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pathing: raise TR2 creature slot limit
This brings TR2 into line with TR1 in terms of the maximum number of enemies at a time. Resolves #1624.
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3 changed files with 3 additions and 2 deletions
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@ -12,6 +12,7 @@
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- changed the default fog distance to 22 tiles cutting off at 30 tiles to match TR1X (#1622)
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- changed the number of static mesh slots from 50 to 256 (#2734)
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- changed the maximum number of items (moveables) per level from 256 to 10240 (1024 remains the limit for triggered items) (#1794)
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- changed the maximum number of visible enemies from 5 to 32 (#1624)
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- fixed the inability to completely mute the sounds, even at sound volume 0 (#2722)
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- fixed the final two levels not allowing for secrets to be counted in the statistics (#1582)
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- fixed Lara's holsters being empty if a game flow level removes all weapons but also re-adds the pistols (#2677)
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@ -326,6 +326,7 @@ as Notepad.
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- expanded maximum texture pages from 32 to 128
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- expanded the number of static mesh slots from 50 to 256
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- expanded maximum number of items (moveables) from 256 to 10240 (1024 remains the limit for triggered items)
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- expanded maximum number of visible enemies from 5 to 32
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- ported audio decoding library to ffmpeg
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- ported video decoding library to ffmpeg
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- ported input backend to SDL
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@ -4,12 +4,11 @@
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#define NO_BOX (-1)
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#define BOX_ZONE(num) (((num) / STEP_L) - 1)
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#define LOT_SLOT_COUNT 32
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#if TR_VERSION == 1
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#define MAX_ZONES 2
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#define LOT_SLOT_COUNT 32
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#else
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#define MAX_ZONES 4
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#define LOT_SLOT_COUNT 5
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#endif
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#define BOX_BLOCKED 0x4000
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