Bug fix for longsleeve shirts disappearing at long range from player
New Mystitech clothing items include male and female:
- Long sleeve shirt: [M|F]HoodLS_MTP
- Short sleeve shirt: [M|F]Hood_MTP
- Hooded sweatshirt: [M|F]MHoodSweat_MTP
All items are currently hidden by default - a pickup mechanism is to be
added later.
Co-authored-by: Korovev
Co-authored-by: Larry LeDeay <lwf58@hotmail.com>
New clothing items include male and female:
- Long sleeve shirt: [M|F]Torso_LongSleeve_TCT
- Short sleeve shirt: [M|F]Torso_ShortSleeve_TCT
- Hooded sweatshirt: [M|F]Torso_SweatTCT
- Fleece pullover: [M|F]Torso_FleeceTCT
All items are currently hidden by default - a pickup mechanism is to be
added later.
Co-authored-by: Patrick "Maurus" Mauro <patrick@patrickmauro.net>
Co-authored-by: Tim Miles Keller <timkeller@gmail.com>
* New clickables for Hazado's Chiso Book in Relto/xRegisterBook.py script (requires his work)
* Update Global LOCs for new "get Book" message
* A few graphical fixes and adjustments
This adds more notifications to the responder to track the door closing
state. This was done to fix some problems observed with the door
clickable being re-enabled by the Python script racing the responder.
Also, fix the door clickable responder in Eder Tsogal to properly
enable/disable the clickable.
- [plResponderModifier] cRespBSDoorOps
Added new plNotifyMsgs for door closing and changed the state numbers
to match the enum in xBlueSpiral.py. Also fixed Eder Tsogal's
responder to properly enable/disable the door clickable, which must
have been missed in the earlier commit.
This fixes the jagged shadow on the bahro door by increasing the shadow
caster's blur scale from 0 to 1. Also, some of the cloth seek points
have been adjusted to avoid placing the player slightly above and below
the ground.
This turns off the door clickable while the door is animating. This
should prevent the game state from changing due to unexpected user input
during transitions.
- [plResponderModifier] cRespBSDoorOps
Disabled the door clickable when the door begins to open and re-enable
it when the door fully closes. This is done in the responder itself
instead of the code so that the clickable and visual states match
exactly. Previously, the EderTsogal door sent an enable/disable to the
clickable LogicModifier while the EderDelin door did nothing to try to
prevent spurious clicks. The enable/disable of the logic modifier was
maintained by routing the EnableMsg to the SceneObject with an
instruction to enable/disable the physical and route the message to
all modifiers.