Beispiel #1
0
        private void LoadThings()
        {
            //* WIP array containing the things that have been added to gamecode and can be spawned
            var addTypeIds = new int[] {
                1,  // Player
                5,  // ImpLeader (Fire Gargoyle)
                80, // Yellow Key
                66  // Imp (Gargoyle)
            };

            for (var i = 0; i < map.Things.Length; i++)
            {
                var mt = map.Things[i];

                var spawn = true;

                //Do not spawn cool, new monsters if not commercial.
                // if (options.GameMode != GameMode.Commercial)
                // {
                //     switch (mt.Type)
                //     {
                //         case 68: // Arachnotron
                //         case 64: // Archvile
                //         case 88: // Boss Brain
                //         case 89: // Boss Shooter
                //         case 69: // Hell Knight
                //         case 67: // Mancubus
                //         case 71: // Pain Elemental
                //         case 65: // Former Human Commando
                //         case 66: // Revenant
                //         case 84: // Wolf SS
                //             spawn = false;
                //             break;
                //     }
                // }

                if (!spawn)
                {
                    break;
                }

                //* for now only spawn specified items
                if (addTypeIds.Contains(mt.Type))
                {
                    thingAllocation.SpawnMapThing(mt);
                }
            }
        }
Beispiel #2
0
        private void LoadThings()
        {
            for (var i = 0; i < map.Things.Length; i++)
            {
                var mt = map.Things[i];

                var spawn = true;

                // Do not spawn cool, new monsters if not commercial.
                if (options.GameMode != GameMode.Commercial)
                {
                    switch (mt.Type)
                    {
                    case 68:     // Arachnotron
                    case 64:     // Archvile
                    case 88:     // Boss Brain
                    case 89:     // Boss Shooter
                    case 69:     // Hell Knight
                    case 67:     // Mancubus
                    case 71:     // Pain Elemental
                    case 65:     // Former Human Commando
                    case 66:     // Revenant
                    case 84:     // Wolf SS
                        spawn = false;
                        break;
                    }
                }

                if (!spawn)
                {
                    break;
                }

                thingAllocation.SpawnMapThing(mt);
            }
        }