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Fix test chamber 05
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@ -141,6 +141,8 @@ That will generate the rom at `/build/portal64.z64`
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<br />
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## Current New Feature TODO List
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- [ ] clear sleeping object physics flag so buttons in savefiles remain pressed after loading
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- [ ] test chamber 11 is broken
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- [ ] rumble pak support?
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- [ ] Change default controls
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- [ ] Investigate crash after falling into death water on test chamber 8
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@ -150,6 +152,8 @@ That will generate the rom at `/build/portal64.z64`
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- [ ] Adding loading notice between levels #45
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- [ ] ball velocity in test chamber 11
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- [ ] pausing while glados is speaking can end her speech early
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- [x] test chamber 4 has an inverted indicator light sign
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- [x] test chamber 4 door doesnt close
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- [x] Use a much nearer clipping plane when rendering the portal gun
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- [x] test chamber 04 has seams in a corner
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- [x] Add puzzle element connections and additional signs
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Binary file not shown.
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@ -21,7 +21,7 @@ cutscenes:
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- q_sound SOUNDS_02_PART2_SUCCESS_1 CH_GLADOS
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- q_sound SOUNDS_02_PART2_SUCCESS_2 CH_GLADOS
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operators:
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- double_door = exit_2_0 and exit_2_1
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- double_door = double_door or bad_person
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- should_open_door = exit_2_0 and exit_2_1
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- should_open_door = should_open_door or bad_person
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- not_in_room = not in_room
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- double_door = double_door and not_in_room
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- double_door = should_open_door and not_in_room
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@ -155,6 +155,9 @@ void decorSerialize(struct Serializer* serializer, SerializeAction action, struc
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action(serializer, &entry->rigidBody.angularVelocity, sizeof(struct Vector3));
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action(serializer, &entry->rigidBody.flags, sizeof(enum RigidBodyFlags));
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action(serializer, &entry->rigidBody.currentRoom, sizeof(short));
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entry->rigidBody.flags &= ~RigidBodyIsSleeping;
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entry->rigidBody.sleepFrames = IDLE_SLEEP_FRAMES;
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}
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}
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@ -274,6 +277,9 @@ void boxDropperDeserialize(struct Serializer* serializer, struct Scene* scene) {
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serializeRead(serializer, &dropper->activeCube.rigidBody.angularVelocity, sizeof(struct Vector3));
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serializeRead(serializer, &dropper->activeCube.rigidBody.flags, sizeof(enum RigidBodyFlags));
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dropper->activeCube.rigidBody.flags &= ~RigidBodyIsSleeping;
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dropper->activeCube.rigidBody.sleepFrames = IDLE_SLEEP_FRAMES;
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if (heldCube == i) {
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playerSetGrabbing(&scene->player, &dropper->activeCube.collisionObject);
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}
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