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); } } }
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); } }