Fix test chamber 05

This commit is contained in:
James Lambert 2023-09-06 19:55:59 -06:00
parent 2a643c5a73
commit 801583dd07
4 changed files with 13 additions and 3 deletions

View file

@ -141,6 +141,8 @@ That will generate the rom at `/build/portal64.z64`
<br />
## Current New Feature TODO List
- [ ] clear sleeping object physics flag so buttons in savefiles remain pressed after loading
- [ ] test chamber 11 is broken
- [ ] rumble pak support?
- [ ] Change default controls
- [ ] Investigate crash after falling into death water on test chamber 8
@ -150,6 +152,8 @@ That will generate the rom at `/build/portal64.z64`
- [ ] Adding loading notice between levels #45
- [ ] ball velocity in test chamber 11
- [ ] pausing while glados is speaking can end her speech early
- [x] test chamber 4 has an inverted indicator light sign
- [x] test chamber 4 door doesnt close
- [x] Use a much nearer clipping plane when rendering the portal gun
- [x] test chamber 04 has seams in a corner
- [x] Add puzzle element connections and additional signs

View file

@ -21,7 +21,7 @@ cutscenes:
- q_sound SOUNDS_02_PART2_SUCCESS_1 CH_GLADOS
- q_sound SOUNDS_02_PART2_SUCCESS_2 CH_GLADOS
operators:
- double_door = exit_2_0 and exit_2_1
- double_door = double_door or bad_person
- should_open_door = exit_2_0 and exit_2_1
- should_open_door = should_open_door or bad_person
- not_in_room = not in_room
- double_door = double_door and not_in_room
- double_door = should_open_door and not_in_room

View file

@ -155,6 +155,9 @@ void decorSerialize(struct Serializer* serializer, SerializeAction action, struc
action(serializer, &entry->rigidBody.angularVelocity, sizeof(struct Vector3));
action(serializer, &entry->rigidBody.flags, sizeof(enum RigidBodyFlags));
action(serializer, &entry->rigidBody.currentRoom, sizeof(short));
entry->rigidBody.flags &= ~RigidBodyIsSleeping;
entry->rigidBody.sleepFrames = IDLE_SLEEP_FRAMES;
}
}
@ -274,6 +277,9 @@ void boxDropperDeserialize(struct Serializer* serializer, struct Scene* scene) {
serializeRead(serializer, &dropper->activeCube.rigidBody.angularVelocity, sizeof(struct Vector3));
serializeRead(serializer, &dropper->activeCube.rigidBody.flags, sizeof(enum RigidBodyFlags));
dropper->activeCube.rigidBody.flags &= ~RigidBodyIsSleeping;
dropper->activeCube.rigidBody.sleepFrames = IDLE_SLEEP_FRAMES;
if (heldCube == i) {
playerSetGrabbing(&scene->player, &dropper->activeCube.collisionObject);
}