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Remove quest types as secret pickup models (LostArtefacts#745)
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lahm86 authored Aug 11, 2024
1 parent 754e241 commit 1addf5d
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1 change: 1 addition & 0 deletions CHANGELOG.md
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Expand Up @@ -10,6 +10,7 @@
- fixed being unable to collect secret artefacts in TR3R High Security Compound (#737)
- fixed (the lack of) prisoners in Area51 crashing the game when loading a save (#739)
- fixed some enemies in TR3 causing triggers for other objects to break e.g. Crash Site room 72 (#742)
- fixed secret models in TR3R Aldwych appearing offset from their actual location (#744)
- improved data integrity checks when opening a folder and prior to randomization (#719)

## [V1.9.1](https://github.com/LostArtefacts/TR-Rando/compare/V1.9.0...V1.9.1) - 2024-06-23
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Expand Up @@ -241,6 +241,9 @@ protected override void StartImpl()
allocation.AvailablePickupModels.AddRange(_artefactReplacements.Keys
.Where(a => !level.Data.Models.ContainsKey(a)));

allocation.AvailablePickupModels.Remove(TR3Type.Quest1_P);
allocation.AvailablePickupModels.Remove(TR3Type.Quest2_P);

List<TR3Type> artefactTypes = _artefactPickups.Keys.ToList();
artefactTypes.RemoveAll(a => level.Data.Models.ContainsKey(a));

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