Skip to content

Commit

Permalink
dragon: fix dragon reviving after the dagger is pulled (LostArtefacts…
Browse files Browse the repository at this point in the history
  • Loading branch information
walkawayy authored Oct 26, 2024
1 parent 0a6ca5f commit 8590e7d
Show file tree
Hide file tree
Showing 3 changed files with 4 additions and 2 deletions.
1 change: 1 addition & 0 deletions docs/tr2/CHANGELOG.md
Original file line number Diff line number Diff line change
Expand Up @@ -13,6 +13,7 @@
- fixed door cheat not working with drawbridges (#1748)
- fixed Lara's underwater hue being retained when re-entering a boat (#1596)
- fixed Lara reloading the harpoon gun after every shot in NG+ (#1575)
- fixed the dragon reviving itself after Lara removes the dagger in rare circumstances (#1572)

## [0.5](https://github.com/LostArtefacts/TRX/compare/afaf12a...tr2-0.5) - 2024-10-08
- added `/sfx` command
Expand Down
1 change: 1 addition & 0 deletions docs/tr2/README.md
Original file line number Diff line number Diff line change
Expand Up @@ -29,6 +29,7 @@ decompilation process. We recognize that there is much work to be done.
- fixed controls dialog remapping being too sensitive
- fixed the distorted skybox in room 5 of Barkhang Monastery
- fixed Lara reloading the harpoon gun after every shot in NG+
- fixed the dragon reviving itself after Lara removes the dagger in rare circumstances

#### Visuals

Expand Down
4 changes: 2 additions & 2 deletions src/tr2/game/objects/creatures/dragon.c
Original file line number Diff line number Diff line change
Expand Up @@ -263,7 +263,7 @@ void __cdecl Dragon_Control(const int16_t item_num)
if (dragon_front_item->hit_points <= 0) {
if (dragon_front_item->current_anim_state != DRAGON_ANIM_DEATH) {
dragon_front_item->anim_num =
g_Objects[O_DRAGON_FRONT].anim_idx + 21;
g_Objects[O_DRAGON_FRONT].anim_idx + DRAGON_ANIM_DIE;
dragon_front_item->frame_num =
g_Anims[dragon_front_item->anim_num].frame_base;
dragon_front_item->goal_anim_state = DRAGON_ANIM_DEATH;
Expand All @@ -275,7 +275,7 @@ void __cdecl Dragon_Control(const int16_t item_num)
if (creature->flags == DRAGON_LIVE_TIME) {
dragon_front_item->goal_anim_state = DRAGON_ANIM_STOP;
}
if (creature->flags >= DRAGON_LIVE_TIME + DRAGON_ALMOST_LIVE) {
if (creature->flags > DRAGON_LIVE_TIME + DRAGON_ALMOST_LIVE) {
dragon_front_item->hit_points =
g_Objects[O_DRAGON_FRONT].hit_points / 2;
}
Expand Down

0 comments on commit 8590e7d

Please sign in to comment.