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Remove one shot enemy flags (LostArtefacts#743)
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lahm86 authored Aug 11, 2024
1 parent 011dfec commit 754e241
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Showing 2 changed files with 2 additions and 9 deletions.
1 change: 1 addition & 0 deletions CHANGELOG.md
Original file line number Diff line number Diff line change
Expand Up @@ -9,6 +9,7 @@
- fixed the Jade secret appearing before the Stone in TR2R Floating Islands (#729)
- 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)
- 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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10 changes: 1 addition & 9 deletions TRRandomizerCore/Randomizers/TR3/Shared/TR3EnemyAllocator.cs
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Expand Up @@ -11,14 +11,6 @@ public class TR3EnemyAllocator : EnemyAllocator<TR3Type>
{
private const int _willardSequence = 19;

private static readonly List<TR3Type> _oneShotEnemies = new()
{
TR3Type.Croc,
TR3Type.KillerWhale,
TR3Type.Raptor,
TR3Type.Rat,
};

private readonly Dictionary<string, List<Location>> _pistolLocations;

public ItemFactory<TR3Entity> ItemFactory { get; set; }
Expand All @@ -39,7 +31,7 @@ protected override Dictionary<TR3Type, List<int>> GetRestrictedRooms(string leve
=> TR3EnemyUtilities.GetRestrictedEnemyRooms(levelName, difficulty);

protected override bool IsOneShotType(TR3Type type)
=> _oneShotEnemies.Contains(type);
=> false;

public EnemyTransportCollection<TR3Type> SelectCrossLevelEnemies(string levelName, TR3Level level, int levelSequence, bool remastered)
{
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