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Minor issues for next release
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@ -85,9 +85,9 @@ Where `/home/james/Blender/blender-2.93.1-linux-x64` is the folder where Blender
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## Current TODO list
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- [ ] fix chell animation problem (fixed itself, investigate)
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- [ ] sound effects for ball (portal_pak_dir/scripts/npc_sounds_energy_ball.txt)
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--------------------------------------------------------
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- [ ] Skips audio sometimes
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- [ ] rotate auto uv
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- [?] Skips audio sometimes
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- [ ] Portal not rending recursively sometimes
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- [ ] Passing into a ceiling portal can sometimes mess with the player rotation
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- [ ] Correct elevator timing
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@ -95,6 +95,7 @@ Where `/home/james/Blender/blender-2.93.1-linux-x64` is the folder where Blender
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- [ ] Presort portal gun polygon order
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- [ ] Signage should not always be on
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- [ ] Camera shake
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- [x] sound effects for ball (portal_pak_dir/scripts/npc_sounds_energy_ball.txt)
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- [x] first portal wall
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- [x] the cube bounces the player
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- [x] break constraint after large distance
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@ -8,6 +8,7 @@
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#include "cutscene_runner.h"
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#include "../graphics/graphics.h"
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#include "../player/player.h"
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#include "checkpoint.h"
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#include "../util/rom.h"
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#include "../util/memory.h"
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@ -122,11 +123,16 @@ void levelLoad(int index) {
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void levelQueueLoad(int index, struct Transform* relativeExitTransform, struct Vector3* relativeVelocity) {
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if (index == NEXT_LEVEL) {
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gQueuedLevel = gCurrentLevelIndex + 1;
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if (gQueuedLevel == LEVEL_COUNT) {
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gQueuedLevel = 0;
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}
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} else {
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gQueuedLevel = index;
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}
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gRelativeTransform = *relativeExitTransform;
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gRelativeVelocity = *relativeVelocity;
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checkpointClear();
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}
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void levelLoadLastCheckpoint() {
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@ -161,7 +161,7 @@ static void gameProc(void* arg) {
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contactSolverInit(&gContactSolver);
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portalSurfaceCleanupQueueInit();
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savefileNew();
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levelLoad(4);
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levelLoad(0);
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cutsceneRunnerReset();
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controllersInit();
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initAudio(fps);
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@ -125,6 +125,9 @@ void playerInit(struct Player* player, struct Location* startLocation, struct Ve
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player->flags |= PlayerHasSecondPortalGun;
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}
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// player->flags |= PlayerHasFirstPortalGun | PlayerHasSecondPortalGun;
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player->dynamicId = dynamicSceneAdd(player, playerRender, &player->body.transform.position, 1.5f);
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dynamicSceneSetFlags(player->dynamicId, DYNAMIC_SCENE_OBJECT_SKIP_ROOT);
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@ -87,6 +87,7 @@ void ballInitInactive(struct Ball* ball) {
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ball->targetSpeed = 0.0f;
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ball->flags = 0;
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ball->soundLoopId = SOUND_ID_NONE;
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ball->lifetime = 0.0f;
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}
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void ballInit(struct Ball* ball, struct Vector3* position, struct Vector3* velocity, short startingRoom, float ballLifetime) {
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@ -102,6 +103,7 @@ void ballInit(struct Ball* ball, struct Vector3* position, struct Vector3* veloc
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ball->rigidBody.transform.scale = gOneVec;
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ball->rigidBody.currentRoom = startingRoom;
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ball->flags = 0;
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ball->lifetime = ballLifetime;
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ball->targetSpeed = sqrtf(vector3MagSqrd(&ball->rigidBody.velocity));
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@ -109,7 +111,7 @@ void ballInit(struct Ball* ball, struct Vector3* position, struct Vector3* veloc
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dynamicSceneSetRoomFlags(ball->dynamicId, ROOM_FLAG_FROM_INDEX(startingRoom));
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ball->soundLoopId = soundPlayerPlay(soundsBallLoop, 4.0f, 1.0f, &ball->rigidBody.transform.position, &ball->rigidBody.velocity);
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ball->soundLoopId = soundPlayerPlay(soundsBallLoop, 1.0f, 1.0f, &ball->rigidBody.transform.position, &ball->rigidBody.velocity);
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}
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void ballTurnOnCollision(struct Ball* ball) {
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@ -3,7 +3,7 @@
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#include "../physics/collision_object.h"
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#define BALL_VELOCITY 2.0f
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#define BALL_VELOCITY 3.0f
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#define BALL_FADE_TIME 3.0f
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#define MAX_BURN_MARKS 3
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