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Game flow rework (pt 10) #2410
Game flow rework (pt 10) #2410
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Found a crash related to guns and resume info. Will address shortly Edit: this is also visible in 4.7:
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Just one issue to report for TR1X - the fade-ins and fade-outs are now faster during credits. |
Fixed. Also fixed the Dragon's Lair FMV issue Lahm reported on Discord. Potential areas where to look for breakage:
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Thank you. 👍 Just a quick mention that the TRUB credits fade-ins/outs are fast as well. |
Thank you again. I can confirm the death counter is now fixed when following the steps laid out in your issue. I also came across 2 new issues:
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Thanks @aredfan addressed both issues. |
Checklist
Description
GAME_FLOW_
type prefix toGF_
GF_SEQUENCE_CONTEXT
fromGAME_FLOW_LEVEL_TYPE
g_CurrentLevel
in favor ofGame_GetCurrentLevel
(last played game level) andGF_GetCurrentLevel
(any level, including cutscens and demos)GF_StorySoFar
toGF_InterpretSequence
in TR1reader.c
is a bit#if
-ridden. I hope that we soon reach feature parity in both games in this field, so that this split can go away.We still have the big difference in how we apply save game and resume info, eg. there's still the
load_level
event type in TR1 and theLevel_Initialise(…, GF_SEQUENCE_CONTEXT seq_ctx)
extra argument in TR2. This is something I'm leaving for the next PR as streamlining this is by far the trickiest part.