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Develop #33

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TokyoSU
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@TokyoSU TokyoSU commented Mar 15, 2022

Don't included GetCollisionInfo() since @asasas9500 decompiled it in this PR #27
Also dont include CalculateObjectLighting(), it's included in this PR #27

- Fixed FindGridShift() Code Style.
- Added phd_math to have the same header file as @asasas9500
- Fixed FLOOR_INFO structure:
pitRoom and skyRoom where not unsigned !
- Fixed another code style for FindGridShift()
- This function used short instead of __int16
For unknown reason CodeBlocks don't enable the tab character by default :x
- IDAPro is shit with structure then pointer, Lara.spaz_effect where Lara.last_pos.z + 2
- Added some define function.
- Decompiled ObjectCollision() too.
Finished collide.cpp.
PS: GetCollisionInfo() was already decompiled by @asasas9500 on PR Arsunt#27
- Removing empty line between function in both .h and .cpp.
- Fixed a short to __int16.
Normally it was the last change.
It was when i started and i found out about CodeBlocks not replacing space by tab
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- Fixed wrong variable type.
- Fixed left pointer to right pointer.
- Fixed missing "+" in TR2_progress.txt
- Fixed missing LWS_Underwater in CreatureCollision()
- Added 4 variable (2 int, 1 ptr, 1 array)
Decompiled phd_PushMatrix_I() too.
Also decompiled phd_RotX_I() and phd_RotZ_I()
- Fixed warning about ARRAY_SIZE() returning UINT32 instead of INT.
- Used pointer for Lara instead, just because these two variable have the same text size and height (lara & item)
- Fixed pointer wrong pos.
- Added EffectFunctions array.
- Removed space between INJECT and in the .H too
- Added the door cheat from Tomb1Main.
Also:
- Decompiled ShutThatDoor() OpenThatDoor() DoorControl()
- Added 2 new structure.
- Added lara function array !
Also fixed a warning about a bool always true because of this: soundType != 0x8000 || (waterSurfDist >= 0 || waterSurfDist == NO_HEIGHT)
Lara die directly because there is missing variable in InitialiseLara() caused by me :x
@TokyoSU
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TokyoSU commented Mar 22, 2022

There is bug, need to fix it before pushing !
It's not 100% accurate.

In LaraBaddieCollision()
caused by AnimateLara() command pointer being advanced when it's not !
- Add the bridgelightfix in TR2Main.json to fix the dynamic light created by drawbridge when triggered.
- Crash when trying to load the bonus level.
- Decompiled GetJointAbsPosition() and BaddieBiteEffect().
- Changed COLL_INFO flags.
- Fixed lara picking item when underwater, it crashed the game.
- Updated TR2_progress.txt
- Fixed my shit about InitialiseFinalLevel() using short argument when there is none.
Reworked the TrapObjects() layout, apparently obj->loaded can cause problem if its not a baddy object !
- Added SetPickup() to create pickup easily !
- Fixed secret pickup 1 & 3 not having the control behaviour !
- it was caused by InitialiseGameFlags() not being called anymore since it was missing, it cause crash if a cutscene was played after a level finish.
- Also fixed the hair flotting in air if the cheat was activated when triggering a cutscene !
- Decompiled GetCarriedItems()
- Wrong flag was used when enumerating joystick.
- Fixed also the vibrating joystick check, it was using double left check instead of left and right check.
- Also fixed using WINBOOL instead of BOOL
- Added all missing define in control.h
- if cheat is enabled, when loading a level, you will get all weapons (only for debug dll !)
also added mediapack (small&large) to the bonus game.
- Removed InitialiseCreature(), CreatureActive(), CreatureAIInfo().
- Decompiled InitialiseLOTarray(), DisableBaddieAI(), EnableBaddieAI(), InitialiseSlot(), LaraGetNewTarget().
- Now you can have 16 creatures simultaneously in the level.
- Wolf in TR2_GOLD could probably be stuck on wall (trying to climb) or fall 4 click (1 block), it's fixed now.
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