Big Door initial animation fix

This commit is contained in:
Jack Andersen 2018-06-29 15:35:43 -10:00
parent d0af2cb4f7
commit ef1f9d564c
7 changed files with 14 additions and 9 deletions

View File

@ -314,7 +314,8 @@ bool FRME::Extract(const SpecBase &dataSpec,
"bpy.context.scene.render.engine = 'CYCLES'\n" "bpy.context.scene.render.engine = 'CYCLES'\n"
"bpy.context.scene.world.use_nodes = True\n" "bpy.context.scene.world.use_nodes = True\n"
"bpy.context.scene.render.engine = 'BLENDER_GAME'\n" "bpy.context.scene.render.engine = 'BLENDER_GAME'\n"
"bg_node = bpy.context.scene.world.node_tree.nodes['Background']\n", "bg_node = bpy.context.scene.world.node_tree.nodes['Background']\n"
"bg_node.inputs[1].default_value = 0.0\n",
pakRouter.getBestEntryName(entry).c_str()); pakRouter.getBestEntryName(entry).c_str());
int pIdx = 0; int pIdx = 0;

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@ -27,7 +27,8 @@ void MREA::ReadBabeDeadToBlender_1_2(hecl::blender::PyOutStream& os,
os << "bpy.context.scene.render.engine = 'CYCLES'\n" os << "bpy.context.scene.render.engine = 'CYCLES'\n"
"bpy.context.scene.world.use_nodes = True\n" "bpy.context.scene.world.use_nodes = True\n"
"bpy.context.scene.render.engine = 'BLENDER_GAME'\n" "bpy.context.scene.render.engine = 'BLENDER_GAME'\n"
"bg_node = bpy.context.scene.world.node_tree.nodes['Background']\n"; "bg_node = bpy.context.scene.world.node_tree.nodes['Background']\n"
"bg_node.inputs[1].default_value = 0.0\n";
for (atUint32 s=0 ; s<2 ; ++s) for (atUint32 s=0 ; s<2 ; ++s)
{ {
atUint32 lightCount = rs.readUint32Big(); atUint32 lightCount = rs.readUint32Big();

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@ -56,7 +56,8 @@ void MREA::ReadBabeDeadToBlender_3(hecl::blender::PyOutStream& os,
os << "bpy.context.scene.render.engine = 'CYCLES'\n" os << "bpy.context.scene.render.engine = 'CYCLES'\n"
"bpy.context.scene.world.use_nodes = True\n" "bpy.context.scene.world.use_nodes = True\n"
"bpy.context.scene.render.engine = 'BLENDER_GAME'\n" "bpy.context.scene.render.engine = 'BLENDER_GAME'\n"
"bg_node = bpy.context.scene.world.node_tree.nodes['Background']\n"; "bg_node = bpy.context.scene.world.node_tree.nodes['Background']\n"
"bg_node.inputs[1].default_value = 0.0\n";
for (atUint32 s=0 ; s<4 ; ++s) for (atUint32 s=0 ; s<4 ; ++s)
{ {
atUint32 lightCount = rs.readUint32Big(); atUint32 lightCount = rs.readUint32Big();

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@ -433,8 +433,8 @@ bool CCollidableOBBTree::AABoxCollideWithLeafMoving(const COBBTree::CLeafData& l
{ {
d = dOut; d = dOut;
const CCollisionEdge& edge = x10_tree->GetEdge(edgeIdx); const CCollisionEdge& edge = x10_tree->GetEdge(edgeIdx);
if (CMetroidAreaCollider::MovingAABoxCollisionCheck_Edge(x10_tree->GetVert(edge.GetVertIndex1()), if (CMetroidAreaCollider::MovingAABoxCollisionCheck_Edge(surf.GetVert(k),
x10_tree->GetVert(edge.GetVertIndex2()), surf.GetVert((k + 1) % 3),
components.x0_edges, dir, d, normal, point) && components.x0_edges, dir, d, normal, point) &&
d < dOut) d < dOut)
{ {

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@ -2006,7 +2006,7 @@ CFrontEndUI::CFrontEndUI()
m->ResetGameState(); m->ResetGameState();
g_GameState->SetCurrentWorldId(g_ResFactory->TranslateOriginalToNew(g_DefaultWorldTag.id)); g_GameState->SetCurrentWorldId(g_ResFactory->TranslateOriginalToNew(g_DefaultWorldTag.id));
g_GameState->CurrentWorldState().SetAreaId(8); g_GameState->CurrentWorldState().SetAreaId(26);
g_GameState->GameOptions().ResetToDefaults(); g_GameState->GameOptions().ResetToDefaults();
g_GameState->WriteBackupBuf(); g_GameState->WriteBackupBuf();

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@ -65,6 +65,8 @@ zeus::CVector3f CScriptDoor::GetOrbitPosition(const CStateManager& /*mgr*/) cons
/* ORIGINAL 0-00 OFFSET: 8007E550 */ /* ORIGINAL 0-00 OFFSET: 8007E550 */
void CScriptDoor::AcceptScriptMsg(EScriptObjectMessage msg, TUniqueId uid, CStateManager &mgr) void CScriptDoor::AcceptScriptMsg(EScriptObjectMessage msg, TUniqueId uid, CStateManager &mgr)
{ {
if (msg == EScriptObjectMessage::Start)
printf("");
switch (msg) switch (msg)
{ {
case EScriptObjectMessage::Close: case EScriptObjectMessage::Close:

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@ -494,7 +494,7 @@ CEntity* ScriptLoader::LoadDoor(CStateManager& mgr, CInputStream& in, int propCo
return nullptr; return nullptr;
CModelData mData = CModelData mData =
CAnimRes(aParms.GetACSFile(), aParms.GetCharacter(), head.x40_scale, aParms.GetInitialAnimation(), false); CAnimRes(aParms.GetACSFile(), aParms.GetCharacter(), head.x40_scale, 0, false);
if (collisionExtent.isZero()) if (collisionExtent.isZero())
aabb = mData.GetBounds(head.x10_transform.getRotation()); aabb = mData.GetBounds(head.x10_transform.getRotation());