fix math.h confliting math.h from
microsoft.
- fix effects.h confliting Effects.h from DirectX.
- refactored TR4 entity folder and how it's loaded.
* Update Some Code Before Switching to Master
* Finished the NewProjectFormat Template
- need to finish entity in the master later.
* Added Monty NewFileFormat
* Fixed Monty NewFileFormat Include
* Revert "Fixed Monty NewFileFormat Include"
This reverts commit ebf0afca10.
* Trying to fix conflits for NewFileFormat
* Fixed .filters
* Last Commit in NewProjectFormat