TombEngine
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Magnum implementation
Full Magnum implementation. Damage = 2 hp Hotkey = 3 (other hotkeys have been moved of one position, rocket launcher is now 0 whilst previously was 9) Slots: 38 = MAGNUMS_ANIM 39 = LARA_HOLSTERS_MAGNUMS 993 = MAGNUMS_ITEM 994 = MAGNUMS_AMMO_ITEM
Default sfx: SFX_TR1_PIERRE_MAGNUM_FIRE
New PR as indenting has been fixed and changes from develop branch have been merged in the develop branch on the fork. Order has not been fixed to avoid breakups of flare and torch (order was not followed in first place when new weapons have been added).
@Stranger1992 thanks :) Removing the TR5 reference will help for future coders :)
Please send me your
@Stranger1992 thanks :) Removing the TR5 reference will help for future coders :)
Exactly. Did the magnum anims and assets all come directly from TR1 or did they require changing?
Please send me your
@Stranger1992 thanks :) Removing the TR5 reference will help for future coders :)
Exactly. Did the magnum anims and assets all come directly from TR1 or did they require changing?
Regarding this, WadTool needs to do the same conversion that does with the other holsters :) The Magnum Anim should work out of the box. For the Magnum holsters animation I needed to copy the converted one for the Pistols and change meshes. The guns I'm using are the ones from TR1 though, but that's irrelevant as long as the animation is compatible with TEN.
We have to think how to move all magnums-related slots near to the appropriate groups. Placing them in the end of the list is a no go in my opinion.
@Lwmte please join our discussion on Discord :) So that we can find solutions to the archaic slot system.
I will be putting this PR on hold for now as it requires a fundamental change to the slot system currently in place. I will convert the pull request from a draft as soon as it has been worked out.