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mirror of https://github.com/XProger/OpenLara.git synced 2025-02-24 07:22:58 +01:00

fix emscripten webassembly compiler bug, fix limited pistols ammo on LEVEL10A bug

This commit is contained in:
XProger 2018-12-04 05:43:18 +03:00
parent 074699623d
commit 93706e0773
4 changed files with 8 additions and 6 deletions

View File

@ -1466,7 +1466,7 @@ struct Controller {
mask |= layers[i].mask;
// set meshes visibility
for (int j = 0; j < model->mCount; j++)
joints[j].w = (vmask & (1 << j)) ? 1.0f : -1.0f; // hide invisible parts
joints[j].w = (vmask & (1 << j)) ? 1.0f : 0.0f; // hide invisible parts
if (explodeMask) {
ASSERT(explodeParts);

View File

@ -727,11 +727,12 @@ struct Inventory {
if (smart) {
switch (type) {
case TR::Entity::INV_PISTOLS :
case TR::Entity::INV_AMMO_PISTOLS :
case TR::Entity::INV_AMMO_PISTOLS :
count = UNLIMITED_AMMO; // pistols always has unlimited ammo
addAmmo(type, count, 10, TR::Entity::INV_PISTOLS, TR::Entity::INV_AMMO_PISTOLS);
break;
case TR::Entity::INV_SHOTGUN :
case TR::Entity::INV_AMMO_SHOTGUN :
case TR::Entity::INV_AMMO_SHOTGUN :
addAmmo(type, count, 2, TR::Entity::INV_SHOTGUN, TR::Entity::INV_AMMO_SHOTGUN);
break;
case TR::Entity::INV_MAGNUMS :
@ -739,7 +740,7 @@ struct Inventory {
addAmmo(type, count, 25, TR::Entity::INV_MAGNUMS, TR::Entity::INV_AMMO_MAGNUMS);
break;
case TR::Entity::INV_UZIS :
case TR::Entity::INV_AMMO_UZIS :
case TR::Entity::INV_AMMO_UZIS :
addAmmo(type, count, 50, TR::Entity::INV_UZIS, TR::Entity::INV_AMMO_UZIS);
break;
default : ;

View File

@ -1673,7 +1673,7 @@ struct Lara : Character {
if (hitType == TR::HIT_LAVA) {
for (int i = 0; i < 10; i++)
Flame::add(game, this, int(randf() * 24.0f));
Flame::add(game, this, rand() % getModel()->mCount);
}
if (state != oldState)

View File

@ -145,7 +145,8 @@ struct Flame : Sprite {
if (flame) {
flame->owner = owner;
flame->jointIndex = jCount > 1 ? (jointIndex % jCount) : -1;
flame->jointIndex = jCount > 1 ? jointIndex : -1;
ASSERT(flame->jointIndex < jCount);
}
return flame;
}