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fix waterfall fliprooms

This commit is contained in:
XProger 2018-07-15 05:23:18 +03:00
parent ff8159003c
commit b2af88608f
2 changed files with 3 additions and 2 deletions

View File

@ -22,11 +22,12 @@ namespace Game {
delete level;
level = new Level(*lvl);
bool playLogo = level->level.isTitle() && id == TR::LVL_MAX;
bool playVideo = id != level->level.id;
if (level->level.isTitle() && id != TR::LVL_MAX)
playVideo = false;
level->init(id == TR::LVL_MAX, playVideo);
level->init(playLogo, playVideo);
UI::game = level;
#if !defined(_OS_PSP) && !defined(_OS_CLOVER)

View File

@ -1456,7 +1456,7 @@ struct Waterfall : Controller {
Waterfall(IGame *game, int entity) : Controller(game, entity), timer(0.0f) {}
virtual void update() {
if (getEntity().room != getRoomIndex()) // room is flipped
if (getRoom().alternateRoom != -1 && level->state.flags.flipped) // room is flipped
return;
vec3 delta = (game->getLara(pos)->pos - pos) * (1.0f / 1024.0f);