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#310 Multiple Dragons
The dragon can now appear in every level. This is achieved by making suitable rooms available in levels that otherwise couldn't previously support it - these are:
With the maximum dragon appearance option enabled, 18 dragons are not guaranteed as we still rely on environment mods for some levels (such as 40F draining) and texture import may still fail for various combinations, so standard cross-level enemy randomization will still take place. But overall, the chance of getting an 18-dragon run is greatly increased.
Environment Updates
EMRoomDefinition
holds an exported room from another level along with any necessary floor data (slants for example, but not triggers). Currently there is only one room available (Resources\TR2\Rooms).EMImportRoomFunction
has been implemented to read in a specific room ID from JSON and merge it into the current level. Other standard environment mods make portals, triggers etc. The imported room is retextured to suit the level - this carries out a blanket replacement of face texture values, butEMRefaceFunction
could be used here to make more interesting designs.EMCopyRoomFunction
has been implemented for TR2 (previously TR3 only for reward rooms).EMCopyRoomFunction
has been amended to correctly set the size of newly addedBoxes
(there was a previous issue of eitherXMin
being the same asXMax
orZMin
the same asZMax
).EMCameraTriggerFunction
has been updated to allow attaching to every trigger in a room and to allow reusing an existing camera index.EMRemoveTriggerActionFunction
has been added to allow removing a specific entry from a trigger's action list.EMTriggerFunction
has been updated to allow placing a trigger on every sector in a specific room.Enemy Randomization
#314 Enemy Meshes
Adds a chance of Marco looking like Winston if they're both in the same level.
#320 Secret Adjustments
Moves a secret in Tibet if room 19 has been flooded so that it can still be collected, and another in room 17 in 40F if it has been drained (this one was still reachable but only with a glitch, so this ensures it remains glitchless).
Closes #320.
#321 Model Import Issue
It was possible if importing two enemies that each had a
LaraMiscAnim
dependency, and if the level already contained anotherLaraMiscAnim
alias, that while the model would correctly be replaced, any new textures would not be imported. Textures for these prioritised aliases will now always be replaced.Closes #321.