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.
This commit is contained in:
lahm86 2025-04-12 09:31:32 +01:00
parent 941d525d37
commit 28fc94a89f
3 changed files with 3 additions and 2 deletions

View file

@ -12,6 +12,7 @@
- changed the default fog distance to 22 tiles cutting off at 30 tiles to match TR1X (#1622)
- changed the number of static mesh slots from 50 to 256 (#2734)
- changed the maximum number of items (moveables) per level from 256 to 10240 (1024 remains the limit for triggered items) (#1794)
- changed the maximum number of visible enemies from 5 to 32 (#1624)
- fixed the inability to completely mute the sounds, even at sound volume 0 (#2722)
- fixed the final two levels not allowing for secrets to be counted in the statistics (#1582)
- fixed Lara's holsters being empty if a game flow level removes all weapons but also re-adds the pistols (#2677)

View file

@ -326,6 +326,7 @@ as Notepad.
- expanded maximum texture pages from 32 to 128
- expanded the number of static mesh slots from 50 to 256
- expanded maximum number of items (moveables) from 256 to 10240 (1024 remains the limit for triggered items)
- expanded maximum number of visible enemies from 5 to 32
- ported audio decoding library to ffmpeg
- ported video decoding library to ffmpeg
- ported input backend to SDL

View file

@ -4,12 +4,11 @@
#define NO_BOX (-1)
#define BOX_ZONE(num) (((num) / STEP_L) - 1)
#define LOT_SLOT_COUNT 32
#if TR_VERSION == 1
#define MAX_ZONES 2
#define LOT_SLOT_COUNT 32
#else
#define MAX_ZONES 4
#define LOT_SLOT_COUNT 5
#endif
#define BOX_BLOCKED 0x4000