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LostArtefacts#310 Multiple Dragons and LostArtefacts#314 Enemy Meshes
The dragon can now appear in every level. This is done by importing a suitable room into the levels that otherwise cannot support a dragon fight. Several updates are in place as a result of this. Environment: - EMRoomDefinition holds an exported room from another level along with any necessary floor data (slants for example, but not triggers). - ImportRoom function implemented to read in a specific room ID from JSON and merge into the level. Other standard environment mods make portals, triggers etc. The imported room is retextured to suit the level. - CopyRoom function implemented for TR2 (previously TR3 only). - Fix to CopyRoom function to correctly set the size of newly added Boxes. - CameraTrigger function updated to allow attaching to every trigger in a room and to allow reusing an existing camera index. - RemoveTriggerAction function added to allow removing a specific entry from a trigger's action list. - Trigger function updated to allow placing on every sector in a specific room. - Various Marco placement amendments for better spawns. Enemy Randomization: - Unused Marco model removed from Floating Islands to free-up space. - Enemy pool adjustment count based on whether or not Marco is included (for example in Bartoli's to increase likelihood of successful import). - Final packing attempt when we are maximising dragon appearance will fall back to standard enemy pool rando to avoid original enemy pool from being selected. - Docile bird monsters honoured when a level has a restricted pool of enemies that work with Marco (e.g. Barkhang). - Adds a chance of Marco becoming Winston for LostArtefacts#314.
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using System.Collections.Generic; | ||
using TRFDControl; | ||
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namespace TREnvironmentEditor.Helpers | ||
{ | ||
public class EMRoomDefinition<R> where R : class | ||
{ | ||
public R Room { get; set; } | ||
public Dictionary<int, List<FDEntry>> FloorData { get; set; } | ||
} | ||
} |
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